Final Fantasy Hacktics

Projects => Completed Mods => Celdia's Complete Patch => Topic started by: Celdia on December 14, 2010, 12:41:47 am

Title: CCP (Celdia's Complete Patch) [Old Thread - Locked]
Post by: Celdia on December 14, 2010, 12:41:47 am
This patch is an idea reborn from a silly discussion in the chat. My original patch (Celdia's Enchanter/Alchemist Patch "CEAP") was intended as a test of my own abilities and the tools available here on FFH. It concluded successfully, if quietly, and was pretty much forgotten. This newer undertaking took that old patch and updated it to include the Cook and Homemaker classes listed below. After that, a quirky following started giving me inspiration to continue the trend of strange and fun classes. Thus, Celdia's Class Patch was born from the ashes of the old. That was back in December of 2010. More than half a year later and all of the generic classes have been replaced - some with crazy ideas like the Tactician and others with more grounded roots like the Red Mage - but all of them at least trying to be fun classes to play.

That brings me to the inspiration behind this patch: "Games should be fun." When first approached about my Alchemist class I was told that it was "too overpowered" by a lot of people. My response was a simple truth, "Just about everyone here can beat Vanilla blindfolded so I'm not really worried about how overpowered anything is. I'm not making it to balance the game out. I'm making something fun to play." CCP runs an entirely different difficulty curve than a lot of patches out there but its up to you to decide how to play it as there is no wrong way to have fun, which ultimately is the final goal of this patch. Play it how you want to, so long as you have fun doing so.

With the latest update (v1.9) in the works I've moved on from just modifying generic classes and have completely reworked all of the equipment in the game. A lot of the story battles have been modified already to reflect a boost in difficulty comparable to the new class abilities so the entire game isn't just a walk in the park for those of you seeking a more challenging FFT. Future modifications I have planned include a reworking of the unique characters that join you throughout the story (v1.9 implements a fair number of changes on unique characters already) as well as some changes to monsters and maybe some small event and map edits, but for right now those things are still mostly the same as they ever were. Regardless, I feel its appropriate with the release of v1.9 to rename this project "Celdia's Complete Patch". Thankfully it gets to keep the same old acronym everyone is familiar with. It may not be a 'complete' redesign of the original game yet, but we're well on our way!


~ Changelog ~


The Alchemist and Enchanter are still in this patch but Alchemist has been upgraded to a higher tier class and both have had a few small tweaks to them as well. Some skills were shuffled back around, either to new classes or back to their original positions after a reflection of what I did the first time through. [s:11d7ddw9]That said I think I'm going to leave most of the changes as a surprise this time instead of detailing them here.[/s:11d7ddw9] See my next post for more information.

A special thanks goes out to (in no particular order) Eternal248, Xifanie, Lijj, Zaen, Mando, LastingDawn and anyone else that offered me helpful information, permission to use their ideas and just voiced support of me getting this done (apologies if I didn't name you here!) I'm happy to be bringing something new to FFH again and I hope you all enjoy this.

One last note: Because of the nature of the new job tree, this patch is intended to be played from a new game and not off of an old save file. I have no idea what kind of mess it will create if you try to load old data using this patch.
Edit: You have my apologies in advance for making you play through that opening battle we have all played countless times once again.  <img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" />

Quick Update: Fixed a few things I forgot to modify before the first upload. Thanks, dino!


New Update! Version 1.2 is available now! New classes are Red Mage and Mystic Knight! (For the time being Priest and Wizard are unavailable until the next version update.) More information coming later. Just wanted to get this posted before I went to sleep. One last thought, if you played v1.1 (or v1.11) there are enough changes to the job tree here because of things getting mixed up that you may want to start over. Just sayin'.

Re-Edit: Pulling the patch down for a little bit. Forgot something I wanted added into this and its taking far too long to get it right now. Alright. v1.21 now available. Look for a new weapon available at Dorter before going to the Sand Rat Cellar!

Adding v1.23 now. Will make JP gain for the base classes (Squire, Cook/Homemaker) easier as I gave them innate Move JP-Up or whatever the hell its called now. Noticed on my play testing that Cook and Homemaker just took forever to learn anything useful because they tended to hang back and not do anything. Now at least they'll be gaining something. Moved Gained Jp Up over to Time Mage just because.


Alright! CCPv1.3 is ready to roll! As the classes have been getting shuffled around a little bit of ENTD editing has taken place, but mostly to replace Wizard and Priests with Red Mages until the new Wizard and Priest classes are finished. This update brings us remodels of Knight and Samurai, called Champion and Lapidary respectively. The Champion isn't a great deal different from the Knight since it will still use Break skills, but only on equipment. Lapidary uses Draw Out style skills right now that will use new items to fuel them. Full data rundown to come in the next post, as always. As a last note, in addition to all the others mentioned above extra thanks go to Kagebunji, FDC and twinees for this release of the patch. ^_^

- Known Issues With v1.32 -
Boil refuses to show targeting information still. I've resolved myself to never fixing this.

- Fixed/Changed from v1.3 -

The descriptive text for the Sapphire item has been fixed so it shouldn't bug things anymore.
The Cook's skill 'Gastronomy' has been removed as being both redundant and fairly useless. It has been replaced with Lunch Rush which is effectively a clone of the Time Mage's Quick spell. (I did not however remove Quick from Time Mage for the time being.)
Also, HP Restore has made its triumphant return as Lunch Break. You'll find this in the Cook/Homemaker skillsets now.
The Homemaker's "Hearth and Home" skill was modified to work as originally intended and its skill information was updated to actually list what benefits it bestows upon the target.
A small graphical glitch on the new Chef's Knife weapon was fixed as well.


- Changes from v1.31 -

With some more feedback received in chat (Thanks Skip and Zaen!) I've gone ahead and made a rather large modification to all of the armor pieces that can give HP and MP. Following the trend of my patch giving MP abilities to lots of classes, all helmets have been given MP. Many hats got more MP. Hair Adornments all got +10 MP. Most armor got an MP value. Those that didn't got an HP boost (and Reflect Mail is the only exception.) All clothes all got a tiny MP boost and robes got a slightly higher boost. In addition, a few of those items were changed up a bit for flavor to be a 'Red Mage' equipment set. There is a new shield-type item "Red Cape" as part of this set. Please don't tell me the graphic for it in battle when it blocks is a shield. I know this and I'm not going through the insane amount of work to change it and ONLY it. It was done for flavor.

The other major change is to the targeting of the Lapidary's skills. The skills that used to do an AoE like the old Draw Out now have a special L-shaped Linear AoE. Just target a square diagonally away from your unit and you'll see what I mean. You can also use this to make a normal linear attack if need be. Effect was increased to 4 panels and the price of the gemstones was lowered a bit to compensate for the smaller area.


Newest update: version 1.4! With this latest patch I've removed Time Mage, Lancer and Ninja and they have been replaced by Vanquisher (a play on a popular vampire slaying family), Torero (a variation of the Spanish matador de toros) and Gunslinger (I hope that's a self-explanatory name). Sadly due to a hiccup in coding the Gunslinger's skills don't function exactly as intended but that will hopefully be fixed in the near future.

Oh, to anyone that played v1.3x, the Champion skillset has expanded. Gunslinger picked up the equipment Break skills (now called Sunder skills) and Champion got 4 new skills in their place.

- v 1.41 -

Fixed a few small issues that were noted about v1.4 and I've added a new ASM hack that will allow the Gunslinger's "Aim" skills to deal damage.

Also, for those working on the late-game sections, the Stone Gun and magic guns have been changed. Stone Gun gets a tiny facelift because of how I changed the magic guns. It no longer causes Petrify but is only WP: 14 and is Earth elemental now. The Magic Guns are all 'normal' guns now (Damage is WP^2) with a WP of 16 and they retain their original elements. This was done because the new ASM caused insane damage multiplication with the magic guns. Regardless, they are still powerful weapons in the right hands.

- v 1.42 -

Fixed the latest issues as pointed out by Lucifer_zero and Xifanie (thanks for the info! ^_^ ) as best I could. Boil has been modified to stop PA/MA/Speed Save abuse with it. Holy Sword skills now proc properly instead of 100% of the time. Also I scanned the ENTD again for Wizards and Priests but didn't see any more out of place (though I did only go up to the Underground Book Storage battles. I do want my new magely classes in place past that point.)


- v 1.43 -

Okay. This one was a doozy. A lot of things got little tweaks, some others got more major ones and then some straight up new content has been added. I hope I get the whole list in one go.
I fixed the Light Robe status. It should function fine now. I did verify that Dagger is MA based and will sadly stay that way for the time being. Axe got a modification and should have a better damage range. Its random like the Axe weapons so don't ignore its potential! Holy Water should be a proper line effect now. Holy Book had its range modified and it should animate on miss as well. This will hopefully make it more useful. Torero got a tiny mod and now only has a base Jump stat of 2 to help augment their Move 5 some. They run. Fast.
Enchanter is the big change, though. The entire class was overhauled in function with the new damage formula hack I got from FDC. Their skills will only proc 25% of the time now and will deal normal damage with the equipped weapon as originally intended. To balance this, JP and MP costs on skills have dropped by half or more. Also, the class took Move MP UP from Oracle as a learnable skill and also has it as an innate now.
The new content is in NOGIAS for anyone playing late game. That level of the DD will always result in the same battle now which is where you will find the Ruby for the Lapidary's ultimate skill, but you will have to defeat a vicious Vampire to get it! Enjoy the battle.
There were some tweaks on items as well. A few small functions were changed and some prices were augmented as well. They will either be obvious or you won't notice because you don't care.

I think that's all there is to say.





CCP v1.5 now available!

- Changes from v1.43 -

Well, the white and black magic powerhouses are finally reinstated. Say hello the Ghaele and Warlock! With these additions it should be safe to play through to the end of the game now and not run into any skill-less opponents. Some other notable changes are as follows:
- Champion's Cure spells got tweaked a little. Most noticeably Vitalizing Touch got a boost in power.
- Oracle and Summoner lost a couple skills with this update. I hope to get them replaced in the next version so that this won't be felt too long.
- Female Torero's default palette was swapped out for a new, more flashy red outfit as I felt befitting the class for player use.
- Lapidary's Storm Ring skill got nerfed for being too damned good for that class and the Opal was repriced appropriately.
- Cook lost the useless 'Eighty-Six' skill and gained 'Fowl Play' which is like a weaker version of Beowulf's Chicken.

I need to make an official thank you list at some point so I don't overlap myself but new and extra thanks to Zozma, Raven, Chimp and everyone playing and giving me feedback! ^_^

- v1.51 -

What? Already?! I know. Its annoying but dinosaur's playthrough of Yardow Fort City made me realize that the <Random> equip settings for Gunslingers in the ENTD isn't giving them guns. So v1.51 is mostly a big forced equipment edit on the ENTD for the latter half of the game. I also addressed the Job Level prerequisite oversight on Ghaele and Warlock, not that I think it will make a big difference.



Wow. This update kind hurt to put together. I hope its well received. Welcome to v1.6 and the introduction of the ARH to my patch. Xifanie's awesome hack that let me create the extremely eccentric Tactician class, but more about that later. Time for a quick changelog. Okay, maybe not so quick...

~ Changes from v1.51 ~
- The Amber gemstone for Lapidary is available before the end of Chapter 1 as requested.
-Vanquisher's Axe skill has had its Vertical Tolerance fixed.
-Ghaele and Warlock have gained Half of MP and MP Restore respectively.
- Elmdor no longer shows up equipped with gemstones as weapons.
- Status durations have been tweaked just a tiny bit.
- Red Mage lost the ability to Equip Armor and Helmets.
- Mystic Knight's skills have been powered down a little bit.
- Some animations were changed as well as some text edits made on old things.
- The AI should no longer have access to the Champion's weak healing skills, thus removing their useless sandbagging.
- Also by request, Zalmo's skillset has been updated to not be such a hodge-podge of skills anymore.
- Innate Move MP Up has been removed from Enchanter since they aren't so MP dependant anymore.
- Equip Katana has been replaced by Equip Pole.
- Several of the new class sprites have been updated.
-The ENTD has been updated to make better use of some of the new classes and the new class sprites should be in place at Yuguo Woods and Poeskas Lake.
-Power Wrist has been removed, Bracer has been powered down to +2 PA and a new item, Tactician's Boots replaced the Power Wrist. Check your equipment before restarting from an old save.

Of course I overlooked one rather major change in my haste and its in reference to the Tactician. Poles are now the exclusive domain of the Tactician class (unless you take the Equip Pole Support skill) and they all inflict various status effects on the wielder. Most of these will give the Tactician access to thier skills.


Wow, only 5 days between updates this time and this one is a doozy for me. First off I want put a HUGE THANK YOU here to Twin, Kagebunji and Zozma for their help with the Demagogue sprite and portrait I put together for this update. You guys rock. Also thanks to everyone for the criticism on it while I was working on it; the support I get from everyone here is what keeps me going with this patch more than anything. I need to add pokeytax to my official thank you list while I'm at it. This newest patch makes use of a couple of his ASM hacks that I'm very happy to have.

Alright, now that that's out of the way let's get to the meat of this one. Of course the main update in this patch is the removal of Thief and Oracle who have been replaced by Bandit and Demagogue. More info on them in the following post later.



- The Wall Hack ASM has been applied to make Wall a usable status. This is now known in-game as Antimagic. It both cancels and makes a unit immune to the following status effects: Petrify·Float·Reraise·Frog·Chicken·Regen·Protect·Shell·Haste·Stop·Faith·Reflect (For the time being, Antimagic can only be granted from one armor and one reaction skill.)
- Caution was removed and now adds Antimagic. It was renamed to reflect this.
- Regenerator is now Reflector and adds Reflect status on HP damage.
- Undead status is now immune to Critical status. Bring on the relentless swarms of undead!
- Auto-Potion has been re-instated and the Potion item has been powered down a bit because of it.
- Job levels have been rearranged and are in their final positions for the patch. The job tree in the next post has been updated for the final version. For the time being Squire is in the Warrior position and Archer is in the Nomad position.
- ENTD has been modified in a few places so story characters don't come equipped with Tactician's Shoes anymore. I've tried to keep their new accessories appropriate to the units.
- Ghaele's Rotec Oro skill has had the targeting fixed. It now properly targets only ally units.
- Various text edits were applied to fix some errors in v1.6
- Ninja Swords have been restructured as Bandit Knives. They lost WP but gained W-EV and are equip-able only by the Bandit class for now.
- This last note is just addressing a question from the last version: the Blood Suck skill has been changed to add Undead + Berserk, effectively removing the Blood Suck status I think entirely. It may come back in a future update but its low on my list right now.


~ Fixes from v1.7 ~

- Updated Enchanter skill descriptions to display the correct MP costs.
- Fixed Job Requirement text.
- Changed the Holy Water animation to a blueish fire and reduced the power of the skill a little.
- Added a new animation to the Warlock's Hin Covasair skill.
- Fixed the sprite animation for the Enchanter's Cripple skill. It should animate a weapon strike properly now.
- Re-removed Auto Potion again. Algus has a new reaction skill at Zeakden.
- Replaced the intended Poison Vial on Alchemist with the new Faerie Dust which will Add: Confusion.
- Other small text fixes.


~ v1.8 ~

- Ramza, Delita and Algus all have new base skillsets. Delita and Algus each have a skill unique to them in Chapter 1. Ramza gets new skills in Chapter 2 and again in Chapter 4.
- The Nomad Skill "Gale Force" and the Reaction "Reverse Gale" now have a 100% knockback rate.
- Crossbow formula has been changed to WP*WP.
- Formula 2D has been changed to "Dmg_(MA*(WP+Y)) 100% Status" and is now being used for the Enchanter skills.
- Enchanter skills have been modified to have a 100% proc rate on the status effect for most skills. Slay and Solidify are still only 25%. Gamble should now properly only apply one status from the twelve listed at 100%.
- Bandit gained two new skills, Steal Life and Steal Spirit. They use the Night Sword and Dark Sword formulas, respectively. (PA*WP)
- Bandit also now has Innate: Weapon Guard. An ASM hack has been applied so this shouldn't override any equipped Reaction.
- Lapidary has a new skill, Null Ring, and the shops have a new gemstone to be used for it, the Emerald. Also, gemstones have been given a new graphic in the shop/item lists.
- Rubber Costume has been replaced with the Etherium Shirt. It adds 0 HP and 0 MP but grants Always: Antimagic.
- Undead units are now immune to Critical status.
- The Vanquisher's Holy Book skill got its damage nerfed and now properly hits random targets in the AoE. The max number of hits is 10.
- Brawler lost the Whirler skill for multiple reasons.
- Equip Crossbow has become Equip Bows and now allows you to equip both bows and crossbows.

Text updates for older class skills will be coming eventually. I know there are a good number of old skills that lack range/targeting information in the skill descriptions. I assure you the issue is being addressed. Nothing new for the Known Issues at the moment. Enjoy the patch and have fun with all nineteen new classes! Hell, its twenty if you count Ramza.

~ Changes from v1.8 ~

This update has some odd fixes and changes to it. Some were just things that were long in coming, others were quick fixes to make battles go as intended.

- Warlock skills have been nerfed for damage.
- Mystic Knight skills have been changed to the new Formula 2D and are WP and MA-based now. Status effects should proc 25% of the time on Haunting Hack and Flowing Strike. They are also now evadable.
- Flowing Strike has a new animation.
- Some Red Mage skills have been remodeled a little, most dramatically being Fire, Simoon and Poison (now called Poison Cloud).
- Pole weapons now have all negative statuses as 'Always' (this is to aid AI Tactician units.)
- Several ENTD changes on enemy equipment and unit types. Most bosses have had their HP boosted.
- Job levels 4 and 5 have had their JP requirements raised a small bit. This may affect access to Gunslinger, Mystic Knight and Mime.
- Various text edits were applied to items and skills. More still forthcoming.
- The Bandage skill has been remodeled. Hopefully it will be useful now.
- Bandit skills have had their JP costs lowered across the board.
- Updraft should now Follow Target correctly.
- Brawler has a new skill: Dolphin Kick.
- Panther-type monster skill sets have been remodeled a little. Cat Kick is now their primary attack skill and has had its damage lowered.
- Bandit Knives have been properly updated.
- Lend Spirit and Tend Wound have been removed from Delita's and Algus' skillsets (they were never intended to be there in the first place.)
- Guns are now evadable. This was a quick-and-dirty fix that will hopefully be changed back before a final version. Without this fix the elemental attributes on the guns didn't work and made some planned battles extremely overpowered in favor of the AI.

I think that's all of it for v1.81. I'm sure I forgot something. I always do.

~ v1.82 ~

Just a quick update. Fixed some ENTD issues and setups, some AI issues, the targeting error on Simoon and a few other little things that were bugging me.


~ v1.83 ~

I really wasn't keeping good notes working on the latest update. The major changes here are new ENTD content for all the story battles from the opening all the way to the end of Chapter 2. I may have left everyone in the first battle at Orbonne checked as Controllable so if you're starting a new game, enjoy that while it lasts. (It was a holdover from testing something. I'm not planning for guests to be controllable in the final product. This may change.)

The most notable ENTD change is that the story battles will now have enemies that level with you.

There is a new weapon available in heavy armor shops (Igros/Lionel/etc) at the start of Chapter 2. Be careful how far you grind because enemy units will start bringing this with them as early as level 15.

~ v1.84 ~

Almost a month without an update. It almost feels like I've given up but I assure you that I have not. I did hit a bit if a bad spot in there though and I didn't feel like working on much of anything. Thankfully, that has passed and I bring you yet another update: v1.84. Let's get to the new stuff, shall we?

