Final Fantasy Hacktics

Projects => Works in Progress => Topic started by: Jumza on March 17, 2015, 11:30:53 pm

Title: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: Jumza on March 17, 2015, 11:30:53 pm
A Stone's Ripple

The name, like this project, is a work in progress.

Final Fantasy Tactics: A Stone's Ripple is a project made by myself that will change just about everything from the original. Story, Jobs, World Map, Items, it's all getting redone!


Story Synopsis:
In this re-imagining of Ivalice, the Holy Stone's existence is common knowledge. They are powerful magic items that are used by the church to keep many towns and cities across the country safe from monsters and disease. The "Church" as it will be referred to for the entirety of the game rules the land. There is no king, just a Pope who leads Ivalice along it's religious path.

Zoom in on Zarghidas, where the story begins. Ten years before the main events of the game take place, the Elder of Zarghidas is strong-armed into giving the stone back to the Church for unknown reasons. The city falls into a state of disrepair and dilapidation, it is constantly swarmed by monsters and the once thriving city becomes a large slum. Fast forward to present time, a young man (the main character) is on patrol when he runs into a newly appointed Church Surveyor. Unaware until recently that the stone had been taken, she goes to investigate. The game kicks off from this point.




The World Map:
(http://s11.postimg.org/56j5wj6sz/map_demo.png)
An entirely new, custom World Map! See Zarghidas? That's not where it normally is! *Gasp*
That's the new World Map as you see it coming out of the beginning series of events / battles. It will expand as the story continues! Just like in vanilla.


The Main Character:
(http://s7.postimg.org/88t3zrr3f/blank_name.png)
Yeah, I'm forcing the user to input their own name. The Main Character has no default name (and a blank name does not bug the game out!). He is yours to name as you please!
Here's a quick look at the chapter 1 sprite: (http://s14.postimg.org/wqhhp4ppp/main.png)
(http://s14.postimg.org/vimk02kvh/main_big.png)
It's recoloured Ramza! (For now!)

First look at Adria Wite (ay ey-dree-ah why-t, is how I imagined it to be pronounced); The Church Surveyor.

Name: Adria Wite
Gender: Female
Birthday: October 31st (Scorpio)
Relations: Cardinal Augustine (whom she works under in the church), The Main Character (with whom she has a chance meeting with in the slums of his home), Other (this is only a summary).
Occupation: Church Surveyor
Job Name: Surveyor
Skillset Summary:

First Aid: A short range, weak, fast healing spell with a low mp cost.
Clear: A short range esuna-like skill with a low mp cost.
Saber: A mid range attacking spell with a low mp cost. Lightning elemental.
Charge: A short range MP restoring ability with a lowish mp cost. She cannot target herself.

(R/S/M undecided as of yet)

Overall Summary:

Adria joins at the beginning of the game as a priest with a very small bag of tricks. Her jobs has slightly less than ok HP, MP, speed, PA and MA, but this is only due to her multipliers. She has normal growths that allow her to master her job's abilities then switch without damaging her future stats.

While it may seem that she is not the best unit due to her small ability pool and low stats, events will transpire in game causing her to undergo major changes in these departments. She starts as a weaker guest, but will eventually become a strong ally.


New Jobs:
This is still being worked on!
This will be updated as it get's worked on and discussed in this topic.

The first look at: The Freelancer

Requirements: None, 0, zip, nadda. It's the base job.

Skillset Summary:

Throw Stone: Like vanilla Throw Stone, but with a spell quote and 100% knockback (perfect for knocking people off of cliffs!).
Heal: 1 range 2 vertical, 100% to revive a dead unit with 2% of targets max HP.
Treat: 1 range 3 vertical, can only be used on units in critical, heals 33% of targets max HP.
Focus: Self range, heals users MP based on their MA. No MP or CT to worry about.

Reactions: None as of now, counter tackle is gone!

Support: Gained EXP-Up, Defend, Equip Change

Movement: Move +1


Chemist has been renamed to Apothecary, though their jobs will remain largely the same. A few items will have slightly changed effects, their stats will be slightly tweaked, but I doubt they will have any major changes.