- Sneak Ring was removed and remade into Renewal Ring. This is available for Lapidary units in Chapter 1 and has a healing effect.
- Knightswords are complete! There are a total of 4 purchasable in shops in the first 3 chapters and all of the pre-existing ones have been rebalanced for the ongoing equipment overhaul.
- Antimagic status has been replaced with a different, new status: Immunity. This new ability cancels and makes a unit immune to all bad status effects for a short time. The Lapidary has a skill which can grant it, Null Ring, which requires an Emerald to use. Also the reaction skill Immunize grants this ability. There may be other items that grant it but you'll have to find those yourself. Additionally, the Mystic Knight skill Shining Stab can now remove Immunity.
- Tranquilizer Dart has be double-checked and is flagged as evadable. Its hit% has been lowered.
- Red Mage got some skill updates again: Death is gone, as is Shell and Protect. Wall now grants both buffs and there are two new elemental damage spells on their list - Stone Strike and Water.
- The ASM for changing unit names has been added by popular demand.
- Nomad's Gale Force skill and Reverse Gale reaction have had their damage output increased as a compensation for terrain issues still managing to stop the 100% knockback. Best I can do about that for now.
- The Main Gauche Bandit Knife has been fixed. If you didn't know what was wrong with it then you won't be missing anything.
- Torero skills have been renamed. Terminar (originally Flourish) has had its formula changed to be PA-dependant only. It should be much more powerful now.
- ASM has been added to make the Darkness debuff reduce accuracy by 50%.
- ASM has been added to make Axes deal PA*WP for damage. Axes haven't yet been rebalanced for the overhaul yet so enjoy some reliably powerful axes for the time being.
- Books have been remodeled into Monster Tomes. They use the same formula and range but now each have a chance on hit to cast a spell unique to monster units. The exception is the Chocobo Tome which uses a healing formula and can trigger Add: Reraise.
- Various text edits were also made.
- The Bandit class has been reset to no longer have Innate: Weapon Guard since it was overwriting any player-set reaction skills. If I can get a fix for this they will get it back later but until then they'll just have to use the normal reaction skill like everyone else.
- ENTD updates have been made going to the end of the game. They're not perfect yet but at least everyone should be working on a Party Level basis. A lot of unit equipment, classes and positions were changed including some early game stuff (notably a minor change in Miluda 2).
- New sprite put in for Male Champion. Now you get a whole new person to hate when Intimidate gets spammed. :D

I think that's everything. It certainly feels like everything typing it all up and I already went back and added 3 bullets to the list before saving this update message. I'm sure I forgot something though. If I didn't then I wouldn't be me. See the post below for some of the changes to the Ghaele's skills. Until next time.

~ v1.85 ~

Just a few quick changes that felt major enough to make another release.

- Fixed the targeting on Bandit's Ambush skill. It properly only targets around the Bandit now. The CT was also lowered to make it a faster skill.
- Reduced the cost of all Tactician skills by 50%. Also the hit% of almost all Tactician skills were increased some.
- Fixed the hit% on a few Ghaele skills that were set wrong. They are much higher now.


While I'll be leaving v1.85 up for the time being, the main info post below will be undergoing some major modifications over the next few days while I prepare for the release of CCP v1.9. Information going up will be for v1.9 and as such all information regarding v1.85 except for the changelog above will be removed. I apologize for any inconvenience this may cause to those of you still playing v1.85. Something better is just around the corner though! Stay tuned for more details!


I almost feel like I should just put the v1.9 changelog into its own spoiler from the start because the list is going to be so long. Let's not waste too much space introducing it.

- Story battle ENTDs have been revised for the new equipment and class changes.
- All equipment has been replaced. Some new icons have been added for select items. Most accessory items have been bundled into a new item type simply labeled 'Accessory'.
- With new equipment comes a revision of shops and their inventories as well as a number of Move-Find Item locations and Poach rewards. There are a good handful of unique items out there to go find now. Happy hunting!
- Whips have been modified to use the hack giving them a (Rdm{0..PA-1}+PA)*WP Formula. (Axes are still PA*WP from 1.8x)
- Alchemist items Faerie Dust and Number 9 now inflict Poison in addition to their normal effect.
- Not all items are equal! With the addition of Pride's Individual Spell Proc ASM, many weapons have a unique proc% for their extra effects.
- Not all items are for players anymore, either. There are a few special 'AI Only' items. You'll notice them when you see 'Innate: Maintenance' on them. Don't kill yourself trying to get your hands on them.
- The Chocobo Tome now properly adds Reraise on hit.
- A new headgear type, the Crown, has been added. Crowns are to Helmets what Robes are to Armor. (And speaking of armor...)
- A new weapon type, the Wand, has been added. The damage formula is MA*WP and it has a crossbow-like attack style to a Range of 5.
- Access to Armor now covers a new subset of armor: Magic Armor. These generally have lower HP bonuses but will include an MP bonus as well.
- Brawlers can now equip Hats.
- Warriors can not equip Armor. Base jobs now have the Equip Armor support skill learnable if the job can equip armor normally.
- Special character units (Mustadio, Agrias, Rafa, Malak, Meliadoul, Orlandu) have had some significant changes made to them. Beowulf, Worker 8 and Cloud are as of yet unchanged. (If you can catch the game reference implied by Mustadio's new skillset, give yourself a cookie.) Reis got her Holy Breath skill modified slightly but is otherwise intact.
- Tactician got a lot of restrictions reduced on their skills. Slow is no longer a prerequisite or anything, nor is Death Sentence. Half of the Pole weapons have had bad status effects removed from them as well so they are more viable weapons now for other classes.
- Bandit lost Steal Life and gained Blinding Powder in place of it.
- Nomad skills got moved around a bit. Gale Force was removed since the whole knockback thing wasn't working as intended. They now have a Cancel: Charging/Performing skill, Disrupting Gale. Far Shot was shuffled around with that and now they have a new Reaction: Counter Snipe. (This skill needs some serious testing still)
- Vanquisher's skill list has been half-replaced. Dagger now only hits once and has a shorter range. Axe also has a reduced range. Stopwatch and Holy Book were removed. New skills include Thousand Blades (a multi-hit Dagger-like skill), Axe Sweep (Axe, but bigger) and Hydro Storm (powerful Holy+Water skill). Holy Water and Holy Cross are unchanged.
- The Torero's best skill, Terminar, has had its MP cost lowered from 60 to 40. It should actually be usable now. :D
- Many of the Ghaele's MP costs on skills have been changed.
- Much applause will follow this note: Champions no longer have Intimidate. It has been replaced by a new Regen ability: Rejuvenating Touch.
- Some sprites were updated or changed. You'll know them when you see them.
- On top of all the new equipment text, some other minor text edits were applied.
- The Mystic Knight's Freezing Whirl should have a proper animation now.
- A couple of spells have been noted as 'Ignores Faith'. This descriptor generally only appears in skillsets where Faith is applied to everything else. They function on a straight MA*Y formula.
- Updated SCEAP splash image for the new version.
- Lowered the bonus from Martial Arts to *1.25.
- Job Level requirements have been changed on the lower tier classes. See the new Job Tree in the next post for details.
- If it didn't become apparent with some of the above listed changes, there are no longer any Female-Only equips.
- Fixed the Immunity status to function properly with other status effects.
- Removed the Blind = -50% accuracy ASM and replaced it with the "Blind and Confuse overrides concentrate/transparent accuracy bonus and now divides accuracy by 2" ASM. It appears to be functioning perfectly.
- Fixed the damage/status display-on-hit of a couple skills where it wasn't displaying anything.
- Almost every generic job has had some kind of equipment-access change made. See the chart in the following post for details on who can use what. Some growths and multipliers have also been modified.

Something I just want to point out in bold so people know going into it, there are still a lot of later game changes that are untested so please bear with me as things like that are discovered. One notable untested thing is Rafa's new unique skill. It might work, it might crash the game. At this point I just want to release the patch and I'll fix the big problems later.

As always, I'm sure I forgot a small pile of things. I'm just so burnt out from working on this that if there's more I'm missing I either just can't remember changing it or I forgot to note it. All things considered, I think that's plenty right there.

~ Known Issues for v1.9 ~
- Boil does not display proper targeting information.
- During battle, female units with classes that require levels in Homemaker (Alchemist, Vanquisher, Enchanter, Oracle, Mystic Knight, Lapidary, Red Mage, Ghaele, Warlock, Tactician, Mime) will not display as known classes in the status screen. This should not affect gameplay at all.
- Deep Dungeon hasn't been updated beyond NOGIAS yet, so some enemies there won't have appropriate (or any) equipment.
- Its been noticed that some monsters have been using their third abilities (Panthers using Cat Kick, Bombs using Small Bomb) even though they aren't listed on their skill lists.
- No EVTCHRs have been changed to match the new generic unit sprites so events involving them will look bugged.
- The Brawler's skill Dolphin Kick sometimes causes a little graphical glitch where the unit will hover high above the battlefield. Moving the unit or walking through their panel will return them back to the proper place on the field but their shadow seems to disappear for the rest of the battle sometimes. This doesn't appear to affect gameplay at all. Sure does look awesome when he air-walks back down to earth though. ^_^
- Sometimes it looks like Bandit units are starting the battle with Defend status. This is doesn't seem to be 100% consistent. I've checked everything I can think of that might be causing it and I can't find a reason why.

~ Changes from v1.9 ~
- Modifed Malak's Faith to be a usable amount.
- Changed Innates on Flashy Costome and Guardian Sword to things that will actually work.
- Fixed Rafa's Wild Healing skill to apply the proper status effects.
- Fixed Wizard Guard to properly grant the MP Restore reaction instead of Lunch Break.
- Updated Agrias' skillset to reflect how it looks from the start of the game.

~ Changes from v1.91 ~
- Fixed the AI flags on Rafa's Wild Healing. She should actually use it now.
- Fixed the AI Only item Cursed Ring to properly add Always: Undead.
- Fixed the major issue of female units being able to equip crowns as any job.

~ Changes from v1.92 ~
- Attempted to rebalance the Red Mage spell damage values a bit. Increased the JP cost of Water to 150.
- Modified the Brawler's Pummel skill to have a more narrow damage range so its not such a chancy skill to use. Increased the Y value a bit as well.
- Fixed the Faerie Dust and Number 9 items. They weren't applying any statuses at all but should be working normally now.
- Updated the skill descriptions on all Homemaker skills and on the Cook's Fowl Play.
- Lowered the cost of Hearth and Home to 18 MP.
- Updated Meliadoul's formation sprite and portrait.
- Preset more gear on enemies at Dorter 1 as well as lowering the enemy job levels a bit more. Hopefully this will stop being such a pain to get past now.
- Changed the equipment of a Brawler at Thieves' Fort to give him a better Jump value so hopefully he won't be stuck on the roof now.
- As always I did a few minor text edits as well.
QuoteAlso attached this time is a version of CCP with the No Music ASM applied for people that want to make videos of the patch or stream it and would rather have their own music playing.



This is just a short list of people I owe thanks to for helping CCP become something more than a small dream in my imagination. These are in no particular order and do involve people not even on FFH so there might be a few names you don't know. If I forgot you, please don't believe I think less of you than those listed here: I'm just scatter-brained like that. So, thank you all...even if I forgot you! ^_^

Eternal248, Xifanie, Lijj, Zaen, Mando, LastingDawn, dinosaur, Zozma, Lucifer_zero, formerdeathcorps, Prideful, Wiz, Chimpmaster, RavenOfRazgriz, Twinees, Kagebunji, Wasabi, secondadvent, superjupi, Qwerinty, Zareb, marbles, Aquilae, Zuzka, Kokojo, tithin, Criss, SkipSandwich, Scearcely, Nojgaard, Avenger314, markyjoe1990 ...and Michiru just for putting up with me while I've been working on this whole thing. ^_^
Title: CCP (Celdia's Complete Patch) v1.92 - I hope I don't have to fix this every day.
Post by: Celdia on December 16, 2010, 04:42:15 am
Everything listed below is intended for use with CCP v1.9. If you're playing an earlier version some things may not match up.



CCP Job Tree
(http://img.photobucket.com/albums/v311/Celdia/CCP-JobTree-195.png)


PA/SP Based Classes
Warrior = Initially available
Champion = Level 2 Warrior
Nomad = Level 2 Champion
Brawler = Level 3 Champion
Bandit = Level 3 Nomad
Torero = Level 4 Brawler
Gunslinger = Level 4 Bandit, Level 4 Torero

MA Based Classes
Butler/Homemaker = Initially available
Red Mage = Level 2 Cook/Homemaker
Alchemist = Level 2 Red Mage
Demagogue = Level 3 Red Mage
Lapidary = Level 3 Alchemist
Tactician = Level 3 Demagogue
Warlock= Level 6 Red Mage

Combination Classes
Enchanter = Level 3 Champion, Level 3 Red Mage
Vanquisher = Level 3 Enchanter
Mystic Knight = Level 4 Vanquisher
Ghaele = Level 6 Champion

Advanced Classes
Mime = Level 8 Champion, Level 8 Red Mage, Level 4 Tactician, Level 4 Gunslinger, Level 4 Mystic Knight, Level 4 Lapidary



CCP Class Stats
(http://img.photobucket.com/albums/v311/Celdia/CCPMGuide04.jpg)



Warrior

(http://img.photobucket.com/albums/v311/Celdia/War03.jpg)

First among the generic classes is the Warrior. Not inclined to use magic-based skills at all, they excel only in providing damage with simple weapons.

Quote from: Warrior Skills
There is literally nothing here you haven't seen before. Warriors have the old Archer's "Charge" skillset, but some of the CTs on them have been lowered a bit.



Homemaker and Butler

(http://img.photobucket.com/albums/v311/Celdia/CookButler.jpg)

Homemaker and Butler take the place of the base class to the 'Magic' tree of jobs. Each is gender-unique and they have a wide variety of skills intended to be used from early game until late.
Quote from: Homemaker SkillsSugary Candy -  A tasty sweet to re-energize even the most tired combatant. Cancel: Sleep, restores a tiny bit of HP.
Cafe Au Lait -This caffeinated drink will get anyone moving. Add: Haste.
Boil -  Continuously rain boiling water on a single target. Small, repeating fire and water elemental damage.
Flash Freeze - Chill the surrounding area so quickly it can even freeze units solid.  Add: Stop, moderate ice elemental damage.
Spring Cleaning -  A quick wash will remove all statuses from a target, good and bad.
Last Supper - A death row meal, While it works as a restorative, it is ultimately deadly.  Add: Death Sentence.
Ambrosia - The food of the gods. Empowers one target. +1 PA/MA/SP, +10 Brave.
Hearth and Home - Be given all the comforts of home. Increases defense of one target. Add: Protect, Shell, Reflect.


Quote from: Butler Skills
Throw Silverware - Toss a piece of silverware to distract a target. Cancel: Charging and Performing.
Calm Demeanor - A proper butler should be unfazed even in the most dire of circumstances. Self target, Add: Immunity
Blackmail - A good servant always knows about his master's competition and can use the knowledge to devastating effect. Add: Don't Act
Magic Blade - Every good servant carries a weapon on his person somewhere so that he may better defend his master. Deals damage, ignores Faith.
Stylish Trappings - "'Coz every girl crazy 'bout a sharp dressed man." Only works on Female units. Add: Charm
Intimidate - A few well placed words can make any brutish thug back down.  -25 Brave
Rare Vintage - A knowledgable servant knows how to get the rarest and most refreshing wines. Greatly recovers HP.
Perfect Timing - A good butler can make anyone ready in a moment's notice. CT = 100



Champion

(http://img.photobucket.com/albums/v311/Celdia/Chmp3.jpg)

The Champion is the early game melee class and tank. It has a series of fast-use but relatively weak holy spells as well as a few more expensive ones. This class can lead your front line from the beginning of the game until the end.

Quote from: Champion Skills

Healing Touch: Channel holy power through your hands to heal wounds and punish the undead. Restores a small amount of HP.
Rejuvenating Touch: Touch an ally and infuse them with rejuvenation magic. Add: Regen.
Remove Paralysis: Apply your holy will to remove various paralyzing effects from your allies: Cancel: Don't Move, Don't Act, Slow, Stop.
Remove Disease: Apply your holy will to remove various ailments from your allies. Cancel: Undead, Petrify, Confusion, Blood Suck, Poison, Death Sentence.
Vitalizing Touch: Channel holy power through your hands to heal wounds and punish the undead. Restores a moderate amount of HP.
Death Ward: Grant a divine blessing against death to an ally. Add: Reraise.
Lay on Hands: Use healing hands to restore life to a fallen ally.  Cancel: Dead.
Behemoth Power: Bless an ally with greater strength. PA +2


Red Mage

(http://img.photobucket.com/albums/v311/Celdia/RedM1.jpg)

The Red Mage is more of an homage to the classic version found in the original Final Fantasy. Their skillset is a combination of black and white magic and they can wear both light and heavy armor as well as having access to a good weapon selection. To reduce overlap, Priest and Wizard are temporarily unavailable so Red Mage is the only base magic user to choose from right now.

Quote from: Red Mage Skills
Cure: White magic cures physical injuries and restores HP to a single target. Restores a small amount of HP.
Heal: White magic cures physical injuries and restores HP to all allies on the field. Restores a small amount of HP.
Fire: Black magic erupts in an inferno all around you. Moderate fire elemental damage.
Simoon: Black magic conjures up a scorching hot desert wind that burns all units around you. Strong fire and wind elemental damage.
Bolt: Black magic strikes down in a flash of lightning in a short line. Small amount of lightning elemental damage.
Thunder: Black magic strikes down in a flash of lightning in a long line. Moderate amount of lightning elemental damage.
Ice: Black magic releases falling ice shards on a single target. Small amount of ice elemental damage.
Blizzard: Black magic summons a freezing wind. Moderate amount of ice and wind elemental damage.
Wall: White magic protects units from all attacks by surrounding them in a powerful magic armor. Add: Protect, Shell.
Stone Strike: Black magic that creates a gigantic stone above your foes and drops it with great force. Strong earth elemental damage.
Water: Black magic that strikes at a distance with a ball of conjured water. Small amount of water elemental damage, ignores Faith.
Regen: White magic that infuses allies with rejuvenation magic. Add: Regen.
Poison Cloud: Black magic creates poison inside one's body, gradually lowering HP as the body is consumed from inside. Affects a large area.
Esuna: White magic cancels abnormal status with its purifying light. Cancel: Petrify, Darkness, Confusion, Silence, Berserk, Frog, Poison, Sleep, Don't Move, Don't Act.
Frog: Black magic turns target into a frog. Can also be used to reverse the effects of this spell. Add/Cancel: Frog.
Raise: White magic revives dead units from abyss. Cancel: Dead.



Enchanter

(http://img.photobucket.com/albums/v311/Celdia/ench02.jpg)

The Enchanter mixes martial prowess with arcane skill by imbuing their attacks with debilitating magic. They have access to all ranged weapons making even weaker guns extremely dangerous in their hands.

Quote from: Enchanter SkillsBlackout - Imbue weapon with blinding capability.  Add: Darkness.
Cripple - Imbue weapon with debilitating  magic. Add: Slow.
Envenom - Imbue weapon with painful poison. Add: Poison.
Quiet - Imbue weapon with sound dampening magic. Add: Silence
Dazzle - Imbue weapon with mind-altering magic. Add: Confusion.
Gamble - Imbue weapon with a random debilitating magic. Add: Darkness, Confusion, Silence, Undead, Poison, Charm, Sleep, Oil, Slow, Berserk, Stop, Don't Act, Don't Move.
Slay - Imbue weapon with fast killing poison. Add: Death Sentence
Solidify - Imbue weapon with petrification magic  Add: Petrify



Nomad

(http://img.photobucket.com/albums/v311/Celdia/Nom01.jpg)

The Nomad is a wandering soul with great archery skills and a command over the forces of Wind to boost their skills. While a few of their skills do require a ranged weapon in hand to be used, the others are usable at anytime. They don't wear shoes so that they can better 'walk on the wind'.

Quote from: Nomad Skills
Updraft - Call immobilizing winds to lift your targets into the air and hold them there, helpless. Add: Float, Don't Move.
Disrupting Gale - Summon up a forceful wind to batter your target and disrupt their spells. Cancel: Charging, Performing. Moderate wind elemental damage.
Wild Zephyr - Channel a wind that whispers madness into the ears of all nearby, injuring them as it does so. Add: Confusion. Moderate wind elemental damage.
Piercing Shot - Take aim at point blank range and fire a shot that can penetrate multiple targets at once. Cancel: Defending. Requires: Bow, Crossbow or Gun.
Cover Fire - Provide covering fire with your weapon and continuously rain down damage on a small area of the battlefield. Persistent Effect.  Requires: Bow, Crossbow or Gun
Far Shot - Take some time to line up a shot from great distances. Increased range attack. Requires: Bow, Crossbow or Gun.