New Items:
Also still being worked on!
This will be updated as it get's worked on and discussed in this topic.


New Sidequests and Secret Characters:
I am using 'The Lion War' 's method for increasing the games event space which opens up the possibility for a buttload of sidequests. I plan on making use of a lot of it. There will certainly be a lot more than there were in vanilla!


Other Information~
This patch is being worked on only by yours truly, and I mostly intend for it to stay that way. I am not the best at working with other people and trying to work around schedules and sudden life events. I intend to recruit people for random ASM hacks that I'd like / need and for sprites in the future, but for now I'll be flying solo.

At the beginning of this project, I will be using the sprites that I have access to. Sprites off the site, recolours and frankensprites will feature. Hopefully I can enlist someone in the future to get some cool new sprites for the project.

Of course I couldn't have started this or done any work on it at all without everyone's hard work getting stuff done on the forums. For all the tools, spreadsheets, guides and people that I've helped (and people that have helped me) which reminded of so many things that I would have otherwise forgotten; I'd like to thank every member of FFH.

Special Thanks:
To Xifanie, Elric and Angel (Toshiko). You guys are awesome and all deserve happy carefree lives (Congratulations to Xifanie and Angel (Toshiko) as well!)
So many more people deserve thanks, but this is only the start of the project! I'll get around to properly doling out thanks once more stuff has been said and done.

DEMO?
Not yet! Screw that! It's here! Woohoo! Check below for the download link!

The Demo:
Contains 20 events, spread between just events and pre / mid / post battle events.
The jobs Freelancer, Apothecary, Fencer, Priest and Wizard. (For generics)
The jobs Vagrant and Surveyor. (For unique characters)
New items! Featuring such items as Bronze Sword, Feathered Cap and Basic Harp!
2 Possible random battles! ( :P)
A mini-boss battle!

Updates:
I'm going to try to update as much as I can! Stay tuned!

01/11/2015: The Beta / Demo download link has been released! A Stone's Ripple v0.05 released!

08/11/2015: Released v0.06, text and some item fixes.

(http://s24.postimg.org/t1o0rc3d1/1000.png)
This = Something Fantastic.


(Let's hope and pray to Ajora that this ppf was made and uploaded properly)
(YOU NEED TO BE LOGGED INTO THE SITE TO SEE THE DOWNLOAD! (Apparently!))
Title: Re: FFT: A Stone's Ripple
Post by: skiploom188 on March 18, 2015, 04:00:42 am
Wow this is like the second patch I've seen where your starting point will be different. You're changing the locations of the cities/castles? Hmmm, that's a change you don't see very often. Wait you can leave your main character's name blank? LOL imagine how that would affect the lines people say when they mention you. I'm curious with all the new stuff this patch has to offer.

Hoping for the demo soon, Keep it up!


Congrats on your post count milestone Btw :)
Title: Re: FFT: A Stone's Ripple
Post by: 3lric on March 18, 2015, 05:25:38 am
You've got my support Jumza, whatever that is worth.

Also, you might be better off posting a couple event videos. I know you've got some hidden there somewhere. I can give you some critic on them and such as well. And if you are really nice, I might make 1 or 2 for you as well ;)
Title: Re: FFT: A Stone's Ripple
Post by: kyozo22 on March 18, 2015, 06:53:10 am
Yeah man, this sounds awesome! Best of luck! Sounds like one hell of an undertaking. Looking forward to seeing it come to fruition. :D
Title: Re: FFT: A Stone's Ripple
Post by: Argy on March 18, 2015, 09:40:19 am
Jumza, good  luck with your project. The premise looks great and the fact the you have the knowledge to change the World Map and the ability to Event Edit, holds you in good steam. I look forward to this project evolving
All the best
Argy
Title: Re: FFT: A Stone's Ripple
Post by: Angel on March 18, 2015, 09:55:39 am
While I feel confused about moving existing locations on the world map, I feel enthused about everything else. And all that event space, yowza! :O

Gimme more~
Title: Re: FFT: A Stone's Ripple
Post by: Jumza on March 18, 2015, 04:46:40 pm
Thanks for the comments and support everyone!

Quote from: Elric on March 18, 2015, 05:25:38 am
Also, you might be better off posting a couple event videos. I know you've got some hidden there somewhere.


I do, and here is one of them!


(That priest sprite is a placeholder. Before the demo is released she'll look different)
I welcome any and all critiques.

Some noted by myself that have been fixed since I took the video:
The priest should turn around more quickly at the start (when facing the monster),
The priest should rotate then get up. Otherwise it looks kind of weird.


As you can see, you start the game with only 3 generics. The Soldiers Office is still available (hopefully with Xifanie's Soldier Office hack) if you wanted 2 female generics instead of 2 males, or you can just hire more to switch around while going through the game. Eventually you will be allowed to include more units in battle, but like in Vanilla chapter 1, it will be slightly restricted at the beginning.
Title: Re: FFT: A Stone's Ripple
Post by: Pride on March 19, 2015, 03:29:29 pm
Ohhhh... Good luck sir! Hope to see some more events and game play detail soonish ^_^
Title: Re: FFT: A Stone's Ripple
Post by: 3lric on March 19, 2015, 08:50:33 pm
I like the event. The wind sound is really spot on with the map and it feels right.

My only real issue is that the sound changing/music starting seems off. I'm not sure why, but it just seems a bit forced or rushed. Though I don't really know a good way to combat that.

I also really like the jump back. And (what I'm assuming is meant to be) the Minotaur laughing afterward, though you may wanna cut the laughing down a few seconds, it did seem a bit long. (Maybe put the animation in a block and give it a Wait(00040) and then go back to the idle animation.)

Also, I don't really think {Ramza} needs to do the charging animation when speaking to the priest, however that's just personal preference.

There isn't much else to comment on since it's a shorter event, but good job so far. Glad to see you putting out work of this quality.

Title: Re: FFT: A Stone's Ripple
Post by: Jumza on March 20, 2015, 02:32:38 pm
Quote from: Elric on March 19, 2015, 08:50:33 pm
My only real issue is that the sound changing/music starting seems off. I'm not sure why, but it just seems a bit forced or rushed. Though I don't really know a good way to combat that.


I'm with you on that. BGSounds are interesting :P Hard to know when to stop it and make the music start.

Quote from: Elric on March 19, 2015, 08:50:33 pm
I also really like the jump back. And (what I'm assuming is meant to be) the Minotaur laughing afterward, though you may wanna cut the laughing down a few seconds, it did seem a bit long. (Maybe put the animation in a block and give it a Wait(00040) and then go back to the idle animation.)


I thought you would, haha. If you want to get technical I think that's actually the 'getting healed' animation, though I thought it worked for that spot (laughs, roars, growls, whatever the player interprets it to be).

Quote from: Elric on March 19, 2015, 08:50:33 pm
Also, I don't really think {Ramza} needs to do the charging animation when speaking to the priest, however that's just personal preference.


I agree. It's been cut.

Thanks guys! More progress soon!
Title: Re: FFT: A Stone's Ripple
Post by: Hyraldelita on March 20, 2015, 07:55:48 pm
looks cool^^ i really wish i get some free time as soon as possible so i can start doing something about this, i'm gonna be a crazy mad Thackics person =O

Good luck man i know it takes a lot of time to make it^^
Title: Re: FFT: A Stone's Ripple
Post by: Jumza on March 20, 2015, 10:04:51 pm
Quote from: Hyraldelita on March 20, 2015, 07:55:48 pm
i'm gonna be a crazy mad Thackics person =O

Good luck man i know it takes a lot of time to make it^^


Thanks! I hope that you will be, we could use more crazy hacking people around here.