Brawler

(http://img.photobucket.com/albums/v311/Celdia/Brawler01.jpg)

The Brawler pays homage to everyone's favorite OP character of FF6: Sabin (DISCLAIMER - Sabin may or may not be your favorite character.) Their skills are my best attempt to make something similar to his Blitz skills. No real rhyme or reason for this. Just seemed fun.

Quote from: Brawler Skills
Pummel - Relentlessly punch an opponent. Random damage.
Aurabolt - Strike an opponent from a distance with holy spirit. Unarmed Holy elemental damage.
Dolphin Kick - Perform a flying kick that unleashes a wave of water to drown your foes. Unarmed Water elemental damage.
Fire Dance - Channel the burning fury of your soul into a wide-area attack. Unarmed Fire elemental damage.
Mantra - Restore a small amount of HP and MP to nearby allies.
Air Slash - Strike so violently that you cause the very air to damage your targets. Unarmed Wind elemental damage.
Bum Rush - Perform an extremely violent attack on a single target. Strong non-elemental damage.



Alchemist

(http://img.photobucket.com/albums/v311/Celdia/Alch01-1.jpg)

The Alchemist uses and almost entirely new set of items. A few classic standards return but the majority are now very different. Many can be bought in shops throughout the game but a few can only be found and others can only poached from monsters.

Quote from: Alchemist SkillsFaerie Dust - A bottle of mind-altering chemicals.  Add: Confusion, Poison.
Potion - Potion restores 90 HP.
Ahriman's Eye - The eye of an Ahriman retains its ability to petrify even after death.  Add: Petrify.
Phantom Vial - Phantom Vials bestow ghost-like qualities. Add: Transparent, Undead.
Tincture - Tincture restores 50 MP.
Elixir - Elixir restores all HP and MP.
Venom - Venom poisons whatever its poured on.  Add: Poison, Don't Move, Don't Act, Haste.
Panacea - Panacea is used to treat mundane ailments. Cancel: Darkness, Poison, Oil, Sleep, Confusion.
Grease - Grease is simply a flammable oil. Add: Darkness, Oil.
Number 9 - The infamous Love Potion Number 9 enchants those its used on. Add: Charm, Poison.
Adrenaline - Adrenaline is a powerful drug in combat. Add: Haste, Regen, Berserk.
Remedy - Enchanted water that removes magical ailments. Cancel: Blood Suck, Undead, Silence, Frog, Don't Act, Don't Move, Petrify.
Mosfungus - Mosfungus is a poisonous mushroom. Add: Death Sentence.
Phoenix Down - This feather revives dead units. Cancel: Dead.



Demagogue

(http://img.photobucket.com/albums/v311/Celdia/Dema1.jpg)

The Demagogue is a form of 'war chanter' that uses speech-based skills to affect wide areas of the battlefield with various effects. They wear heavy armor and bring a variety of weapons with them into battle.

Quote from: Demagogue Skills
Convert Follower:  Single out one foe and attempt to make them turn to your side permanently. Add: Invite.
Power Word: Blind: Speak a word of power that can blind anyone that hears it. Add: Darkness.
Evangelize: A rousing speech designed to make others contribute funds to your cause. Steals gil.
Sadomasochism: Speak hurtful words that only the most depraved souls would take joy from. Add: Charm. Small non-elemental damage.
Zealotry: Orate an inspiring speech that will draw out a mad bloodlust in others. Add: Berserk, Haste, Death Sentence.
Speak of the Dead: Speak a powerful eulogy for lost souls, drawing them back to the world of the living. Cancel: Dead.
Power Word: Stun: Speak a word of power that can stun anyone that hears it. Add: Stop.
Power Word: Kill: Speak a word of power that can kill anyone that hears it. Add: Dead.



Ghaele

(http://img.photobucket.com/albums/v311/Celdia/Ghaele02.jpg)

The Ghaele is a more powerful version of the Champion, shedding some of their physical skill for more magical power. They can cast spells to instantly restore or empower their allies.

Quote from: Ghaele Skills
White Wind - A powerful healing spell. Restores a great deal of HP.
Holy Armor - Creates an armor of light to protect units. Add: Protect.
Holy Shield - Creates a barrier of light to shield units. Add: Shell.
Revivify - A spell capable of reviving multiple units at once. Cancel: Dead.
Warp Time - Magic that bends the very fabric of time. Add: Haste.
Cleansing Wind - A spell that summons a magical sprite to restore units to normal condition. Cancel: Petrify, Darkness, Confusion, Silence, Berserk, Frog, Poison, Sleep, Don't Move, Don't Act.
Angelic Blessing - A spell that summons an angel grant a blessing to hold of death. Add: Reraise.
Ruby Light - A spell that creates invisible armor to deflect magic. Add: Reflect.


Loremaster

(http://img.photobucket.com/albums/v311/Celdia/War04.jpg)

The Loremaster is a powerful magic user that relies on knowledge learned from ancient, mystical tomes instead of Faith in a greater power. To make use of any spells at all, they will require some kind of Book weapon equipped and depending on the choice of book they will get access to greater and more powerful magics.

Quote from: Loremaster Skills
Forcewall: Trap a target inside a magical box, rendering them helpless for a short time. Add: Don't Act, Don't Move.
Magic Missile: A quick, simple blast of magical energy thrown against one target.
Rejuvenate: A fairly powerful healing spell that can also quickly dispatch the Undead.
Fireball: A dangerous, wide-area blast of flames. Best used at a distance. Fire elemental.
Bless: A powerful protection spell handed down through the royal family line. Add: Haste, Regen, Shell, Protect, Reraise
True Resurrection: One of the most powerful forms of white magic, capable of returning a fallen ally to full fighting ability. Cancel: Dead.
Enthrall: An underhanded spell that charms an enemy of the opposite sex into fighting for you. Add: Charm (Opposite sex only)
Entrance: Use hypnosis to place a member of the opposite sex into a deep sleep. Add: Sleep (Opposite sex only)
Lightning Bolt: Discharge a powerful, quick, but short-ranged lightning bolt from your fingertips. Lightning elemental.
Ice Storm: Conjure up a brutal storm of arctic winds, snow and ice to batter your foes. Ice elemental.
Weakness: Sap the very strength away from an enemy, weakening them greatly. -3 PA.
Feeblemind: Wrack the brain of your opponent, rendering them dull and witless. -3 MA.
Dark Matter: Crush a single opponent with a powerful gravity well created around them. Non-elemental.
Meteor Strike: Draw down a giant piece of alien stone to crush your enemies once and for all. Non-elemental.
FADE: A rare arcane spell that calls the gaze of a righteous god down upon your target. Holy elemental.
NUKE: A rare arcane spell that punishes a single target with the fury of a dark god. Pierces reflective magics. Dark elemental.



Vanquisher

(http://img.photobucket.com/albums/v311/Celdia/Vanq01.jpg)

The Vanquisher is an homage to another game series that I hope will make itself apparent. The class itself is rather straight-forward.

Quote from: Vanquisher Skills
Dagger: Throw dagger a at a nearby enemy. Small non-elemental damage.
Axe: Toss an axe in a high arc at an enemy. Moderate non-elemental damage.
Holy Water: Throw down a vial of flaming liquid imbued with holy power. Moderate fire and holy damage.
Thousand Blades: Throw a series of daggers at a nearby enemy. Moderate non-elemental damage. Strikes 5 times.
Axe Sweep: Toss a huge axe to crush nearby enemies. Strong non-elemental damage.
Hydro Storm: Summon a deluge of holy rain to cover the battlefield. Strong water and holy elemental damage.
Holy Cross: Summon a great holy power to destroy anything nearby. Powerful holy elemental damage.


Mystic Knight

(http://img.photobucket.com/albums/v311/Celdia/Mkni2.jpg)

The Mystic Knight crosses offensive magic with powerful sword skills. It does require a sword to be equipped to use their skills so try not to forget one going into battle. Their damage is based on how powerful of a weapon they're equipped with.

Quote from: Mystic Knight Skills
Burning Blade: Channel magical fire through your blade and swing it in a wide arc, burning nearby units. Fire elemental.
Shocking Slash: Conjure lightning into your sword and slash forward sending it at your foes. Lightning elemental.
Freezing Whirl: Draw freezing cold into your blade and make a whirling strike with it, hitting all adjacent units. Ice elemental.
Terran Thrust: Drive your sword into the earth and summon up a giant blade of stone to pierce those directly before you. Earth elemental.
Howling Rend: Call down a storm of wind that cuts like the blade in your hand to destroy a foe from a distance. Wind elemental.
Flowing Strike: Channel watery magic through your sword and attempt to mire your opponent into helplessness. Add: Don't Move, Frog. Water elemental.
Shining Stab: Summon a holy blade to shatter the protective wards around a target. Cancel: Protect, Shell, Haste, Reraise, Reflect, Immunity. Holy elemental.
Haunting Hack: Slice a hole between this dimension and The Void and cause evil forces to drain away your target's lifeforce. Add: Slow, Don't Act, Death Sentence. Dark elemental.


Bandit

(http://img.photobucket.com/albums/v311/Celdia/Bandit01.jpg)

The Bandit is the swiftest class available and they put that speed to good use. Doing everything from disabling opponents to stripping them of equipment and making use of the uniquely useful Bandit Knives, the Bandit is a oft-overlooked but powerful class.

Quote from: Bandit Skills
Steal Gil: Rob one opponent of their money. Steals gil.
Ambush: Get your nearby allies to help you in setting an ambush for your foes. Add: Haste.
Hamstring: Use your weapon to try disable your opponent with a targeted, non-damaging strike. Add: Slow, Don't Move.
Tranquilizer Dart: Throw a tiny dart that can knockout a target. Add: Sleep.
Blinding Powder: Toss a blinding powder in an arc in front of you capable of blinding anyone it hits. Add: Darkness.
Steal Helmet: Steal the headgear right off an enemy.
Steal Shield: Steal the shield right out of an enemy's hand.
Steal Armor: Steal the armor right off an enemy.
Steal Weapon: Steal the weapon right out of an enemy's hand.
Steal Accessory: Steal the accessory right off an enemy.
Steal Spirit: Use your equipped weapon to drain away an enemy's MP.


Torero

(http://img.photobucket.com/albums/v311/Celdia/Tor01.jpg)

The Torero is based on the performance art / sport of bullfighting. They have short range 'dart' attacks for disabling opponents, the ability to draw in enemy units closer and send them into a fit of rage, all culminating in the use of their Terminar skill to go for the kill.

Quote from: Torero Skills
Ralentizar: Pierce your target with a short lance to slow them down. Add: Slow.
Envenenar: Pierce your target with a poisoned lance. Add: Poison.
Debilitar: Pierce your target with a short lance to weaken their attacks. -2 PA.
Provocar: Use your words to draw enemies closer to you. Short range healing AoE to confuse AI into getting close.
Enfurecer: Target a single enemy for ridicule, sending them into a wild, destructive rage. Add: Berserk.
Acelerar: Use your amazing speed to quickly move again.  Add: Quick.
Terminar: Perform your greatest feat of skill, striking all nearby enemies with a single spectacular attack. Powerful non-elemental damage.



Lapidary

(http://img.photobucket.com/albums/v311/Celdia/Lap2.jpg)

The Lapidary is an expert at jewelcrafting and uses precious stones as a medium for engraving magical runewords that create various effects. However these gems are fragile and will shatter after each use, so use them sparingly.

Quote from: Lapidary Skills
Amber - A common stone made from solidified tree sap. When engraved upon, it becomes a Relic Ring. Add: Undead. Moderate Dark elemental damage; ignores Faith.
Amethyst - A mysterious purple gemstone. When engraved upon, it becomes a Czarina Ring. Add: Protect, Shell.
Tigereye - A stone that resembles a cat's eye. When engraved upon, it becomes a Renewal Ring. Restores a moderate amount of HP; ignores Faith.
Sapphire - A deep blue gemstone that is known for its beauty and value. When engraved upon, it becomes a Reflect Ring. Add: Reflect.
Opal - A cloudy stone with hints of pearlesence. When engraved upon, it becomes a Storm Ring. Moderate Lightning elemental damage; ignores Faith.
Topaz - A shining yellow gemstone. When engraved upon, it becomes an Angel Ring. Add: Reraise.
Emerald - A glowing green gemstone. When engraved upon, it becomes a Null Ring. Add: Immunity.
Ruby - A unique, unbreakable stone with a deep red color. Rumored to be a favorite of titans. When engraved upon, it a titan to aid you. Powerful earth elemental damage; ignores Faith. Cancel: Reraise, Float, Protect, Shell, Regen.


Tactician

(http://img.photobucket.com/albums/v311/Celdia/Tactician01.jpg)

The Tactician is a strange duck. They utilize a new approach where the Tactician unit must be under the effect of specific statuses to access their skills. While under harmful effects they can support their allies and while under beneficial effects they can terrorize their opponents. The main thing about a Tactician though is they don't enter the battle directly and instead stand back to observe and direct. For this reason the Tactician has an innate status of Don't Move.

Quote from: Tactician Skills
Lie In Wait - Hide yourself so you can set trap for your foes. Requires: Don't Move - Add: Transparent (You will need this skill or another way to add Transparent to your Tactician to use the last five skills on their list.)
Extended Rations - Keep your allies well-fed and healthy. Requires: Don't Move, Poison - Add: Regen to all other allies.
Wheel Formation - Command your troops to stay in motion. Requires: Don't Move, Float - Add: Haste to all other allies.
East Wind Prayer - A deception of your own troops to raise their Faith. Requires: Don't Move, Darkness - Add: Faith to all other allies.
Call the White Wind - A special prayer of healing. Requires: Don't Move, Undead - Heals a moderate amount of HP of all allies.
Forced March - Rigorous hiking keeps your allies quick and ready to act. Requires: Don't Move, Darkness, Float - All other units gain +1 Speed.
Crane Formation - Command your troops to protect wounded allies so they can return to battle. Requires: Don't Move, Undead - Cancel: Dead on all other allies.
Final Charge - A last ditch effort in desperate times. Requires: Don't Move, Poison, Critical - Add: Quick to all other allies.

Spike Pit Trap - Set a trap of shallow, concealed pits filled with spikes. Requires: Transparent, Don't Move, Regen - Deals damage to all enemies.
Stone Maze Trick - Set a maze-like trap of stones to bewilder your foes and slow their advance. Requires: Transparent, Don't Move, Haste - Add: Don't Move to all enemies.
Taking High Ground - Force your foes to fight an uphill battle. Requires: Transparent, Don't Move, Float - Add: Slow to all enemies.
Empty Fort Decoy - Set a decoy trap to lower the guard of your opponents. Requires: Transparent, Don't Move, Protect, Shell - Cancel: Protect, Shell, Regen, Haste and Immunity on all enemies.
Dragon's Gambit - The greatest military maneuver known to man. If it works, the battle is yours. Requires: Transparent, Don't Move, Critical - Inflict CT 0 on all enemies.


Gunslinger

(http://img.photobucket.com/albums/v311/Celdia/Gun01.jpg)

The Gunslinger gets the unique ability to dual-wield guns, giving its skills a far reach that can make them devastating. Capable of destroying an enemy's equipment or just shooting them with an unevadable strike, Gunslingers spell doom for all that oppose them.

Quote from: Gunslinger Skills
Sunder Helmet: Destroy a target's equipped headgear.
Sunder Shield: Destroy a target's equipped shield.
Sunder Armor: Destroy a target's equipped armor.
Sunder Weapon: Destroy a target's equipped weapon.
Sniper Cover: Become nearly invisible by staying perfectly still. Add: Transparent, Don't Move.
Aim: Legs : Target a unit's legs, immobilizing them. Add: Don't Move, Poison.
Aim: Arms : Target a unit's arms, disabling their ability to act. Add: Don't Act, Poison.
Aim: Body : Target a unit's body, stopping them in their tracks. Add: Stop.
Aim: Head : Target a unit's head, attempting to kill them in one shot: Add: Dead.


Title: Re: Celdia's Class Patch v1.11 - Updated!
Post by: MarblesX on December 17, 2010, 08:02:08 am
Sounds like a refreshing change from the generics. Do you plan to replace all the regular classes?
Title: Re: Celdia's Class Patch v1.11 - Updated!
Post by: Celdia on December 17, 2010, 04:51:18 pm
I can't say that I have any specific plans as of yet but as I think up things or as ideas get tossed around I will likely continue to add to this patch. I would like to replace them all eventually, even if they don't really make a lot of sense in the long run.
Title: Re: Celdia's Class Patch v1.11 - Updated!
Post by: MysticKnightFF5 on December 17, 2010, 08:41:58 pm
Status effects huh? Don't suppose you can add elemental effects also?
Title: Re: Celdia's Class Patch v1.11 - Updated!
Post by: Celdia on December 18, 2010, 02:44:57 am
Technically I suppose I could add any kind of effects. Did you have something specific in mind by elemental?
Title: Re: Celdia's Class Patch v1.11 - Updated!
Post by: MysticKnightFF5 on December 18, 2010, 05:25:15 pm
Fire slash/ice slash/ thunder slash would be very helpful throughout the game.
Title: Re: Celdia's Class Patch v1.11 - Updated!
Post by: dinosaur on December 20, 2010, 05:34:54 pm
www.youtube.com/dinosaur521 (http://www.youtube.com/dinosaur521)

If you want to watch a walk though by a gehy man
Title: Re: Celdia's Class Patch v1.11 - Updated!
Post by: Celdia on December 20, 2010, 09:32:23 pm
Dinosaur, something you've repeated a few times now is that you think Sugary Candy is overpriced in the area of MP. I did want to address the 'why' behind this.

I based its cost on the actual Regen spell, which is also 8 MP. While both skills have a range of 3, Candy only has a single target instead of an area of 1. Candy has a vertical range of 2 but while I don't think that comes into play very much, it bears noting that Regen has 0 vertical range. Regen has a CT of 4. Candy has no CT; it is always 'Now'. The other really major point behind it that you might not have taken into account is that Sugary Candy has a 100% hit chance. It can't miss. Regen is of course Faith and MA based to hit. Also, since I know a few of your units started with the Candy skill you might not have noticed that Sugary Candy costs 80JP to Regen's 300JP. It is also on a lower tiered skillset meaning it is obviously faster to access and its true intent isn't as a healing skill but as a Cancel: Sleep skill. I combined it with healing to get the overall effect I wanted for it, but I'm looking at using FDC's formula hack that he's been working on lately to make it do what I really want it to do.

So, since I know you were concerned with this, that's the reason. ^_^ I hope it clears things up and makes you less unhappy with the 8 MP choice on the Candy. If I get the formula hack I want for it to work, it'll actually be a 0 MP skill that doesn't add Regen at all.
Title: Re: Celdia's Class Patch v1.2 - New Update: 1/3/11
Post by: Celdia on January 03, 2011, 10:41:08 am
Hooray for v1.2! Red Mage and Mystic Knight make the scene!
Title: Re: Celdia's Class Patch v1.21 - New Update: 1/3/11
Post by: Celdia on January 04, 2011, 01:09:34 am
Fucking thing. The skill Thunder on the Red Mage skillset is bugged. Its only supposed to target in a single line. I'll fix that next patch. I've fixed this fucking thing like 5 times already tonight. I'm not re-uploading it again for just that. -_-
Title: Re: Celdia's Class Patch v1.22 - New Update: 1/4/11
Post by: MarblesX on January 04, 2011, 03:08:08 pm
Cool, another update. I haven't played with this patch yet but it's definitely on my agenda. Seems like I should just wait and see it update again :)
Title: Re: Celdia's Class Patch v1.22 - New Update: 1/4/11
Post by: dinosaur on January 04, 2011, 04:01:41 pm
I really like the male red mage sprite!
Title: Re: Celdia's Class Patch v1.22 - New Update: 1/4/11
Post by: Celdia on January 04, 2011, 04:32:29 pm
Yeah, credit goes to Cheetah for his awesome RM sprite. I don't even know if that's been used in a patch before this or not.
Title: Re: Celdia's Class Patch v1.22 - New Update: 1/4/11
Post by: MysticKnightFF5 on January 04, 2011, 05:05:17 pm
It looks like you're using the Minwu sprite as well, now I feel unoriginal! xD
Title: Re: CCPv1.23 - Updated: 1/5/11 (If you downloaded this, please read new post)
Post by: Celdia on January 05, 2011, 05:07:23 pm
Okay. To anyone that has previously downloaded v1.2x, my apologies. I was fucking up applying ASM to the right files to get classes to work and everything came out super bugged and I didn't realize it because I was testing off the wrong ISO. The newest and now (should be I hope) 100% functional version is v1.23 which is available in the top post.