Quote from: Pride on March 19, 2015, 03:29:29 pm
Hope to see some more events and game play detail soonish ^_^


Speaking of game play details, I have a few to share that I might as well do right now :P

1. Xifanie's amazing Soldier Office Upgrade Hack will be included! *Fanfare*

2. Xifanie's amazing Synthesis Shop Hack will be included! *Fanfare* It will be more in the style of a secret shop that I'm thinking will be available in only 2 locations (this has yet to be set in stone. Though the presence of this hack is for sure). Opening it will require you to do some sort of sidequest and it will house not only cool synth / fur shop features, but also many secret items within the game.

3. Random battles! Using Xifanie's amazing Random Battle editing spreadsheet I can change quite a few things about Random battles! Green dots will now have different maps than they had in vanilla! Maps that came and went quickly in vanilla may feature in some new random battle spots in FFT: A Stone's Ripple. This means that every random battle will be changed from vanilla (If not a new map, then new enemy formations and such)!

All 3 of these new game features are all thanks to Xifanie and her lovely work. Go thank her, worship her, etc.
Title: Re: FFT: A Stone's Ripple
Post by: skiploom188 on March 20, 2015, 10:50:26 pm
WOW! The soldier office hack and synthesis shop? YESSS!

So, do you have a music planned for the synthesis shop? Since it's a new place, it has to have its own tune right? I have some songs that maybe you could try if you would allow me :))))
Title: Re: FFT: A Stone's Ripple
Post by: Jumza on March 20, 2015, 11:30:50 pm
Quote from: skiploom188 on March 20, 2015, 10:50:26 pm
So, do you have a music planned for the synthesis shop? Since it's a new place, it has to have its own tune right? I have some songs that maybe you could try if you would allow me :))))


Since Pokeytax has made it so we can import our own music (http://ffhacktics.com/smf/index.php?topic=9571.0), I'd love to have some new stuff! Absolutely!
Title: Re: FFT: A Stone's Ripple
Post by: skiploom188 on March 20, 2015, 11:57:26 pm
Thanks for the consideration!  :mrgreen:

It's an OST from Element Hunters, an anime series. There was one particular soundtrack there that kinda sounded like FFT. Let me know what you think.


Here it is...
Title: Re: FFT: A Stone's Ripple
Post by: Jumza on March 21, 2015, 12:43:41 am
Cool song :o
Though I have been (rather quickly) informed that using Pokeytax' spreadsheet is not as easy as anyone would like it to be, so doing songs right now might be still a little out of my reach.
Title: Re: FFT: A Stone's Ripple
Post by: skiploom188 on March 21, 2015, 03:04:37 am
Yeah I heard that modding songs to FFT is a tough job. And right now the main focus should be events/items/jobs/a lot! I guess it can be worked on when mostly everything's patched up. At least I got to share it with someone.
Title: Re: FFT: A Stone's Ripple
Post by: Jumza on March 21, 2015, 05:54:42 pm
A new video has appeared! Again, crits are welcome!



Boyle is a member of a gang of thieves you will run into repeatedly throughout the game. Go and kick his butt!
This is also the first assassination mission of the game.
Also the BONUS bin has not been edited yet. Hence the 'Defeat Algus'

The two female villagers seem to go up slightly when they walk off the map. I don't know why and I can't seem to fix it.
I might change the music.


I'm going to start updating the OP along with my other update posts as well now. Try and keep things organized :P
Title: Re: FFT: A Stone's Ripple
Post by: Hyraldelita on March 21, 2015, 07:44:30 pm
i loved it XD specially when Test said "if you think you can handle more then 2 girls" ahhahahaha LOL poor guy  owned before the fight start.
don't pay attention to the 2 girl running, it's very a minor detail , i didn't even noticed even if i knew it.

IF it's possible to add it in the event it would be cool if the priestess actually used resurrection on the girl on the ground and then they flee , i think it would be even more cool! but that is just my opinion
Title: Re: FFT: A Stone's Ripple
Post by: Jumza on March 21, 2015, 08:01:10 pm
Quote from: Hyraldelita on March 21, 2015, 07:44:30 pm
don't pay attention to the 2 girl running, it's very a minor detail , i didn't even noticed even if i knew it.