Because of a conflict or some other fuck up somewhere, I have removed the Potion % ASM. There is only one potion now and it heals 150HP as a flat number.

I have also lowered some of the Cook's skill JP costs because as I tried playing the patch myself from the start to get a better feel for it I just couldn't get any of their skills worth having.

The Homemaker's Boil skill refuses to show targetting info. I'm sorry. I've tried everything I can think of and nothing will make it display. This is going to have to be something I live with I guess. If anyone has any suggestions for fixing this, please let me know.
Title: Re: CCP v1.3 - Updated: 1/10/11
Post by: Celdia on January 10, 2011, 09:14:42 am
Version 1.3 is available now! Go get it!

And go read my first and second posts in this thread! They're updated with all kinds of data!!!
Title: Re: CCP v1.3 - Updated: 1/10/11
Post by: dinosaur on January 10, 2011, 03:16:28 pm
Celdia, I actually read the posts \o/

Work on Chapter 2 now! I need to play.
Title: Re: CCP v1.3 - Updated: 1/10/11
Post by: Celdia on January 10, 2011, 03:55:15 pm
Dino, you should be good to play without any ENTD problems up into the last Underground Book Storage battle. (There is one Wizard there I didn't change to another class yet.) So please go right ahead and continue your playthrough.
Title: Re: CCP v1.31 - Updated: 1/11/11
Post by: Celdia on January 13, 2011, 03:43:31 am
Please see the first post for information about changes on the new v1.32 and to download the latest patch. ^_^
Title: Re: CCP v1.4 - Updated: 1/16/11
Post by: Celdia on January 16, 2011, 02:27:23 pm
Version 1.4 is available. See posts 1 and 2 for details on the patch.
Title: Re: CCP v1.4 - Updated: 1/16/11
Post by: GaresTaylan on January 16, 2011, 04:37:40 pm
Wow - nice! This is definitely on my list to play next. I want to finish my run of Rebirth, first.
Title: Re: CCP v1.4 - Updated: 1/16/11
Post by: Lucifer_zero on January 16, 2011, 06:02:59 pm
Yoh, i´ve downloaded and started to play ( again ), some things i noticed

- Oracle is needing lvl 3 on Cook/Homemaker, lvl 2 on Red Mage and lvl 2 on Champion, instead of only lvl 2 on Red Mage and Cook/Homemaker

- Torero having some Gunslinger skills



And the class changes are really great !
Title: Re: CCP v1.4 - Updated: 1/16/11
Post by: Skip Sandwich on January 16, 2011, 06:09:57 pm
Vanquishers...I just finished converting my whole team into awesome Mystic Knights and Enchanters, and you come out with awesome Vanquishers and Gunslingers? At least tell me some of the prerequisites overlap, oh, that reminds me, it would be really nice if you posted a job's prerequisites along with the descriptions on the front page. Anyway, you keep up the awesome work, and i'll try and turn Ramza into a master Vanquisher in time for slaying Elmdor.
Title: Re: CCP v1.4 - Updated: 1/16/11
Post by: Celdia on January 17, 2011, 01:09:00 am
So glad to see people are playing and enjoying my patch! ^_^

I'm uploading v1.41 now. It should take care of the issues you noticed, Lucifer_zero. Also, I've had the chance to re-apply an ASM hack by FDC that will give the Gunspinner's "Aim" skills some damage in addition to their status effects. If I didn't mention it before, these are also on Mustadio's skill list as Arm Aim and Leg Aim were replaced by the new versions.

Oh, and Skip, I forgot to mention earlier: There is a job web in the first spoiler of my second post. It was added with the v1.4 update. Your Mystic Knights actually NEED Vanquisher to be MKs now.
Title: Re: CCP v1.41 - Updated: 1/17/11
Post by: Lucifer_zero on January 17, 2011, 08:35:26 am
Ohh, some other thing that i´ve seen today:

- Wizards on chapter 2 Dorter City. Not that i dislike the idea of 2 unit that do nothing on this battle

- Is all the engrave skills break the stone upon use ?

- Is intentional all Sword Skills 100% proc ?

- ... no more Invite ?
Title: Re: CCP v1.41 - Updated: 1/17/11
Post by: Xifanie on January 17, 2011, 11:59:26 am
- Holy Sword skills are "All or Nothing" instead of "separate" which means status like stop/dead hits 100%
- I saw Sugary Candy used from veryyyyy far by Save Fading Life
- Boil is very easily abuseable. I can pick 3 generic female squires with low faith, immediately learn Boil, and target Monk ramza... normally the skill will hit thrice per squire early on before Ramza's next turn, meaning a potential of +9SP/PA/MA. I can quickly raise my PA to 20-30ish and deal 300-999 damage with earth slash. 11 damage per hit with that setup vs 70 faith ramza.
- When the AI uses Boil, it does not follow target
Title: Re: CCP v1.41 - Updated: 1/17/11
Post by: Celdia on January 17, 2011, 02:47:43 pm
I knew I was forgetting a couple Wizards somewhere. -_- Let's like three updates now I've forgotten about Dorter 2. Yes, the stones for Engrave break 100% of the time except for the Ruby which is located in DD. Invite is currently removed from skillsets, yes. I have a class planned to return it with but that's still being worked on. Flipped Boil to Hit Enemies to prevent abuse and just took it away from the AI since they can't use it right.

I didn't realize I'd screwed up the Holy Sword skills but apparently I did that with my consolidation patch, which I've also fixed and re-uploaded. They should all be functioning properly now.
Title: Re: CCP v1.41 - Updated: 1/17/11
Post by: dinosaur on January 17, 2011, 06:04:35 pm
(http://i55.tinypic.com/292l4hx.jpg)

Lil glitch when Lapidary dies
Title: Re: CCP v1.41 - Updated: 1/17/11
Post by: dinosaur on January 17, 2011, 06:11:12 pm
I think Vanquisher and Lapidary should have the ability to use better weapons. They are pretty strong and knives don't really do just.

EDIT: Ooops I see that they can equip books!
Title: Re: CCP v1.41 - Updated: 1/17/11
Post by: Criss on January 17, 2011, 10:10:19 pm
My dearest friend Cels..
You have out-done yourself with this patch.....
Nicely done
Title: Re: CCP v1.41 - Updated: 1/17/11
Post by: Celdia on January 17, 2011, 10:27:26 pm
Quote from: dinosaur on January 17, 2011, 06:11:12 pm
I think Vanquisher and Lapidary should have the ability to use better weapons. They are pretty strong and knives don't really do just.

EDIT: Ooops I see that they can equip books!

Lapidary can use Rods, Staves and Whips as well as the Books and Knives. Vanquishers have Knives, Axes, Whips and Books.
Title: Re: CCP v1.41 - Updated: 1/17/11
Post by: Lucifer_zero on January 17, 2011, 11:15:25 pm
I´ve been playing the new classes, my opinion are:

Wow, Mystic Knight hit pretty hard !

IMHO, Vanquisher may need some work on skills, the way they are now, i think u need a more specific team to make use of the bigger skills
-Dagger is the most strong so far ( multi hits tend to become broken ),
-Axe is the only PA based,
-Holy Water have more power than 1 dagger ( not so much bigger ), but lose to dagger when 2 are throwed
-Holy Book have more potencial damage than dagger, but it´s so much more a gamble than the latter that don´t compensate the Damage
-StopWatch, with everybody on your team protected against stop, this shine like a star
-Holy Cross, I LOVED this one, at same tame... hated... only useable if u need to finish stage or if have Holy-absorb, cost could be a little more high...

Gunslinger could lose the Innate Two Guns, that make they become powerfull with DEF UP/ MAGDEF UP

Torero, my Ramza is one ! But It could lose Veneno and Lento, Enchanter already does Slow as Alchemist does poison ( and Gunslinger to ). As a Torero this class could have a attack non-evadeable non-reaction, right now i feel that Torero is kinda of "jack of all trade, master of none"



I´m relly having a good time playing this, thanks Celdia !!!!
Title: Re: CCP v1.41 - Updated: 1/17/11
Post by: Celdia on January 18, 2011, 01:38:00 am
Dagger is PA based. Axe is getting a tiny tweak. Holy Water is actually bugged currently; I'm fixing that. Holy Book's AoE makes it a bit tough to use so its getting reworked.

Gunslinger is a powerful class in general. Torero will make more sense after I re-balance Enchanter. Enchanter is an old class and needs general fixing.

I'm glad you're enjoying the patch, Lucifer_zero. Keep an eye here for the next update.
Title: Re: CCP v1.41 - Updated: 1/17/11
Post by: Lucifer_zero on January 18, 2011, 06:27:32 am
You can count that i´m anxious ( in general i love playing FFT hacks, counting now, i have 9 hacks on my PC  )

And about Dagger, it really MA based, i´ve checked with equips and by FFT Patcher...

By last, something interesting that i found... Light Robe = Cursed Ring.
Title: Re: CCP v1.41 - Updated: 1/17/11
Post by: Kagebunji on January 18, 2011, 07:45:35 am
Celdia, could you send me those Archers sheets? I have something in mind for them, hehe.
Title: Re: CCP v1.41 - Updated: 1/17/11
Post by: Celdia on January 18, 2011, 07:50:16 am
First two are the ones I'm using, Kage. The others are the same mostly but with the alternate palettes. You're welcome to them. If you're going to update the portraits lemme know. I'd love something like that, especially if its using the new palettes.
Title: Re: CCP v1.41 - Updated: 1/17/11
Post by: ChimpMaster on January 18, 2011, 07:54:32 am
Don't mind me, just posting this to see if Celdia is interested in this recolor done by Mando.

Edit: Disregard that last sprite I uploaded, I am an idiot.
Title: Re: CCP v1.41 - Updated: 1/17/11
Post by: Celdia on January 18, 2011, 03:21:04 pm
Quote from: Lucifer_zero on January 18, 2011, 06:27:32 am
You can count that i´m anxious ( in general i love playing FFT hacks, counting now, i have 9 hacks on my PC  )

And about Dagger, it really MA based, i´ve checked with equips and by FFT Patcher...

By last, something interesting that i found... Light Robe = Cursed Ring.


That is all rather odd. Not sure why I thought the Dagger formula was PA. Maybe before I made it multi-hit I was using a PA formula. That's likely. As for the Light Robe, that shouldn't even HAVE an attribute on it. Got that set back to 0 so it shouldn't be acting like a Cursed Ring anymore.

Once I get just a tiny bit more testing done on this I'll post v1.43. Thanks for all the info, Lucifer. Its a lot of tiny things like this I either lose track of or never see while I'm patching.
Title: Re: CCP v1.41 - Updated: 1/17/11
Post by: Wiz on January 18, 2011, 03:41:30 pm
Man you're cruising through this. Can't wait to play it. And jesus, you'll be on version 2.xx once I'm done with 1.3 at the rate this is being updated.
Title: Re: CCP v1.43 - Updated: 1/19/11
Post by: Celdia on January 19, 2011, 02:33:14 am
I don't know what version 2.0 will be. Hopefully all the generics will be done and balanced for that.

That said, v1.43 is available now. ^_^
Title: Re: CCP v1.5 - Updated: 1/26/11
Post by: Celdia on January 26, 2011, 09:56:27 am
CCP v1.5 is ready for play! This version lifts all holds on current playthroughs and should take you to the end. Enjoy!
Title: Re: CCP v1.5 - Updated: 1/26/11
Post by: Twinees on January 26, 2011, 10:22:37 am
nice stuff Celdie. I'll play this when i get rid of all my spriting assignments (or if you stop calling me insane :D).
Title: Re: CCP v1.5 - Updated: 1/26/11
Post by: Celdia on January 26, 2011, 02:15:14 pm
>_< But that's like an official meme in chat now!!! How can I stop calling you insane?? That would be insane!!
Title: Re: CCP v1.5 - Updated: 1/26/11
Post by: dinosaur on January 26, 2011, 02:48:56 pm
 :more:Perfect! Good work Celdia!
Title: Re: CCP v1.5 - Updated: 1/26/11
Post by: Skip Sandwich on January 26, 2011, 04:24:27 pm
In what ways are the Ghaele and Warlock significantly different from the Priest and Wizard respectively? There is no list of any significant changes on the OP so are they mostly just a reflavor? Also I wanted to ask, seeing as you've changed every other class so far, do you have plans in mind to replace the Oracle and Summoner?
Title: Re: CCP v1.5 - Updated: 1/26/11
Post by: Celdia on January 26, 2011, 04:45:27 pm
I'm sorry, Skip. I know I'm being lazy about updating the class info on them. Ghaele and Warlock are really just powered up versions of Priest and Wizard. They fill similar functions with one raising, healing and Holy'ing the hell out of units while the other drops elemental damage across the field. They both get a freebie skill so they can be used for more than their weak melee attacks or secondaries right from the start. I'll get to updating the info post in a little while hopefully.

As for Oracle and Summoner, they do have planned changes (though I'll admit the Summoner one isn't very different but more of a gimmick class that the more I think about it, the less likely it is to get used...) and those will come with future updates.
Title: Re: CCP v1.5 - Updated: 1/26/11
Post by: Celdia on January 26, 2011, 05:05:13 pm
Had to reupload v1.5. While the support skills leftover on Red Mage were ignorable that I completely missed putting one of the Warlock skills on their skillset was not.

Also, I updated the info post so there's some more specific info about the new classes there now.
Title: Re: CCP v1.5 - Updated: 1/26/11
Post by: dinosaur on January 26, 2011, 05:18:55 pm
Hey Celdia, I know you said you did not put the element in the description. But I want to make sure I have it right! These are my guesses :D

Burning Blade: Fire
Shocking Slash:Lightening 
Freezing Whirl: Ice
Terran Thrust: Earth
Howling Rend: Wind
Flowing Strike: Water
Shining Stab: Holy
Haunting Hack Dark
 
Title: Re: CCP v1.5 - Updated: 1/26/11
Post by: Celdia on January 26, 2011, 05:36:48 pm
Yes, dino. Those are the right elements for the Mystic Knight skills.
Title: Re: CCP v1.5 - Updated: 1/26/11
Post by: Lucifer_zero on January 26, 2011, 06:29:13 pm
Celdia, only little thing you forgot, make those new classes need lvl 2 on Cook/Homemaker ( as pre requisite of Red Mage ). ^^
Title: Re: CCP v1.5 - Updated: 1/26/11
Post by: Celdia on January 26, 2011, 11:02:54 pm
I know I had let that slip on a few lower classes before and it caused some annoying problems. However, if you can get 6 levels in Red Mage from JP bleed-over you're welcome to those new classes without Cook/HM. ^_^
Title: Re: CCP v1.5 - Updated: 1/26/11
Post by: Scearcely on January 26, 2011, 11:54:53 pm
in-game description of oracle requirements is wrong:

says takes level 2 redmage, level 2 alchemist.  unlocked with just level 2 redmage(as per the job web)
Title: Re: CCP v1.5 - Updated: 1/26/11
Post by: Celdia on January 27, 2011, 12:11:17 am
Thank you, Scearcely. I hadn't noticed that I missed that change. That's a holdover from 1.3x I think...

Updated with v1.51. Major ENTD changes for late game. Gunslingers now all have GUNS! Brilliant notion, that. Please update your ISOs and my apologies as usual for another quick fix on this thing again. Maybe before I hit v2.0 I'll manage an update that doesn't need a fix. But I doubt it.

@dino: Get this update and try Yardow again!
Title: Re: CCP v1.51 - Updated: 1/27/11
Post by: Lucifer_zero on January 27, 2011, 09:07:15 am
Gunslingers now have guns... great, sad that i don´t have a save before Riovannes, and by the way... could you make not all gunners on Riovanes have two guns ? that´s making me sandbagging most of the battle, the best way for me to win was abusing charm...
Title: Re: CCP v1.51 - Updated: 1/27/11
Post by: EmmaNigma on January 28, 2011, 02:34:43 am
Awesome, Celly! I am gonna try it out and refuse to play the "Homemaker" class :P
Title: Re: CCP v1.51 - Updated: 1/27/11
Post by: Celdia on January 28, 2011, 02:51:08 am
Then you're going to miss out the more powerful magic classes for the MA-boosted female units.
Title: Re: CCP v1.51 - Updated: 1/27/11
Post by: Celdia on January 28, 2011, 05:13:50 pm
@Lucifer_zero: I tested the battle at Riovanes with the gunners up on the walls. While I'll admit that this battle is a bit above the normal Vanilla difficulty, it is also quite managable. The easy answer is to just take in your own Gunslingers. Some Torero units with Germinas Boots can also scale those walls in about one round and start stabbing with spears or just Steal Heart with their innate Enhance skill that boosts the success rate of almost everything they use. That's just taking a couple physical damage options. You can also take a high MA build with Red Magic and use Heal to mitigate the damage you're taking across the whole field since it heals all your units. ^_^ There's lots of ways to deal with them.
Title: Re: CCP v1.51 - Updated: 1/27/11
Post by: dinosaur on January 28, 2011, 08:48:31 pm
Since your classes are very MA base. Have you thought of something like Behemoth Power but for magic? I think it would be awesome :D
Title: Re: CCP v1.51 - Updated: 1/27/11
Post by: Lucifer_zero on January 28, 2011, 09:02:14 pm
Yeah Celdia, i was replaying this battle, there is another "easy way" that a didn´t thoutgh of... using armored units next to the door, this one was really my bad... and Really, Torero + Steal Heart... ^^ my Ramza is Don Juan !


Sometimes i really wish that Ghaele was the one who had HALF MP, not Summoner, by the way, now with warlock and ghaele, what changes summoner will receive ^^ ? ( curiosity )
Title: Re: CCP v1.51 - Updated: 1/27/11
Post by: Celdia on January 28, 2011, 09:13:36 pm
Quote from: Lucifer_zero on January 28, 2011, 09:02:14 pm
my Ramza is Don Juan !


LOL! My plans for Summoner aren't for a whole lot of change but more of a gimmick class. They're mostly going to get a power boost with an odd sort of drawback if I can get the ASM hack I want for it made.
Title: Re: CCP v1.51 - Updated: 1/27/11
Post by: dinosaur on January 29, 2011, 02:20:57 pm
I want to know your opinion about my previous comment please :]
Title: Re: CCP v1.51 - Updated: 1/27/11
Post by: Celdia on January 29, 2011, 03:32:58 pm
A +MA skill? I hadn't planned on making one of those. Behemoth Power alone is pretty OP but that's mitigated by there being only so many physical classes and those numbers have been dwindling as I make new classes. The new Squire once implemented will get an incredible benefit from Behemoth Power though since they'll be getting the Charge skillset and access to melee weapons that use PA formulas. I dunno. We'll see but I do not have plans for one. My plans are all fairly mutable though.
Title: Re: CCP v1.51 - Updated: 1/27/11
Post by: dinosaur on January 30, 2011, 06:22:16 pm
I cannot play random or game battles in Chapter 4.

Once I select my team and after the title screen, it just stays black and does not go to the battle scene. Anyone else has this problem?
Title: Re: CCP v1.51 - Updated: 1/27/11
Post by: dinosaur on February 10, 2011, 06:55:46 pm
I would like some ideas what would be a good second ability for MK knight.  Thank you!
Title: Re: CCP v1.51 - Updated: 1/27/11
Post by: Celdia on February 11, 2011, 01:17:00 am
I'm a fan of Valiance for its versatility as a secondary on any high MP use class. The same for Engrave. Since you've got a good MA working with the MK though, Red Magic might be a better secondary if you're loaded with high MP equipment to fuel both skillsets, if only for Heal to support your team should you find yourself in a position where you can't hit anyone with Mysticism.
Title: Re: CCP v1.51 - Updated: 1/27/11
Post by: dinosaur on February 14, 2011, 05:15:15 pm
Is the DD complete? Because the Gunslingers don't have guns.
Title: Re: CCP v1.51 - Updated: 1/27/11
Post by: dinosaur on February 14, 2011, 10:40:38 pm
NNOOOOO!!!!!