I have to pay attention to minor details like that otherwise it wouldn't end up as good as I'd like it to be :) (Also it's kind of hard to see in the video. My video's always turn out poor quality -_-)

Quote from: Hyraldelita on March 21, 2015, 07:44:30 pm
IF it's possible to add it in the event it would be cool if the priestess actually used resurrection on the girl on the ground and then they flee , i think it would be even more cool! but that is just my opinion


While it is definitely possible, I wanted it to seem like she had been knocked out rather than killed. That's why a) The wizard stealing things next to her backs up in surprise when she wakes up and b) she can get up just from her friend helping her.

Thanks for the feedback!
Title: Re: FFT: A Stone's Ripple
Post by: 3lric on March 21, 2015, 11:06:58 pm
Quote from: Jumza on March 21, 2015, 08:01:10 pm
I have to pay attention to minor details like that otherwise it wouldn't end up as good as I'd like it to be :) (Also it's kind of hard to see in the video. My video's always turn out poor quality -_-)


Jumza is right. Never tell an eventer NOT to pay attention to something. That's like telling a spriter that it's okay for one frame not to match the others.

Quote
While it is definitely possible, I wanted it to seem like she had been knocked out rather than killed. That's why a) The wizard stealing things next to her backs up in surprise when she wakes up and b) she can get up just from her friend helping her.


I always assumed 0 HP was KO for 3 turns before death, otherwise, wouldn't they just crystalize right away like Gaff does?
Title: Re: FFT: A Stone's Ripple
Post by: skiploom188 on March 22, 2015, 02:54:40 am
Looking good Jumza. Can't wait to try all the new action in this patch!

Even though the name Test is just a placeholder, why do I think its a cool name? Dang the Kirby Effect is happening on me...
Title: Re: FFT: A Stone's Ripple
Post by: Jumza on March 23, 2015, 08:48:02 pm
Quote from: skiploom188 on March 22, 2015, 02:54:40 am
Even though the name Test is just a placeholder, why do I think its a cool name? Dang the Kirby Effect is happening on me...


I feel the same. It's growing on me :P

Today a non-event update:

First look at Adria Wite (ay ey-dree-ah why-t, is how I imagined it to be pronounced); The Church Surveyor.

Name: Adria Wite
Gender: Female
Birthday: October 31st (Scorpio)
Relations: Cardinal Augustine (whom she works under in the church), The Main Character (with whom she has a chance meeting with in the slums of his home), Other (this is only a summary).
Occupation: Church Surveyor
Job Name: Surveyor
Skillset Summary:

First Aid: A short range, weak, fast healing spell with a low mp cost.
Clear: A short range esuna-like skill with a low mp cost.
Saber: A mid range attacking spell with a low mp cost. Lightning elemental.
Charge: A short range MP restoring ability with a lowish mp cost. She cannot target herself.

(R/S/M undecided as of yet)

Overall Summary:

Adria joins at the beginning of the game as a priest with a very small bag of tricks. Her jobs has slightly less than ok HP, MP, speed, PA and MA, but this is only due to her multipliers. She has normal growths that allow her to master her job's abilities then switch without damaging her future stats.

While it may seem that she is not the best unit due to her small ability pool and low stats, events will transpire in game causing her to undergo major changes in these departments. She starts as a weaker guest, but will eventually become a strong ally.
Title: Re: FFT: A Stone's Ripple
Post by: skiploom188 on March 23, 2015, 10:18:51 pm
I kinda imagine Adria to be pronounced as (ey-dree-ah) or maybe (a-dree-ah).

She's a scorpio? Scorpion women are known for always speaking their mind. They're pretty straightforward and like to be well-informed. Fearless and stubborn. Very emotional since she's a water sign. Good thing her birthday's in Oct.31, exactly in the middle of the sign, no influences to Libra or Sagittarius traits.

Hehe just a little something if you want ideas for her character  :mrgreen:

Quote from: Jumza on March 23, 2015, 08:48:02 pm
While it may seem that she is not the best unit due to her small ability pool and low stats, events will transpire in game causing her to undergo major changes in these departments. She starts as a weaker guest, but will eventually become a strong ally.


So will she be a guest that will span to different chapters? Or will she join you eventually and get new skillsets every new chapter ala Ramza?
Title: Re: FFT: A Stone's Ripple
Post by: Jumza on March 23, 2015, 10:29:44 pm
Quote from: skiploom188 on March 23, 2015, 10:18:51 pm
I kinda imagine Adria to be pronounced as (ey-dree-ah)

Is there a difference between how ey and ay sound?

I'm curious as to where you get that kind of info for zodiac personalities. I have ideas for characters and am just slapping on random dates (that's why Ms. Adria here is born on halloween. There is another character born on Christmas), so it would help me put more meaning behind it. Maybe I should just go on wikipedia :P

Quote from: skiploom188 on March 23, 2015, 10:18:51 pm
So will she be a guest that will span to different chapters? Or will she join you eventually and get new skillsets every new chapter ala Ramza?


As of right now, she is intended to be a kind of mix between a guest and a JoT5 main character in that she is not controllable but if she crystallizes it's game over. I have some kind of plan worked out for her development, and it may be similar to Ramza's (if all works as planned).
And yes, expect her to be around for most of, if not all of the game. Perhaps not in guest form forever.
Title: Re: FFT: A Stone's Ripple
Post by: skiploom188 on March 23, 2015, 10:54:59 pm
(ay) can be pronounced as "i" in "pie", I think. While (ey) can be easier to distinguish.

I get info on Google searches leading me to websites XD. Others are just from memory and experience :p
Zodiacs are a pretty big subject. It's pretty fun to learn, you get to know how to handle all kinds of people :)

What if, you plot the character's birthdays based on their personalities? Zodiac fanatics like me would appreciate on how much their traits and zodiac are in sync :D


Oh so we have to make sure she doesn't crystallize? That's fun, I like priest-like jobs anyway.
Title: Re: FFT: A Stone's Ripple
Post by: Jumza on March 30, 2015, 07:48:56 pm
Update!

Not sure exactly what I should be updating about, so it's a mixed bag! Maybe there will be more event related updates soon! I'm not sure!

The first look at: The Freelancer (? Name decision pending, if anyone has better ideas than Squire and Freelancer, please let me know!)

Requirements: None, 0, zip, nadda. It's the base job.

Skillset Summary:

Throw Stone: Like vanilla Throw Stone, but with a spell quote and 100% knockback (perfect for knocking people off of cliffs!).
Heal: 1 range 2 vertical, 100% to revive a dead unit with 2% of targets max HP.
Treat: 1 range 3 vertical, can only be used on units in critical, heals 33% of targets max HP.
Focus: Self range, heals users MP based on their MA. No MP or CT to worry about.

Reactions: None as of now, counter tackle is gone!

Support: Gained EXP-Up, Defend, Equip Change

Movement: Move +1

Things of note: You'll notice that Dash is no longer in the skillset of the beloved base job, it has been repurposed into another 100% knockback skill called Shield Bash, requiring that the user have a shield equipped. More info on that, and the job that contains this ability later!

Of course everything I've shown in any post is not 100% going to be in the game, it's not set in stone, it's all subject to change, blah blah, etc.

A quick peek at what happened to our other base job, the Chemist.

Chemists have yet to undergo any major changes (I'm also looking for new names for these guys!), a few general skill changes and a skillset re-arrangement to help the AI best utilize the Chemists abilities have been made. JP Costs and cost of items has been altered (new items will probably make an appearance as well). The Chemist job also requires level 2 Freelancer, so all of your generics will start as Freelancers, but Chemist will be quickly unlocked and will still be used as the main path into the new magic oriented jobs.
Title: Re: FFT: A Stone's Ripple
Post by: Zolias on April 01, 2015, 01:23:36 pm
You gave me insight on stuff I could do for my own plans, and since I doubt I can help much with anything in the technical department, I'll just do what I can: Support! 

Definitely like the way you're building up anticipation and doing what you can to make a good game.  Keep up the good work, and I can promise you that I'll definitely give the game a try when it's finished! 