(http://i54.tinypic.com/30kawjk.jpg)
Title: Re: CCP v1.51 - Updated: 1/27/11
Post by: Celdia on February 15, 2011, 04:00:54 am
DD is not complete. Also the Ruby shouldn't explode but that it does still kinda amuse me. I may fix that, but not immediately. You can always go get another.

v1.6 Update coming soon has been released. Go get it!
Title: Re: CCP v1.6 - Updated: 2/15/11
Post by: dinosaur on February 15, 2011, 01:37:44 pm
Quote from: Celdia on February 15, 2011, 04:00:54 ambut that it does still kinda amuse me. I may fix that, but not immediately.


>____>
Title: Re: CCP v1.6 - Updated: 2/15/11
Post by: Celdia on February 15, 2011, 02:34:53 pm
Like I said, you can get another one. With that magic gun of yours I doubt you'll have any problems.
Title: Re: CCP v1.6 - Updated: 2/15/11
Post by: dinosaur on February 15, 2011, 06:25:21 pm
Can I play the side quests?
Title: Re: CCP v1.6 - Updated: 2/15/11
Post by: dinosaur on February 15, 2011, 07:26:10 pm
Rotec Oro (Ghaele ability adds, shell, protect, faith and defend) it says in the description it adds it to allies but it actually does EVERYONE on the whole map. 
Title: Re: CCP v1.6 - Updated: 2/15/11
Post by: Celdia on February 15, 2011, 10:22:54 pm
Well that's a problem...

Updated 'Known Issues' in the first post.
Title: Re: CCP v1.6 - Updated: 2/15/11
Post by: Kagebunji on February 18, 2011, 05:26:10 pm
Ok, here is the fixed version. Zoom in to see changes.(though some of those are visible right away)
Title: Re: CCP v1.6 - Updated: 2/15/11
Post by: Kagebunji on February 18, 2011, 05:46:33 pm
16 colors this time.
Title: Re: CCP v1.6 - Updated: 2/15/11
Post by: Kagebunji on February 18, 2011, 06:33:10 pm
16 colors, everything is set now. Just change the colors of clothes like you did earlier and done.
Title: Re: CCP v1.6 - Updated: 2/15/11
Post by: Dome on February 18, 2011, 06:37:48 pm
Ehi Celdia, shouldn't this be moved to the "Completed patches"?
I mean, even if you are still updating it, it's fully playable, right?
Title: Re: CCP v1.6 - Updated: 2/15/11
Post by: Celdia on February 18, 2011, 06:50:13 pm
That's really dependent on your view. Yes, its playable but I do have more planned for it and there are a few things that are just plain missing (like units' weapons in DD for instance). Also its lacking a lot of polish (like text edits on a lot of the items) and I'd want to get all of those things worked out before calling it complete.
Title: Re: CCP v1.6 - Updated: 2/15/11
Post by: Kagebunji on February 18, 2011, 06:59:29 pm
DAMMIT!
Title: Re: CCP v1.7 - Updated: 2/20/11
Post by: Celdia on February 20, 2011, 01:13:21 am
v1.7 is available! New Bandit and Demagogue classes have been added.
Title: Re: CCP v1.7 - Updated: 2/20/11
Post by: Lucifer_zero on February 20, 2011, 06:12:57 pm
Wow... as soon as able i will restart playing ^^
Title: Re: CCP v1.7 - Updated: 2/20/11
Post by: Scearcely on February 21, 2011, 11:38:58 pm
poison vial and venom do the same thing?  and if so, why is venom(the better one since it adds don't act/don't move too) cheaper?
Title: Re: CCP v1.7 - Updated: 2/20/11
Post by: Celdia on February 22, 2011, 01:48:33 am
Oversight when I was changing Sedative to Poison Vial. I think I got distracted by something while I was working on the patch and just forgot what I was working on. Never got back to checking everything on Poison Vial. That skill and everything involved with it is wrong. I think I may change it to something else entirely. I use Poison status far too much in my patch.
Title: Re: CCP v1.7 - Updated: 2/20/11
Post by: Scearcely on February 22, 2011, 01:36:19 pm
heres a bug... apparently you used hi-potion/x-potion to make poison vial/sedative?  auto-potion still triggers those.

explanation:  last battle of chapter 1, hit algus(auto-potion reaction) with blizzard and reaction triggers, it pops a poison vial and puts him to sleep, no HP regained
Title: Re: CCP v1.7 - Updated: 2/20/11
Post by: Celdia on February 22, 2011, 02:38:53 pm
Oh god DAMNIT. I put in the ASM to prevent that from happening. Wtf...

Looks like Auto-Potion is coming back out. Again.
Title: Re: CCP v1.7 - Updated: 2/20/11
Post by: Celdia on February 22, 2011, 04:11:12 pm
Just a little something I threw together. Here's the new animation for Holy Water using a new palette for the old Fire 1 animation.

Title: Re: CCP v1.7 - Updated: 2/20/11
Post by: Scearcely on February 23, 2011, 12:57:49 am
two balance notes I want to bring up before I forget.

1) enchater... the idea is great, and maybe my luck sucks, but I barely ever get its status inflictions to actually trigger, basically I'm burning mp for an accuracy boost because slow/blind/etc never proc.

on that note, was using a skill supposed to give 100% acc(assuming nothing in way of the shot)?

2) demagouge, dumb targeting and 5 square effect? wow, makes it kinda hard to use.  basically I take advantage of heavy armor+ DefenseUp and send him off on his own.
Title: Re: CCP v1.7 - Updated: 2/20/11
Post by: Celdia on February 23, 2011, 02:48:16 am
Enchanter needs some help, I'll admit. It originally was 100% proc but didn't use eqiupped weapon damage. I wanted the damage correct more than I wanted it to hit 100% of the time with the statuses. It should still be going off 25% of the time though.

Demagogue is great if you've given your team the proper equipment to resist the effects that it inflicts. Otherwise it can be difficult to use effectively.

New Update to v1.71 coming in just a few minutes!
Title: Re: CCP v1.7 - Updated: 2/20/11
Post by: Scearcely on February 23, 2011, 02:45:00 pm
Quote from: Celdia on February 23, 2011, 02:48:16 am
Enchanter needs some help, I'll admit. It originally was 100% proc but didn't use eqiupped weapon damage. I wanted the damage correct more than I wanted it to hit 100% of the time with the statuses. It should still be going off 25% of the time though.


my luck never has been good with that 25% rate, did a quick read on your formula options and you're kinda screwed.  personally I'd prefer the status over the damage(I'm one of those oracle fans on the FFT fringe), but it's not my patch.

Quote from: Celdia on February 23, 2011, 02:48:16 am
Demagogue is great if you've given your team the proper equipment to resist the effects that it inflicts. Otherwise it can be difficult to use effectively.


And that's why you don't beeline for classes... didn't even think of that given where I am in my playthrough(most of those accessories aren't available yet)

by the way, the AI manipulation you did to make provoke is brilliant.

three more things:
1) am I blind or has counter vanished?

2) any plans to screw with special character skill sets, particularly mustaido(he really should have equip gun on his base class, I can accept no equip sword on agrias, she'll have the class to get it unlocked at perma-join)

3) I'm still very early in my play through(chapter 2) but enemy variety has been somewhat lacking, lot of red mages knights and archers, occasional thieves, amazingly few cooks/homemakers given they're technically starter classes.  I don't think I've faced an enchanter, and only 1 brawler I think(sand rat)
Title: Re: CCP v1.71 - Updated: 2/23/11
Post by: Celdia on February 23, 2011, 06:29:00 pm
I'd love to take credit for Provoke but I can't. It was Eternal's idea before it was mine. I don't know where he got the idea though.

I thought Counter was on Champion...or Mystic Knight...or something. Pretty sure I didn't remove it. If I did, it was by accident.

Special skill sets may be modified some but not much. Musty will likely get access to some of the non-break Gunslinger skills in the future. Equip Gun kinda makes sense there, too. I haven't thought too much about the other special characters though.

I haven't edited the ENTD much yet. Units were either replaced based on the new versions (Champion, Brawler) or the next best replacement (Red Mages are filling in for both Priests and Wizards to not upset the curve of gameplay too much). So every Champion you see was originally a Knight. No change there. Its all the same as Vanilla for the most part, especially early game. I didn't start changing anything until Chapter 3 or later when I replaced a handful of Archers with Gunslingers.


.....as for Enchanter: This class needs either a re-design or a total re-purposing. As I've said before, its a throwback to the original version of my patch which I did solely to learn about patching and how to use the tools available at FFH. You're not the first person to express some displeasure about the change I made to favor damage over status. I gather that people enjoy the option of weapon range on those skills. What I want to know is would anyone miss the damage if I removed it and just made the skills a Faith-based hit% like the old Oracle skills? I think I'll make a poll.
Title: Re: CCP v1.71 - Updated: 2/23/11
Post by: Scearcely on February 23, 2011, 07:19:59 pm
counter's on mystic, finally got that unlocked
Title: Re: CCP v1.71 - Updated: 2/23/11
Post by: Celdia on February 24, 2011, 12:47:39 am
http://ffhacktics.com/smf/index.php?topic=6798.0

Enchanter Poll. Have a look, make your voice heard.
Title: Re: CCP v1.71 - Updated: 2/23/11
Post by: Wiz on March 07, 2011, 09:11:52 pm
Once this gets it's own board, I'll make a battle logs topic ^_^

For the meantime however...

Title: Re: CCP v1.8 - Updated: 3/10/11
Post by: Celdia on March 10, 2011, 02:20:23 am
CCP v1.8 is now available.

That's it folks! All 19 generics have been replaced! Go forth and cause havoc!
Title: Re: CCP v1.8 - Updated: 3/10/11 - All 19 Generic Classes Changed!
Post by: EpicSolidSnake on March 10, 2011, 04:25:37 pm
Ugh...i want to play this, but i don't know how to put that patch somehow...istend of a PFF file, i get an 7Z file...and i can't open that file, removing the 7Z at the end did not help.

I had no problem to patch the other ones but this one...i just can't get it to work.

What do i need to patch this file and play it?

I tried the PPF-O-matic, like i do for other hacks, but no good. Can't do anything with it.
Title: Re: CCP v1.8 - Updated: 3/10/11 - All 19 Generic Classes Changed!
Post by: Eternal on March 10, 2011, 04:37:02 pm
You need to extract the .7z file with 7zip. To note, 7zip is very fast and will also unzip normal .zip files. Very useful program. :)
Title: Re: CCP v1.8 - Updated: 3/10/11 - All 19 Generic Classes Changed!
Post by: Wiz on March 10, 2011, 04:47:14 pm
^

You could also download WINRAR as well to extract the .ppf as well :D

Quote from: CeldiaApologies for the slow update on this one. A quick thank you to Wiz for giving me some motivation to finally get this update released. I don't know why I was just sitting on it for so long, but sometimes there's just no drive to get something done. So let's just dive right in, shall we?


D'AWWWWW  :oops:

Your welcome for the help ^_^
Title: Re: CCP v1.8 - Updated: 3/10/11 - All 19 Generic Classes Changed!
Post by: EpicSolidSnake on March 10, 2011, 05:43:32 pm
Quote from: Eternal248 on March 10, 2011, 04:37:02 pm
You need to extract the .7z file with 7zip. To note, 7zip is very fast and will also unzip normal .zip files. Very useful program. :)


I see, thanks. :) (Now to find it...)

Edit : Found it and worked ! Woot!
Time to play this :)
Title: Re: CCP v1.8 - Updated: 3/10/11 - All 19 Generic Classes Changed!
Post by: Celdia on March 12, 2011, 12:40:29 am
Updated the Known Issues list. If anyone knows what could be making monsters use skills they shouldn't have yet, let me know.
Title: Re: CCP v1.8 - Updated: 3/10/11 - All 19 Generic Classes Changed!
Post by: Wiz on March 12, 2011, 03:36:04 pm
Voila  :mrgreen:



Title: Re: CCP v1.8 - Updated: 3/10/11 - All 19 Generic Classes Changed!
Post by: Celdia on March 12, 2011, 05:29:06 pm
Awesome, Wiz. Thank you. ^_^
Title: Re: CCP v1.8 - Updated: 3/10/11 - All 19 Generic Classes Changed!
Post by: Celdia on March 14, 2011, 11:29:05 pm
To anyone browsing the boards that would like to see some of CCP in action, we're doing a live stream right now - courtesy of Chimp - over here: http://www.livestream.com/GamesNowTime  (http://www.livestream.com/GamesNowTime) so come on over and have a look. We'll be picking up from the battle with Velius and going until Chimp passes out or the game is beaten, I think.

This is a limited time offer so come one, come all! Act NOW!


Alright, looks like we're all done with this one for tonight. Tune in next time and to everybody that stopped by, thanks for coming!
Title: Re: CCP v1.8 - Updated: 3/10/11 - All 19 Generic Classes Changed!
Post by: Aquilae on March 15, 2011, 10:30:34 am
Just played through Chapter 1 of your patch Celdia, it was really fun to go through =). The lack of revival / decent healing was quite aggravating though. Maybe you could make a 0 JP Revival skill available to Delita / Algus?
Title: Re: CCP v1.8 - Updated: 3/10/11 - All 19 Generic Classes Changed!
Post by: dinosaur on March 15, 2011, 01:15:39 pm
Quote from: Aquilae on March 15, 2011, 10:30:34 am
The lack of revival / decent healing was quite aggravating though. Maybe you could make a 0 JP Revival skill available to Delita / Algus?


Celdia, as more and more people are playing this is common theme people are stressing.
Title: Re: CCP v1.8 - Updated: 3/10/11 - All 19 Generic Classes Changed!
Post by: Celdia on March 15, 2011, 02:00:28 pm
Well, Bandage is getting fixed to be usable in the next update and that should help with healing. I really am surprised so many people are having problems with lack of a easy-access revival though. Its like their Phoenix Downs were some kind of crutch.

I'll think of something, I guess.
Title: Re: CCP v1.8 - Updated: 3/10/11 - All 19 Generic Classes Changed!
Post by: Kagebunji on March 15, 2011, 03:41:20 pm
Once I finish current sprites, I will give a shot to this piece of work.
Title: Re: CCP v1.8 - Updated: 3/10/11 - All 19 Generic Classes Changed!
Post by: Wiz on March 15, 2011, 08:53:18 pm
part 4 (http://www.youtube.com/watch?v=X0jycV1IsIM)

Sleeping Dart >_<

I'm afraid of what Miluda II and Wiegraf are going to do to me :O

Next fight, I HAVE TO somehow massively grind the f*ck out of my guys like 15 lvls each or something.
Title: Re: CCP v1.8 - Updated: 3/10/11 - All 19 Generic Classes Changed!
Post by: Celdia on March 16, 2011, 12:47:44 am
You shouldn't have to do that at all, Wiz. I'm really surprised Miluda 1 gave you as much trouble as it did. I'm also surprised you have two units with Alchemy already, but then you did get some grinding in waiting for crystals/boxes in earlier. As for Miluda 1 ending with her at critical, I didn't change anything about that in the fight, so either the battle didn't end with her in crit or its an odd side-effect of something else I changed.

Great video. Looking forward to the next one. ^_^ (Maybe I'll even have an updated version for you by then.)
Title: Re: CCP v1.8 - Updated: 3/10/11 - All 19 Generic Classes Changed!
Post by: Wiz on March 16, 2011, 03:56:57 am
I exaggerated on 15 lvls a little and meant to say abilities are what I need to obtain for this story-mode only run lol.
I had trouble with Miluda because of her thieves throwing sleeping darts and the decent damage that they did because of their speed (dagger damage formula = [(PA+SP)/2] * WP).



^

That's run off of 1.2 if you remember meaning there were no ENTD changes but only abilities like those for the calculator and MP values for swordskills.

Also sound plugin's a little off and I think it's because of I don't have as many customizations for 1.7 as I do for ePSXe 1.6.

(http://i1139.photobucket.com/albums/n542/Wizdaddy714/16soundcontrastwith17.jpg)


And finally, since not all are visual learners, I made this for you to put on your second post :P


PA Based Classes
Warrior = Initially available
Champion = Level 2 Warrior
Nomad = Level 2 Champion
Brawler = Level 2 Champion
Bandit = Level 3 Nomad
Torero = Level 3 Brawler
Gunslinger = Level 4 Bandit, Level 4 Torero

MA Based Classes
Cook/Homemaker = Initially available
Red Mage = Level 2 Cook/Homemaker
Alchemist = Level 2 Red Mage
Demagogue = Level 3 Red Mage
Lapidary = Level 3 Alchemist
Tactician = Level 3 Demagogue
Warlock/Ghaele = Level 6 Red Mage

Combined Classes
Enchanter = Level 2 Warrior, Level 2 Cook/Homemaker
Vanquisher = Level 3 Champion, Level 3 Red Mage, Level 2 Enchanter
Mystic Knight = Level 4 Vanquisher

Advanced Classes
Mime = Level 8 Champion, Level 8 Red Mage, Level 4 Tactician, Level 4 Gunslinger, Level 4 Mystic Knight, Level 4 Lapidary


Quote(Maybe I'll even have an updated version for you by then.)


:mrgreen: Keep up the good work <3

Edit: Perhaps I got too stressed about next fight...NOW I HAVE 4K to spend!!!
Title: Re: CCP v1.8 - Updated: 3/10/11 - All 19 Generic Classes Changed!
Post by: Celdia on March 16, 2011, 01:04:24 pm
lol @ Job Prereq spoiler. Okay, I'll use that. :P

4k in Gil? That's not a whole lot even this early on. Also, I think you spent too much on items this early, hence the lack of funds. Just an observation. I know I made the items you bought a bit more expensive...but then, that's part of the early strategy there - sacrifice equipment for utility items or forego the items to have the best gear. That's all assuming you don't just grind. Let it be known that I was at one point toying with limiting gil so grinding for it would be impossible but that would require all drops to be crystals and not boxes as well as removing the Steal skills. It would also require a lot more number crunching to keep things even remotely fair.
Title: Re: CCP v1.8 - Updated: 3/10/11 - All 19 Generic Classes Changed!
Post by: Celdia on March 16, 2011, 06:48:12 pm
v1.81 Update! See the end of the first post in this thread for the updates. There is a new No Music ppf up as well for the streaming/video recording crowd.

Just an extra thought on this: Anyone already playing should be able to just re-patch and keep playing from their last save without any problems. Just check your Mystic Knights, Gunslingers and Mimes as they JP required for Job Level 4 was increased.
Title: Re: CCP v1.8 - Updated: 3/10/11 - All 19 Generic Classes Changed!
Post by: Aquilae on March 17, 2011, 12:09:34 pm
Vanquisher's Cross skill is seriously overpowered. 6 AoE, 4 Vert and OHKOs everything, it's CT5Holy all over again =P
Title: Re: CCP v1.8 - Updated: 3/10/11 - All 19 Generic Classes Changed!
Post by: Celdia on March 17, 2011, 12:31:14 pm
Fun though, isn't it?
Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: Celdia on March 18, 2011, 05:16:07 pm
Just did a tiny update to v1.82. Fixed some ENTD issues that were giving me AI problems and changed up a few more fights. I can't believe I didn't have like any Lapidary units in the event battles anywhere. That's fixed now. ^_^ Not a lot of huge changes but enough to warrant posting another patch I thought.
Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: S_Hawkeye on March 19, 2011, 07:10:16 pm
Thanks for this mod, it's really fun (almost like it was a new game), but it seems that some skills are really overpowered (for example the thief skillset, haste 85+% + sleep 70+% = enemy team being raped countless times).

Btw:
1. The AI tacticians can do something?, i haven't seen them doing any of their skills (1.80 and 1.82).

2. The magic guns do a lot much damage (the blaze gun and stone gun do 350+ dmg, more than in vanilla) and i don't think this is planned (when i use them with an enchant skill they lose almost 200 dmg but weapons like e windslash bow don't).

3. Zalmo is supposed to know ultima? it was an umpleasant surprise the first time i "fought" him (lol he killed himself befora i could do something to him)

4. I think you should change the name of this "torero" skills; "lento" to "ralentizar","veneno" to "envenenar", "debilidad" to "debilitar", provoke to "provocar" and enrage to "enfurecer" (it's just a suggestion)
Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: dinosaur on March 19, 2011, 07:16:04 pm
Quote from: S_Hawkeye on March 19, 2011, 07:10:16 pm

3. Zalmo is supposed to know ultima? it was an umpleasant surprise the first time i "fought" him (lol he killed himself befora i could do something to him)


How did he kill himself?

Quote from: S_Hawkeye on March 19, 2011, 07:10:16 pm

4. I think you should change the name of this "torero" skills; "lento" to "ralentizar","veneno" to "envenenar", "debilidad" to "debilitar", provoke to "provocar" and enrage to "enfurecer" (it's just a suggestion)


Cute!!
Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: S_Hawkeye on March 19, 2011, 07:25:33 pm
I moved a thief next to him in my first turn to stop his cast(tried to sleep him, doesn't work) then ultima killed him (it was really funny)
Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: Celdia on March 19, 2011, 08:14:33 pm
Happy to hear you're enjoying the patch, S_Hawkeye. I've been having problems getting AI Tacticians to do anything. I know they can, but for some reason they choose not to. The magic guns are really just elemental guns now but without good or best compat/elemental weakness even the best of them should cap at 196 damage. That's not Ultima he's casting though it does use the same animation. Its the Ghaele skill Mani Mina and I find it hilarious you got him to kill himself with it. I will take a look at the % on the Bandit skills though. The Tranquilizer Dart really isn't supposed to have that high of a hit %. Are your suggestion for the Torero names just changing them over to the unconjugated verbs or do I have my translations mixed up?
Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: S_Hawkeye on March 19, 2011, 09:20:48 pm
Quote from: Celdia on March 19, 2011, 08:14:33 pm
The magic guns are really just elemental guns now but without good or best compat/elemental weakness even the best of them should cap at 196 damage.


But i have seen most of the time that those guns do 250+dmg (even in the hands of balk, i was just exagggerating with the 350+ but 250 in neutral is still too much)

http://img339.imageshack.us/img339/2417/dibujodij.png

Ramza Gemini

http://img9.imageshack.us/img9/566/dibujo2qc.png

Vanquisher Taurus

http://img148.imageshack.us/img148/7021/dibujo3bn.png

Neutral Zodiac Compatibility

Quote from: Celdia on March 19, 2011, 08:14:33 pm
That's not Ultima he's casting though it does use the same animation. Its the Ghaele skill Mani Mina and I find it hilarious you got him to kill himself with it.


Ahhhh, that explain that atk (i didn't see the name because of my configuration)

Quote from: Celdia on March 19, 2011, 08:14:33 pm
I will take a look at the % on the Bandit skills though. The Tranquilizer Dart really isn't supposed to have that high of a hit %.


I have seen 100% with best, 91% with neutral and 56% with worst (very high %)

Quote from: Celdia on March 19, 2011, 08:14:33 pm
Are your suggestion for the Torero names just changing them over to the unconjugated verbs or do I have my translations mixed up?


I just say it because it's a little uncomfortable from my point of view (i speak spanish) but it's nothing important
Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: Celdia on March 20, 2011, 08:18:08 am
My mistake about the guns. I was thinking about the Stone Gun which should cap at 196. The other elemental guns do run a 256 damage unmodified damage range. Items are the next big part of things on my list to change/fix and the damage on guns among other things is going to drop. Having seen them in action I agree that they do way too much damage (and if you think the guns are bad, wait until you get your hands on Excalibur, Ragnarok or - gods forbid - the Chaos Blade and give them to a Mystic Knight. O_o )

That said, your feedback is both welcome and has been taken under advisement. ^_^ I assure you these issues (well, I can't seem to do much about Zalmo killing himself. Dumb AI is dumb AI...) are being worked on for the next major update.
Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: Kagebunji on March 20, 2011, 08:25:06 am
I dunno if this is ok, but I would love to see some special characters(Like Nanaki for example, since his sprite os great). But like I said, I don't know if this is lololcharactersfromFFpatch.
Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: Celdia on March 20, 2011, 08:35:54 am
Since you speak the language S_Hawkeye I would ask an opinion here: In changing the names of the other skills to including Provoke and Enrage, what about Swiftness and Flourish? For Swiftness I'm thinking of "acelerar" but I'll be damned if I have a translation for Flourish.

@Kage (pre-post edit): I don't know what I'm going to do with special characters yet. Part of me wants to stress that this patch is a generic class patch and actually remove them from joining you at all. Another idea I've had is to just make them have generic unit growths and multipliers but keep their unique skillsets. Since removing them entirely would require event edits to change the script in more than a few places (and I'd have to dream up some way for it to make sense) I likely won't go that route. I mean, if I'm going to bother getting into event editing at all, I'll just use my patch as a basis for putting down a new story altogether which is something I'm not exactly planning on doing...but then, I didn't plan on replacing 19 classes when I first started this patch a couple years ago. Fuck, I'm rambling again.

Maybe I'll replace the panthers with Nanaki so I can just kill him over and over and over again. :P
Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: dinosaur on March 20, 2011, 12:38:49 pm
Quote from: Celdia on March 20, 2011, 08:35:54 am
Since you speak the language S_Hawkeye I would ask an opinion here: In changing the names of the other skills to including Provoke and Enrage, what about Swiftness and Flourish? For Swiftness I'm thinking of "acelerar" but I'll be damned if I have a translation for Flourish.


I am really glad you are considering changing those names. Your patch has a lot of interesting and unique names and 'swiftness' and 'provoke' do not blend. Keep up the good work ^_^
Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: Mando on March 20, 2011, 06:16:10 pm
Acelerar idk... I would go with something like rapido / pronto. Acelerar /= swift

Flourish make prosperar  which would be like saying, "the city is flourishing"
Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: MysticKnightFF5 on March 20, 2011, 11:02:36 pm
...uhmm..ok, is failed spanish honestly an issue?
Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: Eternal on March 20, 2011, 11:04:32 pm
I don't think it's really so much an issue, but rather an issue of it being nice looking.
Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: Celdia on March 20, 2011, 11:09:50 pm
It may not translate to swift but it would keep the uniformity of the new names intact by being the unconjugated verb form of accelerate which fits better than rapido or pronto. As for prosperar, that's not the form of the word I'm looking for. I want the noun definition  (or the verb when used with an object) as opposed to the verb alone - so not denoting prosperity but rather, as dictionary.com puts it - "an ostentation display" or "to brandish dramatically".
Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: S_Hawkeye on March 21, 2011, 12:44:01 pm
About flourish, i don't remember any word that could work well.

Pd: I have found this yesterday, the "zombie" AI lapidary have a minor graphical glitch when they get the sleep/dead status.

http://img715.imageshack.us/img715/3607/dibujo4j.png

Also i have seen that the unarmed gunsliders and the two guns brawlers can hit twice with their normal atk
Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: Celdia on March 21, 2011, 01:51:44 pm
That is one messed-up glitch. The portrait is all wrong too which makes no sense. I need to get my hands on save files preceding all of the event battles or something for testing.

As for the Two Guns + Unarmed issue, there's really nothing I can do about that at the moment. I suppose I could make it a canon effect of the Brawlers by giving it to them innately. They already do little enough damage with the nerf I put on Martial Arts.
Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: Wiz on March 21, 2011, 06:38:46 pm
part 5 (http://www.youtube.com/watch?v=sYh0vVeKJMc)

If you check your PM, problem fixed. Audioswapped vids which had a "Content ID" match :/

^, I'll talk about this later and prob put up a thread about it + copyright infringement and what should and shouldn't be the limits later in the General Forum.

Sorry for the delay, would've had it up a few hours ago, but YT decided to act stupid.

Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: Celdia on March 22, 2011, 01:15:27 am
Another great video, Wiz. Keep 'em coming. ^_^

I'm sure you've investigated it since you made the video but just for clarification, one of the known glitches in the patch is that female units won't display any classes they have access to when you look at the list in battle. Its really only annoying if you're trying to track JP earned to unlock another class/skill I think.

As for that first Evangelize you attempted, no one was in range. :P Also, a suggestion for your Demagogue: Get Sadomasochism. Its a good skill and I don't think it makes it very clear in the description, but it does deal damage. The names aren't all that original, either, but I appreciate the compliment. The "Power Word" skills are a direct pull from some old school Dungeons and Dragons spells. Classic stuff. I'm thinking about changing Stun (Stop) for Sleep though.
Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: dinosaur on March 23, 2011, 11:53:11 am
Thought about tend wound to be instant?
Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: Celdia on March 24, 2011, 12:18:33 am
If it were instant it would be the Champion's Lay on Hands. I didn't want the same skill twice. Also I think they have different hit% and heal%. Giving it a CT makes it a little different at least even if it does have the same function. Ramza's Hero skillset is supposed to be a solid mix of always-useful skills but not the best variations of those skills (excepting the unique skills in his set.) I think they serve that role just fine as-is.
Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: dinosaur on March 24, 2011, 11:34:26 pm
Is there an ability that raises brave?

If not ...
I think your brave system is broken. I understand Chimps frustration with intimidate and now I am having the same thing. It gets me really heated. It would be okay to have an ability that subtracts brave but I also believe there should be an ability that adds brave (ability not reaction). That would be balanced.



Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: Celdia on March 25, 2011, 02:58:58 am
Yes, there is a skill that raises Brave by 10 with each use but its not a cheap skill nor is it terribly obvious that it has that effect since I haven't gone in and fixed the descriptions on the Homemaker skills yet. Beyond that there is still the Brave Up reaction. Like it or not, its there to be used.
Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: dinosaur on March 25, 2011, 03:11:41 am
Quote from: Celdia on March 25, 2011, 02:58:58 am
Yes, there is a skill that raises Brave by 10 with each use but its not a cheap skill nor is it terribly obvious that it has that effect since I haven't gone in and fixed the descriptions on the Homemaker skills yet. Beyond that there is still the Brave Up reaction. Like it or not, its there to be used.


Ahh yes, Hearth and Home. Perfect!
Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: Celdia on March 25, 2011, 03:23:32 am
Ah, no. Ambrosia, actually.
Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: S_Hawkeye on March 25, 2011, 10:39:27 am
Quote from: dinosaur on March 24, 2011, 11:34:26 pm

I think your brave system is broken. I understand Chimps frustration with intimidate and now I am having the same thing. It gets me really heated. It would be okay to have an ability that subtracts brave but I also believe there should be an ability that adds brave (ability not reaction). That would be balanced.




Yeah, intimidate is really anoying, but brave up is way better than the ability of the mediator in vanilla (ramza skills are another history) and ambrosia for the brave bonus, feather mantle + any shield + grace = easy 85+ brave in a few battles (it triggers even whe the atk fails/get blocked)
Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: dinosaur on March 25, 2011, 11:50:12 am
Quote from: Celdia on March 25, 2011, 03:23:32 am
Ah, no. Ambrosia, actually.


Ah bad guess >_< If you do not want to update the description in your patch now, I would appreciate it if you could on the forums :)
Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: Celdia on March 25, 2011, 11:55:57 am
I have been slowly but surely working on a Master Guide I need to get put up in this thread somewhere. Its just really slow going because I haven't just sat down and spent a day working on it.
Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: dinosaur on March 27, 2011, 05:00:52 pm
 :D :D :D :D
(http://i52.tinypic.com/2i7qwqo.png)


:( :( :( :(
OMG!! I just realized my nomad crystalized last battle and I already saved my game
Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: dinosaur on March 27, 2011, 05:42:29 pm
I didn't record the video but I defeated Qualkin (sp) in two hits.

Haunting Hack = 210hp
Bum Rush = 120 hp
Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: Celdia on March 27, 2011, 10:12:27 pm
Oh, damnit. That's a small mathematical error on my part. I really need to start triple checking these things.
Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: Zuzka on March 28, 2011, 05:23:11 pm
Nice work. I'll be starting today... wanted to try FFAT cause the sprites are awesome but this has lots of awesomeness too.
Title: Re: CCP v1.82 - Updated: 3/18/11 - All 19 Generic Classes Changed!
Post by: Celdia on March 28, 2011, 05:37:56 pm
I'm actually looking at putting up a small update in a little bit if you wouldn't mind waiting, Zuzka. Its going to have a lot more ENTD edits for the story battles through the end of Chapter 2.
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: Celdia on March 28, 2011, 06:17:47 pm
CCP v1.83 is available now. Not a whole lot to say about this one. What little details there are about it are in the first post as usual. No Music version also available.
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: Zuzka on March 29, 2011, 04:40:50 am
Thank you Celdia. starting now :cool:... I can't believe how well a white chemist makes a cook.
edit:
Also, I hope warriors have a really effective charge somehow. I want to deliver some crushing blows.
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: Celdia on March 29, 2011, 05:18:48 am
The CT on Charge skills has been lowered a bit so the high end (+7, +10, +20) should be viable for use on things other than Don't Move units. Well...maybe not +20.
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: Wiz on March 29, 2011, 04:19:37 pm
part 6 (http://www.youtube.com/watch?v=U57ZxACxqw0)

Ch 1 is DONE! Saw the Warlock and Ghaele skillsets on Rad, Gafgarion and Agrias and just have to say that those abilities cost A SHIT TON of MP. 90 MP, really!? That's more than meteor!

And the change with 1.83 with the enemies leveling up with you, that's gonna make it all the more interesting.

Edit: I just remembered that if it's sadomasochism, I'm guessing it'd hurt the user too right? Afterall, a sadist is pleased hurting others and a masochist loves hurting his/herself, so it kinda makes sense <_<
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: dinosaur on March 29, 2011, 04:23:57 pm
Quote from: Wiz on March 29, 2011, 04:19:37 pm
Ch 1 is DONE! Saw the  Warlock and Ghaele skillsets on Rad, Gafgarion and Agrias and just have to say that those abilities cost A SHIT TON of MP. 90 MP, really!? That's more than meteor!


Yeah but the Warlock and Ghaele skills are not like the meteor ability. Warlock and Ghaele skills are much quicker, greater range and hits all enemies. The MP works. They actually become very deadly with higher lvl because they gain so much MP.
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: S_Hawkeye on March 29, 2011, 04:51:33 pm
Quote from: Celdia on March 28, 2011, 06:17:47 pm
CCP v1.83 is available now. Not a whole lot to say about this one. What little details there are about it are in the first post as usual. No Music version also available.


Good, i was waiting for this, thanks
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: Zuzka on March 29, 2011, 05:05:15 pm
Quote from: S_Hawkeye on March 29, 2011, 04:51:33 pm
Good, i was waiting for this, thanks
Seconded... well I didn't have to wait long. Fun Stuff!!!  :(My internet might be getting cut soon so I hope this lasts.
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: dinosaur on March 29, 2011, 10:57:35 pm
Seems like the AI does not know how to handle swiftness. They use swiftness first then move :3
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: Celdia on March 29, 2011, 10:59:12 pm
@Wiz: With Sadomasochism I was going with the sadist being the Demagogue and the masochists being anyone that takes the damage and gets Charm'd by it.

@Dino: Does that really mess up how it goes? I didn't think the Quick status really got applied until after the end of their AT.

Also, a note on scaling levels: I've found it tends to make enemy levels LOWER than normal but of course that won't be the same for everyone.


Edit #2: Wiz, its a damned shame you didn't update before making the video. The Windmill Shed battle got a few interesting changes including a nice power boost for Wiggy.
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: dinosaur on March 30, 2011, 06:29:43 pm
I got a great idea Celdia!! The Tactician should have the move ability float, currently they have any weather which does not make much sense since they don't move.

If you don't want them to have float, I recommend putting it on another class. It seems like I cannot find it with the classes I have. Float move ability will actually have use!
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: Celdia on March 30, 2011, 09:02:03 pm
Did I not put Float on Nomad? Odd.

I'm actually pretty sure Any Weather is on Tactician on purpose. The idea there being that someone skilled with maps, terrain and strategy could find a way to battle in any kind of bad conditions. They are supposed to have Any Ground, too. I'm not sure where that ended up at the moment.
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: dinosaur on March 30, 2011, 10:07:52 pm
Quote from: Celdia on March 30, 2011, 09:02:03 pm
Did I not put Float on Nomad? Odd.

I'm actually pretty sure Any Weather is on Tactician on purpose. The idea there being that someone skilled with maps, terrain and strategy could find a way to battle in any kind of bad conditions. They are supposed to have Any Ground, too. I'm not sure where that ended up at the moment.


Any weather = Mystic Knight
Jump +2 = Nomad
Float = Sadface
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: Durbs on March 31, 2011, 11:01:54 am
Neat patch. Kudos. When you're confident you're done, you should submit this. Also, because you're completely revamping the job system, you should also put in some new special characters in place of all of the sidequest ones. I'd particuarily like to see Frimelda as a new event character.  :D
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: Celdia on March 31, 2011, 01:00:37 pm
But I use the Frimelda sprite as the female Tactician already, Durbs. That would just end up looking...odd.
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: Kagebunji on March 31, 2011, 01:11:11 pm
Frimelda is just a Paladin anyway, a lot like Agrias tbh. Surely there are more interesting characters, like Nanaki :3
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: Celdia on March 31, 2011, 02:06:55 pm
I may use that Nanaki sprite in place of the panthers. ^_^ It would be fun to kill him over and over and over again.
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: Kagebunji on March 31, 2011, 03:04:04 pm
..It wouldn't be fun at all :(
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: Wiz on April 02, 2011, 09:53:39 pm
part 7 (http://www.youtube.com/watch?v=8Hxqxvi5ozc)

I thought it was still processing when I checked it but I guess it did a while ago.
Anyways, hope y'all like it @.@

*hugs and kisses Celdia*

Edit:
Still viewable here but look

"Your video, Celdia's Class Patch part 7 , may include content that is owned or administered by these entities:

    * Entity: SME Content Type: Sound Recording
    * Entity: UMG Content Type: Sound Recording"

Damn you JUSTIN!
Afghanistan, Albania, Algeria, Andorra, Angola, Anguilla, Antigua and Barbuda, Argentina, Armenia, Austria, Azerbaijan, Bahamas, Bahrain, Bangladesh, Barbados, Belarus, Belgium, Belize, Benin, Bermuda, Bhutan, Bolivia, Bosnia and Herzegovina, Botswana, British Indian Ocean Territory, British Virgin Islands, Brunei, Bulgaria, Burkina Faso, Burundi, Cambodia, Cameroon, Cape Verde, Cayman Islands, Chad, Chile, China, Colombia, Comoros, Congo, Congo - Democratic Republic of, Cook Islands, Costa Rica, Cote d'Ivoire, Croatia, Cuba, Cyprus, Denmark, Djibouti, Dominica, Dominican Republic, Ecuador, Egypt, El Salvador, Equatorial Guinea, Eritrea, Estonia, Ethiopia, Falkland Islands (Islas Malvinas), Faroe Islands, Finland, French Guiana, French Polynesia, Gabon, Gambia, Georgia, Germany, Ghana, Gibraltar, Greece, Greenland, Grenada, Guadeloupe, Guatemala, Guinea, Guinea-Bissau, Guyana, Haiti, Holy See (Vatican City State), Honduras, Hong Kong, Hungary, Iceland, Indonesia, Iran, Iraq, Jamaica, Jordan, Kazakhstan, Kenya, Kiribati, Kuwait, Kyrgyzstan, Laos, Latvia, Lebanon, Lesotho, Liberia, Libya, Liechtenstein, Lithuania, Luxembourg, Macao, Macedonia, Madagascar, Malawi, Malaysia, Maldives, Mali, Malta, Marshall Islands, Martinique, Mauritania, Mauritius, Mayotte, Micronesia - Federated States of, Moldova, Monaco, Mongolia, Montserrat, Morocco, Mozambique, Myanmar, Namibia, Nauru, Nepal, Netherlands Antilles, New Caledonia, Nicaragua, Niger, Nigeria, Niue, North Korea, Northern Mariana Islands, Norway, Oman, Pakistan, Palau, Panama, Papua New Guinea, Paraguay, Peru, Philippines, Poland, Portugal, Qatar, Reunion, Romania, Russia, Rwanda, Saint Helena, Saint Kitts and Nevis, Saint Lucia, Saint Pierre and Miquelon, Saint Vincent and the Grenadines, Samoa, San Marino, Sao Tome and Principe, Saudi Arabia, Senegal, Seychelles, Sierra Leone, Singapore, Slovakia, Slovenia, Solomon Islands, Somalia, South Korea, Sri Lanka, Sudan, Suriname, Swaziland, Sweden, Switzerland, Syria, Tajikistan, Tanzania, Thailand, Timor-Leste, Tonga, Trinidad and Tobago, Tunisia, Turkey, Turkmenistan, Turks and Caicos Islands, Tuvalu, Uganda, Ukraine, United Arab Emirates, Uruguay, Uzbekistan, Vanuatu, Venezuela, Vietnam, Wallis and Futuna, West Bank, Yemen, Zambia, Zimbabwe
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: Celdia on April 02, 2011, 11:49:51 pm
Video was spiffy as hell, Wiz. I love that opening track you used. It is easily my favorite OCRemix ever.

No real apologies for Araguay Woods being so damned easy. I haven't modified monsters hardly at all (Panther is the only one with any changes and that wasn't intentional originally) so they will continue to be simple fights for a while yet.


Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: MysticKnightFF5 on April 03, 2011, 09:40:54 am
especdially if you have a team of four warlocks and a tank Ramza to take the heat. XD
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: Celdia on April 03, 2011, 09:59:15 am
Oh good god, Mystic. There is no excuse to have a team like that at fucking Araguay of all places. Talk about being over-prepared. >_<;;
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: S_Hawkeye on April 03, 2011, 02:46:09 pm
Celdia, all the enemies in at least the first battles of chapter 2, all the AI guest that i've seen so far (agrias, mustadio, ovelia, boco, ect) ant the lucavi (queklain) didn't lv with the team, you should check that.

Quote from: MysticKnightFF5 on April 03, 2011, 09:40:54 am
especdially if you have a team of four warlocks and a tank Ramza to take the heat. XD


Or five hasted bandits sleeping everyone (tranq dart should be evadeable)/ five ghaele nuking everyone (mani mina should be at least 18 ct)
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: Celdia on April 03, 2011, 09:20:20 pm
Actually I'm pretty sure I gave the guest NPCs set levels on purpose. Only the enemies will scale in level for the purpose of added difficulty for grinding too many levels. Lucavi will remain at set levels to make them a sort of benchmark. I understand that this seems counter-intuitive and perhaps it is. Regardless its an approach I wanted to attempt with this. If you don't level up excessively in the early game you should be in and around the levels that the Guest NPCs are when you get to the battles with them and continuing that trend will keep the Lucavi battles appropriately difficult without letting them fall under a certain measure of difficulty.

As for the T. Dart I'll check that one because that should be evadable. The Ghaele though...well, that's magic-users for you. I'm still working out the kinks there.
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: S_Hawkeye on April 04, 2011, 08:32:00 am
Quote from: Celdia on April 03, 2011, 09:20:20 pm
Actually I'm pretty sure I gave the guest NPCs set levels on purpose. Only the enemies will scale in level for the purpose of added difficulty for grinding too many levels. Lucavi will remain at set levels to make them a sort of benchmark. I understand that this seems counter-intuitive and perhaps it is. Regardless its an approach I wanted to attempt with this. If you don't level up excessively in the early game you should be in and around the levels that the Guest NPCs are when you get to the battles with them and continuing that trend will keep the Lucavi battles appropriately difficult without letting them fall under a certain measure of difficulty.

As for the T. Dart I'll check that one because that should be evadable. The Ghaele though...well, that's magic-users for you. I'm still working out the kinks there.


Ok, but at least you should check chapter 2+ enemies because from olan all the enemies have set levels
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: GeneralStrife on April 04, 2011, 10:04:31 am
This looks pretty cool. I guess I need to break out fft again.
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: Celdia on April 04, 2011, 03:59:19 pm
@S_Hawkeye: Yeah, v1.83 only has ENTD setups completed through the end of Chapter 2.
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: Celdia on April 04, 2011, 09:45:38 pm
Also, I checked. Tranquilizer Dart IS evadable. I'm reducing its hit %.
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: S_Hawkeye on April 05, 2011, 10:51:26 am
Quote from: Celdia on April 04, 2011, 09:45:38 pm
Also, I checked. Tranquilizer Dart IS evadable. I'm reducing its hit %.

When i say that is not evadable is that the tranq dart has the same % in a "naked" unit that in a escuchteon 2-feather mantle-grace unit
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: Celdia on April 05, 2011, 05:36:27 pm
While I don't doubt what you're saying all I have to work with is what I have things set as in the patcher. The skill is flagged as evadable so all those evasion %'s you're stacking up SHOULD be affecting it. Damned if I know why it doesn't.
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: Celdia on April 06, 2011, 02:36:05 am
In some recent testing its been discovered that the Bandit class is like 12 shades of fucked up. Their skills are supposed to be weapon range and they're not. Also, due to a faulty ASM hack, they will overwrite any equipped Reaction skill with Weapon Guard.
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: Wiz on April 06, 2011, 03:24:55 am
Jeez, you swear too fucking much XP

Seriously though, what skills of theirs are supposed to be withing weapon range? Tranquilizer Dart? There's no way it could be the steal skills otherwise that would be completely broken. I heard you made a mean change at Zirkile falls, looking forward to it ~.~
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: Celdia on April 06, 2011, 03:30:03 am
Hamstring, Steal Life and Steal Spirit are supposed to be weapon range.
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: S_Hawkeye on April 07, 2011, 08:58:18 pm
Btw, did you uncrease the % of the sword skills? in my "first" time with wiegraf 1, he used 3 times crush punch 3 times and dead killed me the 3 times, (maybe bad luck because, but for what i've seen the % is somewhat higher than in other mods) and in wiegraf 2 lightning stab silence me 2 of 3 characters in 1 hit
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: MysticKnightFF5 on April 07, 2011, 09:14:27 pm
I always get my desired classes before moving into the story.
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: dinosaur on April 07, 2011, 10:48:57 pm
Quote from: S_Hawkeye on April 07, 2011, 08:58:18 pm
Btw, did you uncrease the % of the sword skills? in my "first" time with wiegraf 1, he used 3 times crush punch 3 times and dead killed me the 3 times, (maybe bad luck because, but for what i've seen the % is somewhat higher than in other mods) and in wiegraf 2 lightning stab silence me 2 of 3 characters in 1 hit


No, it is the same as vanilla. You have bad luck :(
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: Wiz on April 11, 2011, 05:12:08 am
part 8 (http://www.youtube.com/watch?v=HTMH9zdk-kU)

Sorry about the delay, got tired and fell asleep for a bit and left last min or so w/ no music, which took forever to decide on <.<
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: Wiz on April 15, 2011, 12:28:23 am
part 9 (http://www.youtube.com/watch?v=0fX2hHt6wmE)

This one was done nearly 24 hours ago!

Lots of time spent on *points to ending message of video* <_<
Title: Re: CCP v1.83 - Updated: 3/28/11 - All 19 Generic Classes Changed!
Post by: Celdia on April 15, 2011, 12:40:49 am
Oh, wow. Wasn't expecting a new video so soon. Awesome, Wiz! <3
Title: Re: CCP v1.84 - Updated: 4/22/11 - Ghaele Remodeled! New Weapons!
Post by: Celdia on April 22, 2011, 04:48:18 am
Okay ladies and gents. v1.84 is officially up and running. Have at and enjoy! See the first post for the changelog.
Title: Re: CCP v1.84 - Updated: 4/22/11 - Ghaele Remodeled! New Weapons!
Post by: Kagebunji on April 22, 2011, 07:51:57 am
Argh! If only I was a bit quicker. Here is EVTCHR for Meliadoul:
Title: Re: CCP v1.84 - Updated: 4/22/11 - Ghaele Remodeled! New Weapons!
Post by: Wiz on April 22, 2011, 08:06:18 am
part 10 (SHAKE IT FAST at that 180 FPS) (http://www.youtube.com/watch?v=U0FVAs1i-GY)

Sucks you were a lil late Kage, like the sprite :)

Enjoy the special video too... I know you want

:more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more: :more:  :more: :more: :more:


P.S. PRAY that it doesn't get muted or something along that nature, cuz THAT would SUCK!
Title: Re: CCP v1.84 - Updated: 4/22/11 - Ghaele Remodeled! New Weapons!
Post by: S_Hawkeye on April 23, 2011, 05:12:59 pm
Nice update, no more AI lapidary haste/trasparent spam. Thanks
Title: Re: CCP v1.84 - Updated: 4/22/11 - Ghaele Remodeled! New Weapons!
Post by: dinosaur on April 23, 2011, 05:41:54 pm
Did you by chance keep my favorite animation of the Ghaele ;-;-;-;-;-;
Title: Re: CCP v1.84 - Updated: 4/22/11 - Ghaele Remodeled! New Weapons!
Post by: Celdia on April 23, 2011, 11:43:55 pm
Chances are no, dino. Ghaele is totally different and uses I think almost an entire set of different animations now including a few of the original summons. Haven't decided if I'm going to use clean versions of those or not later.
Title: Re: CCP v1.84 - Updated: 4/22/11 - Ghaele Remodeled! New Weapons!
Post by: Celdia on April 24, 2011, 12:11:30 pm
Damnit. Just realized I fucked up the hit% on a few of the Ghaele skills. They're way too low. Sorry about that. >.> I'll post an update with the proper hit% set later today.

New version, v1.85, released. Fixes a few things that were bothering me. Sorry for the fast re-release.
Title: Re: CCP v1.85 - Updated: 4/22/11 - Ghaele Remodeled! New Weapons!
Post by: Wiz on April 24, 2011, 08:32:53 pm
QuoteSorry for the fast re-release.


No worries, already knew about 1.85 before you PM'ed me about it :mrgreen:

Downloaded and patched it already.

Btw, nice portrait/avatar you now have there Celdia. Does it look anything like you IRL? :P
Title: Re: CCP v1.85 - Updated: 4/22/11 - Ghaele Remodeled! New Weapons!
Post by: Celdia on April 24, 2011, 10:08:56 pm
I am not at all blond in real-life, despite my moments of absent-mindedness I display in these patch releases. This is just something that Twinees put together for his new female dragoon sprite. It does look great though, doesn't it? :D
Title: Re: CCP v1.85 - Updated: 4/22/11 - Ghaele Remodeled! New Weapons!
Post by: Wiz on April 24, 2011, 10:15:58 pm
QuoteIt does look great though, doesn't it? :D


YES :D

GJ Twin

*Gives Twin chocolate milk and a thumbs up*
Title: Re: CCP v1.85 - Updated: 4/22/11 - Ghaele Remodeled! New Weapons!
Post by: dinosaur on April 26, 2011, 08:58:10 pm
Did you by chance change Sugar Candy?

It has range now but instead of adding regen, it only heals the user a bit.

Title: Re: CCP v1.85 - Updated: 4/22/11 - Ghaele Remodeled! New Weapons!
Post by: GeneralStrife on April 26, 2011, 08:58:44 pm
Quote from: Kagebunji on April 22, 2011, 07:51:57 am
Argh! If only I was a bit quicker. Here is EVTCHR for Meliadoul:

Hell yeah kage.
Title: Re: CCP v1.85 - Updated: 4/22/11 - Ghaele Remodeled! New Weapons!
Post by: Celdia on April 26, 2011, 10:14:41 pm
Quote from: dinosaur on April 26, 2011, 08:58:10 pm
Did you by chance change Sugar Candy?

It has range now but instead of adding regen, it only heals the user a bit.


It always had range. It now works as originally intended which is a small, free heal. No more 8 MP cost on it.
Title: Re: CCP v1.85 - Updated: 4/22/11 - Ghaele Remodeled! New Weapons!
Post by: Celdia on April 28, 2011, 11:34:15 pm
For anyone that may not have noticed, the Darkness hit% ASM doesn't appear to be functioning at all. I'm working on finding out what the problem is but I don't know when this will be resolved. Currently it appears the Darkness status now has no effect on a unit except to give them awesome sunglasses. I may start a poll to see if people want this renamed the CSI status.
Title: Re: CCP v1.85 - Updated: 4/22/11 - Ghaele Remodeled! New Weapons!
Post by: Wiz on April 29, 2011, 11:31:18 am
part 11 (RAIN RAIN GO AWAY) (http://www.youtube.com/watch?v=mDCHGoJFrk0)

Took a while to upload, but still, enjoy until I update after school's out on 5/9. Two and a half weeks is how long it'll be, don't sweat it >_>
Title: Re: CCP v1.85 - Updated: 4/22/11 - Ghaele Remodeled! New Weapons!
Post by: dinosaur on May 09, 2011, 12:20:37 am
I am pretty positive Chocobo Tome does not give reraise.

1. When you attack someone it should say reraise but it does not.
2. I did a test and I attacked with Chocobo Tome about 25 times and it never proc-ed.

You may want to double check.
Title: Re: CCP v1.85 - Updated: 4/22/11 - Ghaele Remodeled! New Weapons!
Post by: Celdia on May 09, 2011, 02:06:33 am
Its definitely set to Add: Reraise. I can't imagine why its not working for you. Though to be fair, I haven't seen it work once yet either. Maybe I'll just change it to a spell effect since I've got a skill slot or two free somewhere I think.

I'm an idiot who can't read. The Healing Staff formula (07) has NS flagged for it which means it CAN'T add a status. I'll poke around and see if there's a fix for this already.
Title: Re: CCP v1.85 - Updated: 4/22/11 - Ghaele Remodeled! New Weapons!
Post by: Kagebunji on May 12, 2011, 12:53:11 pm
Let's hope this will help, I seriously doubt it will though. There must be something else...
Title: Re: CCP v1.85 - Updated: 4/22/11 - Ghaele Remodeled! New Weapons!
Post by: Wiz on May 15, 2011, 10:02:13 pm
part 12 (http://www.youtube.com/watch?v=knDFEsPV8SY&fmt=18)

Whew, gotta another one coming soon!
Title: Re: CCP v1.85 - Updated: 4/22/11 - Ghaele Remodeled! New Weapons!
Post by: Wiz on May 15, 2011, 10:59:23 pm
part 13 (http://www.youtube.com/watch?v=GnQw_b2QKlk&fmt=18)

Voila, streaming part 14 in a couple of hours @ 12 AM CST

www.livestream.com/wizdaddy714 >_>
Title: Re: CCP v1.85 - Updated: 4/22/11 - Ghaele Remodeled! New Weapons!
Post by: Celdia on May 15, 2011, 11:03:25 pm
Behemoth videos! Hooray! Also, we're all Youtube famous now, folks!
Title: Re: CCP v1.85 - Updated: 4/22/11 - Ghaele Remodeled! New Weapons!
Post by: Celdia on May 22, 2011, 03:45:18 pm
Just an update: I assure you that work is happening on CCP. I'm another big step closer to v1.9 right now as I' have just completed the design and entry of all the data for every weapon in the game. While there will of course still be some functionally similar weapons remaining, (I mean, how different can you make a basic sword?) every weapon in the roster has been changed in one way or another. I still have a lot of data to enter into TacText before I even move onto the armor half of the equipment list though. So while it may be a ways off still, despair not! CCP 1.9 is coming. Stay tuned for more updates as I get things finished.
Title: Re: CCP v1.85 - Updated: 4/22/11 - Ghaele Remodeled! New Weapons!
Post by: Wiz on May 22, 2011, 03:49:49 pm
Good to hear, can't wait for this to become a completed patch *_*

In the meantime, enjoy part 14 (http://www.youtube.com/watch?v=Q7DW1XfqwGE&fmt=18)

=D

Edit: My playthrough of CCP's stoping here until 1.9's released.
Title: Re: CCP v1.85 - Updated: 4/22/11 - Ghaele Remodeled! New Weapons!
Post by: Celdia on May 26, 2011, 03:46:58 am
Just a quick update teaser. I really am working on this stuff, I promise!

Title: Re: CCP v1.85 - Updated: 4/22/11 - Ghaele Remodeled! New Weapons!
Post by: dinosaur on May 30, 2011, 02:36:32 am
Awesome video :D

(http://i56.tinypic.com/ab4c1v.png)
Title: Re: CCP v1.85 - Updated: 4/22/11 - Ghaele Remodeled! New Weapons!
Post by: Celdia on May 30, 2011, 06:01:50 am
Why so LOL, dino? That's the same as in Vanilla.
Title: Re: CCP v1.85 - Updated: 4/22/11 - Ghaele Remodeled! New Weapons!
Post by: dinosaur on May 30, 2011, 01:54:42 pm
Quote from: Celdia on May 30, 2011, 06:01:50 am
Why so LOL, dino? That's the same as in Vanilla.

I fail.
Title: Re: CCP v1.85 - Updated: 4/22/11 - Ghaele Remodeled! New Weapons!
Post by: dinosaur on June 13, 2011, 06:26:49 pm
Hey Celdia. It's me. Dino.

After playing with the Ghaele class (a lot). I firmly believe that the AoE for re reaise and raise ability are too grand. Those abilities were so powerful that actually ... the game became less fun. I hate to say it but those abilities really erased any type of challenge. You know this, a game needs some challenge to make it fun. Warlock for example, I remember when it first introduce I could beat a battle in one (or two attacks) ... I was just walking through the battles with no real strategy. It felt less like a game and more like a chore to get to the end. I hope you know I mean no disrespect. I do love the class it is my second favorite.

Some the suggestions:

-Making it AoE 2 (smaller- the one that looks like a plus symbol).
-raise, have it so it heals as much as a phenix down.
-re raise, lower the percent but a lot

Just my opinion: feel free to use it how you want.
Title: Re: CCP v1.85 - Updated: 4/22/11 - Ghaele Remodeled! New Weapons!
Post by: Celdia on June 13, 2011, 06:39:31 pm
Always happy for more feedback. ^_^ I'm going to try a combination of your suggestions on Angelic Blessing: Smaller AoE and slightly lower hit%. Also the Ghaele skills have a varied MP cost now so you'll be looking at 50MP for that AoE Reraise in the next update.
Title: Re: CCP v1.9 - Its here now! (6/19/11)
Post by: Celdia on June 19, 2011, 02:39:06 am
Alright, folks. The big wait is over. Check out the entirety of the first two posts in this thread as they have been completely redone (past changelogs are the same though) for the new release. Celdia's Class Patch is no more. I hereby give you Celdia's Complete Patch! Enjoy!
Title: Re: CCP (Celdia's Complete Patch) v1.9 - Its here now! (6/19/11)
Post by: Wiz on June 19, 2011, 03:05:16 am
\o/

Now I've got more than just AI matches to watch :D

Can't wait to record later today ^_^
Title: Re: CCP (Celdia's Complete Patch) v1.9 - Its here now! (6/19/11)
Post by: Twinees on June 19, 2011, 08:11:56 am
I guess it means I will have to play it now ;D. Looking forward to it.
Title: Re: CCP (Celdia's Complete Patch) v1.9 - Its here now! (6/19/11)
Post by: Kagebunji on June 19, 2011, 09:10:40 am
As promised, I am downloading the ppf, hmhm. Too bad Meliadoul's EVTCHR didn't work :/
Title: Re: CCP (Celdia's Complete Patch) v1.9 - Its here now! (6/19/11)
Post by: Celdia on June 19, 2011, 09:34:01 am
We'll figure out the EVTCHR problem eventually, Kage.

@Twin: You sound so thrilled to play CCP. :P  Also, is that new avatar supposed to be Dart?
Title: Re: CCP (Celdia's Complete Patch) v1.9 - Its here now! (6/19/11)
Post by: Durbs on June 19, 2011, 10:21:37 am
It's done? Wow, that must have been a lot of work. Can't wait to play it!
Title: Re: CCP (Celdia's Complete Patch) v1.9 - Its here now! (6/19/11)
Post by: Celdia on June 19, 2011, 10:44:12 am
Its done enough that I'm willing to release it. My releases are always a little bugged though so if you see something that looks terribly out of place, please let me know.
Title: Re: CCP (Celdia's Complete Patch) v1.9 - Its here now! (6/19/11)
Post by: Celdia on June 19, 2011, 12:36:09 pm
Added a few things to the Known Issues list.
Title: Re: CCP (Celdia's Complete Patch) v1.9 - Its here now! (6/19/11)
Post by: Shade on June 19, 2011, 12:48:01 pm
(enemy knight evasion)10% front E, 12% shield E, 7% accessory E
My ramza has blind, and then I look at my chance to hit enemy from front, it was 37%.
Is this on purpose?
Title: Re: CCP (Celdia's Complete Patch) v1.9 - Its here now! (6/19/11)
Post by: Celdia on June 19, 2011, 01:20:13 pm
Since Raven answered this in better detail in chat I'll just post his explanation here for anyone else that has a similar question.

Quote from: RavenOfRazgriz
[13:10] <RavenOfRazgriz> 100 - (100*.10) = 90 - (90*.12) = 80 - (80*.07) = 75 - (75*.50) = 37
[13:10] <RavenOfRazgriz> It increases A-EV by 50% because it's meant to divide BASE accuracy by 2
[13:10] <RavenOfRazgriz> Instead of doubling the target's end evasion.
[13:10] <RavenOfRazgriz> With the hack
[13:11] <RavenOfRazgriz> It is a bit much for a 50 divide personally but it is working as intended
Title: Re: CCP (Celdia's Complete Patch) v1.9 - Its here now! (6/19/11)
Post by: Twinees on June 19, 2011, 08:55:28 pm
Quote from: Celdia on June 19, 2011, 09:34:01 am
@Twin: You sound so thrilled to play CCP. :P  Also, is that new avatar supposed to be Dart?

Yeah I haven't really seen too many of the skills and their advantages so it will be (mostly) all new. I think ive only played a few stages of CCP when it was at 1.3... and stopped because it wasn't finished :P. I won't be able to play CCP for a few days... but I'll get around to it.

Yes the new avatar is Dart, i thought it needed a redo. It has a few problems here and there still :P.
(Sorry Kage, you weren't on when I was making this)

I will have to make you a new avatar soon ;D.
Title: Re: CCP (Celdia's Complete Patch) v1.9 - Its here now! (6/19/11)
Post by: GeneralStrife on June 19, 2011, 10:44:28 pm
TWIN! I KNOW there has to be a counterpart to celdia's sexy avatar hahaha
Title: Re: CCP (Celdia's Complete Patch) v1.9 - Its here now! (6/19/11)
Post by: dinosaur on June 19, 2011, 10:54:20 pm
New CCP?


boner.
Title: Re: CCP (Celdia's Complete Patch) v1.9 - Its here now! (6/19/11)
Post by: Shade on June 20, 2011, 11:50:25 am
Guardian sword innated equip armor and equip shield aren't working(don't know about weapon guard, haven't tested).
Title: Re: CCP (Celdia's Complete Patch) v1.9 - Its here now! (6/19/11)
Post by: Celdia on June 20, 2011, 03:22:30 pm
Noted. Adding to the Known Issues list. Flashy Costume will also not give the Innate: Equip Spear it seems.
Title: Re: CCP (Celdia's Complete Patch) v1.9 - Its here now! (6/19/11)
Post by: Kagebunji on June 20, 2011, 03:45:26 pm
New whips coming right up. Also posted the old ones, so you can compare or w/e. Hopefully it is not bad. I used flails' space and palette, so it should all work, but you never know.
Title: Re: CCP (Celdia's Complete Patch) v1.9 - Its here now! (6/19/11)
Post by: Celdia on June 20, 2011, 04:15:57 pm
Posting a v1.91 update to fix the mechanical issues of v1.9. I'll do an aesthetic update sometime later. For now I'm just worried about gameplay.

Since this update is going up without any testing, I will be leaving the original v1.9 posted just in case v1.91 is completely bugged and doesn't work at all. At this point, I'm not discounting any possibilities.
Title: Re: CCP (Celdia's Complete Patch) v1.9 - Its here now! (6/19/11)
Post by: Wiz on June 20, 2011, 08:54:00 pm
Part 15 (http://www.youtube.com/watch?v=RU_ejsjq6Gw&fmt=18)

IT'S BACK BITCHES!
Title: Re: CCP (Celdia's Complete Patch) v1.9 - Its here now! (6/19/11)
Post by: GeneralStrife on June 20, 2011, 10:19:52 pm
I have definately got to download this after watching Wiz's video. although idk if that armor he was talking about or whatever is game breaking
Title: Re: CCP (Celdia's Complete Patch) v1.9 - Its here now! (6/19/11)
Post by: Celdia on June 20, 2011, 11:40:18 pm
He's not and its something I fixed as soon as I realized I didn't put the right gear on Ramza at the start. Wiz managed to grab the first version of the patch I uploaded before I could fix it. Ramza should be starting with a Training Vest with everything set properly.
Title: Re: CCP (Celdia's Complete Patch) v1.9 - Its here now! (6/19/11)
Post by: GeneralStrife on June 21, 2011, 12:54:20 am
Great! this should be really refreshing with all the new skills and items and such
Title: Re: CCP (Celdia's Complete Patch) v1.9 - Its here now! (6/19/11)
Post by: Celdia on June 21, 2011, 07:53:27 am
It looks like this version is going to be another headache release for me like 1.8 was with new fixes on a daily basis. There were a couple small things that I felt could be addressed maybe later but then I found out that Crowns were accessible on all Female units again because I had one ASM hack that overwrote another and that will completely fuck up the whole intended balance of classes and items if those are too widely available. Thus, we have another near-immediate update in the form of v1.92. Since everything else I installed with v1.91 doesn't seem to be killing the patch I will be removing the previous versions with the new update.
Title: Re: CCP (Celdia's Complete Patch) v1.92 - I hope I don't have to fix this every day.
Post by: GeneralStrife on June 21, 2011, 01:45:30 pm
It'll be okay Celdy!

I lol'd when I read Ramza's job. You're the protagonist!
Title: Re: CCP (Celdia's Complete Patch) v1.92 - I hope I don't have to fix this every day.
Post by: Celdia on June 21, 2011, 02:11:08 pm
Thanks, GS.

I need to put more little bits into the patch. That might be my favorite thing in there.
Title: Re: CCP (Celdia's Complete Patch) v1.92 - I hope I don't have to fix this every day.
Post by: TigerKnee on June 22, 2011, 08:10:44 am
Hi. I registered just to post.

I was looking forward to the patch because it was a huge change to the game that was actually doable because you weren't doing anything like making new storylines or etc that would take forever to accomplish, so good job on completing the patch!

That being said, I'm having trouble actually enjoying it because... I'm stuck on Dorter Trade City. Which is weird because I completed the original game a couple of times so I shouldn't be sucking that bad.

Here are my thoughts so far.

Monstary: Kind of cool that you can control all the character, because the random starting abilities give you a taste of the new abilities to come. Though I think it would be almost impossible if you couldn't since the new enemy setup is WAY better than "a bunch of knights"

Gariland: Without Chemists you definitely have less ability to win a war of attrition. My Homemaker got Sugary Candy which I really didn't want in favour of Cafe while my Cook got Slice and Dice which is a random damage move which... I also don't like. I barely won this battle without anyone crystallizing for some reason. Probably because the enemy cook does surprising damage with the skillet and got lucky with sleep procs.

Mandalia Plains: Nothing out of the ordinary for this fight.

Sweegy Woods: Is there something wrong with the level scaling? I swear the enemies here are like 3-4 levels above you in the story battle. I dread the story battle on Finath river with the Chocobos now.

Dorter: I'm kind of stuck here because apparently storyline battle scales to level like in 1.3? Enemy Nomads are equipped with 5-range Longbows rather than Shortbows and they already start in good positions, while MY nomad has 2 movement and only a 4 range crossbow. The 100+ hp champions don't really help and the enemy red mage apparently has Heal all.

I'm not sure if I want to try to sandbag this mission by having everyone be Alchemists or if there's some other more simple way to beat this map.

Current class feelings:
Warrior: Charge is a really bad skillset. I don't know whether I would stay in it for 900 JP just to get Speed Save, which seems to be the only decent ability it has.

Homemaker: I don't like Sugary Candy though it's basically the Accumulate of CCP and I generally hope my starter gets Cafe instead. I got Flash Freeze and then suddenly realize I don't have the mana to cast it without blowing my entire MP pool so that's silly of me.

Cook: Slice and Dice is random damage so... also I haven't mentioned to cancel anything with Frozen meatball yet. Behemoth Steak is okay for an Accumulate that can target another but it's no Yell (though Yell is overpowered anyway).

Red Mage: Ice and Water gets used very often (goblins and bombs are weak to them). I never used Fire because I don't think it's impossible to "preview" how much damage it does, while Lightning seems to deal too little damage most of the time. Cure doesn't really seem usable unless you set up a good zodiac compatibility triangle going with your characters.

Stone Strike is weird because the range is so low you'll always hit yourself with it, and you need to wait for the enemy to come to you, then cast and run from the blast radius.

Champion: Better than vanilla Knights I guess. The first healing move is really low though, unless you have good/best compatibility. The rest of the skills are a bit too expensive for my champion to use right now, except the Regen one.

Nomad: 2 move is... really crippling. For you. Especially since they can't wear shoes either (which means no movement.) Most battle setups start out with the enemy above you while you have to scramble in position, which is hard to do with such low movement.

That being said, the skills look good. The enemy has stymied me with Updraft way too many times to count.

Brawler: Pummel is Repeating Fists which means it's... not usable (or has it been improved somehow?). Aurabolt is Wave Fist with Holy element, so it's still good I suppose. Dolphin Kick seems good because Water weakness is really common. Haven't really tried the rest.

Alchemist: King of borkked. You basically get Hi-Potion+ at the start of the game, then you add Phoenix Down and you have a dude who can heal better than pretty much anyone else and revive at instant speed from range. I assume like Chemist that they'll become less useful at time goes on though.

Fairy Dust is broken in the "doesn't work" way. Everything I try to target it, whether friend and enemy, shows 0% and a "guarded" animation when the item hits the enemy.

Overall, a lot of the current abilities seem rather low-powered/niche and there are a lot more abilities, while the JP costs remain the same. Unlike regular FFT where you can pull through with 1/2 overpowered abilities my characters kind of feel empty at this point of time. Maybe I'm just really bad at this version for some reason.
Title: Re: CCP (Celdia's Complete Patch) v1.92 - I hope I don't have to fix this every day.
Post by: Zenius on June 22, 2011, 08:14:47 am
First time visiting the CCP thread in a few months and I'm amazed how far this has come :O

Definitely going to do a playthrough of this after I'm done with my current 1.3042 run ^^
Title: Re: CCP (Celdia's Complete Patch) v1.92 - I hope I don't have to fix this every day.
Post by: Celdia on June 22, 2011, 02:03:23 pm
Thank you for all the feedback, TigerKnee! ^_^ Let's see...
Monastery: This is currently the only battle where you can control guests and that is because if the AI controls them like normal, you will pretty much lose the fight every time.
Gariland: That one Cook can cause a lot of chaos with that skillet. He is pretty much the only real danger there because of it. You should see Wiz's recent restart of his CCP playthrough to see how easy that battle can still be though.
Mandalia: This one is a crap shoot depending on what weapons the AI comes into battle with.
Sweegy: Since the monsters are still (mostly) vanilla, they do get a bit of a boost in level scaling just to try and make them some kind of a challenge. They still tend not to be more than a speed bump though. -__-
Dorter: God damnit...Dorter. You aren't the first person to complain about the difficulty here. I'm getting the feeling you won't be the last unless I do something about it soon. Maybe its just because I and my playtesters have seen the different variations on this battle so many times now its old hat, but until now I've been convinced that it "wasn't that hard". I guess my view is just skewed. Keep an eye out for the next update in the near future as I'll be putting some specific equipment loadouts on the enemies to make Dorter a lot more bearable. (Before 1.9 there were two Red Mages instead of two Champions. They would do back-to-back Heal spamming. Yeah, let that one sink in for a bit... -_- )

On Classes...

Warrior: Charge has always been an iffy sort of skillset but it does work. Its simplicity is why it ended up as a base skillset. With the reduced CT on the entire selection of skills it does become a bit more viable than in Vanilla. Speed Save keeps that high JP value only because it is available so early.

Homemaker: Sugary Candy isn't supposed to be so much about healing as it is for Canceling Sleep status. Flash Freeze isn't really intended to get a lot of use very early game with that MP cost. Both HM and Cook have their skills scaled to make the classes usable from early game until late game.

Cook: Some people either love or hate the random damage skills. Not much else to say on that one. Frozen Meatball, properly applied, can cause all kinds of havoc on the AI which is so much fun. Behemoth Steak is another skill like Flash Freeze as its not meant for a lot of early game use because of the cost on it.

Red Mage: I continue to have balancing issues with this class. Its either way too powerful or way too weak no matter how I scale the numbers and has been that way from the get-go. I keep tweaking them with every release and I still haven't found a really happy medium yet. If you want a benchmark for Fire, I suppose you could use Cure to get a rough idea since they run the same values for what is just an inverted version of the same formula. Fire is the strongest of the Faith-based elemental trio. As for Stone Strike, that is exactly what you're supposed to do with it: Cast and Run. It has a huge AoE and damage potential and as such I designed it to be dangerous to use; not the kind of thing you just walk into battle and start spamming until everything is dead. A lot of my skills have built-in drawbacks like that somewhere.

Champion: Yeah, this is mostly a basic sort of tank unit, no surprises there. I've found the Valiance skillset gets used as a solid secondary into the late game though.

Nomad: Move 2 may seem crippling but take a bit of time with Cook to get Work the Line (Move +1) and getting them up to Move 3 with that innate Jump value and they're not hindered at all. Grab Dash or Bull Rush and they're almost broken with their maneuverability. Again, this is another one of the built-in drawbacks that can be overcome later in the game.

Brawler: Just wait until you get Bum Rush. :D

Alchemist: This class is a mixed bag with most people. A love it for finally being made class or a hate it for being way too powerful. Though with the latest updates its not nearly as broken as it was before. However I do have to thank you for stumbling upon that error with Faerie Dust. Turns out Number 9 also got frigged up with 1.9. I'm implementing the fix on those skills with the next update and they should work fine after that.

Stick with it and grab the net update when I get it posted. Trust me, there is a lot more fun to be found in this patch. ^_^
Title: Re: CCP (Celdia's Complete Patch) v1.92 - I hope I don't have to fix this every day.
Post by: MysticKnightFF5 on June 22, 2011, 02:08:00 pm
Forcing the player to use up a skill slot so they don't suck balls is not good balancing.
Title: Re: CCP (Celdia's Complete Patch) v1.92 - I hope I don't have to fix this every day.
Post by: Celdia on June 22, 2011, 03:31:47 pm
Thank you for that enlightening comment, Mystic. ^_^


A v1.93 patch should be up in just a few minutes. It'll be addressing the Dorter issue as well as some other problems noted above.
Title: Re: CCP (Celdia's Complete Patch) v1.92 - I hope I don't have to fix this every day.
Post by: dwib on June 22, 2011, 03:40:19 pm
I think that is fine balancing for a class. They don't suck balls with 2 move because they use ranged weapons and have innate float and high jump to get to high ground and extend their range.

Also Celdia, the description for Blinding Powder is still "Use your weapon to carve the very life out of a target and use it as your own." with Range 1, etc. etc.
Title: Re: CCP (Celdia's Complete Patch) v1.93 - The daily struggle with a new patch, cont.
Post by: Celdia on June 22, 2011, 03:59:31 pm
Oh god damnit... >.<

Thank you, dwib. If only I'd known that about 25 minutes ago. XD   Something for the next update I suppose.

Looks like Blinding Powder's description is on Steal Spirit. Tiny misfire there.
Title: Re: CCP (Celdia's Complete Patch) v1.93 - The daily struggle with a new patch, cont.
Post by: GeneralStrife on June 22, 2011, 06:35:35 pm
Celdia, have you considered swapping The male red mage sprite with Lijj's newer version?
Title: Re: CCP (Celdia's Complete Patch) v1.93 - The daily struggle with a new patch, cont.
Post by: MysticKnightFF5 on June 22, 2011, 06:55:22 pm
Quote from: Celdia on June 22, 2011, 03:31:47 pm
Thank you for that enlightening comment, Mystic. ^_^


A v1.93 patch should be up in just a few minutes. It'll be addressing the Dorter issue as well as some other problems noted above.

Always happy to help ^.^
Another thing, you may want to fix warlock, cuz it's still kind of..... lulz
Title: Re: CCP (Celdia's Complete Patch) v1.93 - The daily struggle with a new patch, cont.
Post by: Shade on June 23, 2011, 02:52:57 pm
Poeskas Lake is perhaps biggest slap in the face I have ever had.

Every human enemy unit had 3 PA(for a 30 level and + having cursed rings equiped yeah), but there's more, I had two of the enemy champions on my side. You can ask people how I reacted to this.
Title: Re: CCP (Celdia's Complete Patch) v1.93 - The daily struggle with a new patch, cont.
Post by: Wiz on June 23, 2011, 05:20:34 pm
Part 16 (http://www.youtube.com/watch?v=rEq1otuosKU&fmt=18)

Got lazy a lil.

Seriously though, you've got no idea how long it takes to find 40+ minutes of music whilst avoiding repeats and balancing it all out :P

Regardless, I obviously still love making these ^^
Title: Re: CCP (Celdia's Complete Patch) v1.93 - The daily struggle with a new patch, cont.
Post by: formerdeathcorps on June 23, 2011, 06:31:05 pm
To be honest, considering how far along this patch is and how many testers and fans it has, it deserves its own section by now.
Title: Re: CCP (Celdia's Complete Patch) v1.93 - The daily struggle with a new patch, cont.
Post by: Dome on June 23, 2011, 06:33:33 pm
Quote from: formerdeathcorps on June 23, 2011, 06:31:05 pm
To be honest, considering how far along this patch is and how many testers and fans it has, it deserves its own section by now.

^This

Or, at the very least, to be moved to the "Completed Patches" section
Title: Re: CCP (Celdia's Complete Patch) v1.93 - The daily struggle with a new patch, cont.
Post by: Pride on June 23, 2011, 06:59:26 pm
Quote from: formerdeathcorps on June 23, 2011, 06:31:05 pm
To be honest, considering how far along this patch is and how many testers and fans it has, it deserves its own section by now.


I have to agree!
Title: Re: CCP (Celdia's Complete Patch) v1.93 - The daily struggle with a new patch, cont.
Post by: LastingDawn on June 23, 2011, 08:32:36 pm
Agreed, this patch has deserved its own section for some time now.
Title: Re: CCP (Celdia's Complete Patch) v1.93 - The daily struggle with a new patch, cont.
Post by: GeneralStrife on June 23, 2011, 09:33:36 pm
I....quadruple that.
Title: Re: CCP (Celdia's Complete Patch) v1.93 - The daily struggle with a new patch, cont.
Post by: The Damned on June 23, 2011, 09:37:49 pm
(*throws in support because it's easy as hell to mob given the group mentality humans have*)

Although I've still yet to play it myself, I think that Celdia's patch does finally deserve its own section. I can somewhat understand not giving it one before due it "only" being a class change patch, but with the equipment, ENTD and other changes now, it only seems fair that it gets its own section, especially with the level of activity that she's showing.

Besides, I'd imagine being able to separate things would make things far more easier to keep track of, especially when it comes to inevitable problems.

*continues to act like he can order Xifanie around*
Title: Re: CCP (Celdia's Complete Patch) v1.93 - The daily struggle with a new patch, cont.
Post by: GeneralStrife on June 23, 2011, 10:30:25 pm
She's done tons of work, and she personally worked with me to fix it so I could play it. She deserves her own completed section. 1.3 IS in that section and it still gets updated
Title: Re: CCP (Celdia's Complete Patch) v1.93 - The daily struggle with a new patch, cont.
Post by: Celdia on June 24, 2011, 02:32:01 am
Looks like you guys are getting your wish. ^_^