Jumza and Zolias attained Support Level C  Sorry, wrong game series... lol
Title: Re: FFT: A Stone's Ripple
Post by: Jumza on April 04, 2015, 02:40:26 pm
Quote from: Zolias on April 01, 2015, 01:23:36 pm
I'll just do what I can: Support! 
Jumza and Zolias attained Support Level C  Sorry, wrong game series... lol


:D

New semi-lame update!
It took me awhile to figure out where the text for this thing was, but it turns out it was right in front of me in tactext all along :P Oh well.

(http://s7.postimg.org/b0fqghjmj/map_message_1.png)
Title: Re: FFT: A Stone's Ripple
Post by: Jumza on April 13, 2015, 08:48:38 pm
The Brave Story is being redone as the *drumroll* Journal! (I wanted it to be Journal Entries, but it was too long and broke the menu)

(http://s22.postimg.org/7jy3zw9sx/Journal.png)

This is the Journal of the main character, he'll keep notes on people and events, as well as a few other things. I'm going to fill it up with all the cool stuff that I can (mayyybbeee change the music to another song from the game) and hopefully it will help people immerse themselves into the game. I'm not a fantastic writer, but I promise it will be at least mildly entertaining.

These short updates will cease once school is over. It's crunch time now with exams coming up, but as soon as summer rolls around, expect more stuffs.
Title: Re: FFT: A Stone's Ripple
Post by: The Damned on April 15, 2015, 04:41:08 am
I recall reading the original post when you first posted this, but I apparently never posted in here. Whoops.

Anyway, I just wanted to say good look with getting this done, especially given the changes you're apparently planning on making. I'm sure you can do it though.
Title: Re: FFT: A Stone's Ripple
Post by: Bradsmr on May 21, 2015, 04:50:34 am
Just dropping in to say I think the events look amazing, Jumza! Looks very promising! Well done. :)
Title: Re: FFT: A Stone's Ripple
Post by: Jumza on May 21, 2015, 04:42:10 pm
Thanks Bradsmr! I appreciate it. My exams will be done after (aprox.) the second week of June, and work will resume on this project!
Title: Re: FFT: A Stone's Ripple
Post by: Hyraldelita on May 23, 2015, 06:29:54 pm
really looking forward to play your patch ^^
Jumza do you know if cloud has being removed from celdia patch? if you played it.
Title: Re: FFT: A Stone's Ripple
Post by: Jumza on May 23, 2015, 07:18:02 pm
Quote from: Hyraldelita on May 23, 2015, 06:29:54 pm
really looking forward to play your patch ^^


:)

This isn't really the place or person to ask about CCP. I don't know the answer to your question either :P
Title: Re: FFT: A Stone's Ripple
Post by: gett21 on June 16, 2015, 11:15:51 am
Wut? The Protagonist is Female??? Me gusta!!
Title: Re: FFT: A Stone's Ripple
Post by: Jumza on June 16, 2015, 04:47:19 pm
He isn't, actually. Adria is a major character who is with him almost from the start though.

Also, school is out (finally), updates will start up ASAP!
Title: Re: FFT: A Stone's Ripple
Post by: Jumza on June 19, 2015, 11:03:52 am
Here are the jobs that will be available for the demo.

(http://s17.postimg.org/5dflwwy3z/Demo_Jobs.png)

Not all jobs will be available because the demo is not the entire first chapter. This allows me to spend more time on actually completing the demo's events / the rest of chapter 1, rather than spending a lot of that time designing jobs that I don't expect you to have unlocked by those points. Similarly, the chapter one release will not feature all jobs either, but it will be a much longer list than this.
Title: Re: FFT: A Stone's Ripple
Post by: Hyraldelita on July 03, 2015, 03:11:27 pm
hoi man , you can count on me for every bug test and play trough , i can be your beta tester, or whatever you want i know FFT bettern then myself.
At your service
Title: Re: FFT: A Stone's Ripple
Post by: Jumza on July 21, 2015, 03:25:25 pm
Status Update: The demo is almost complete! All of the TacText work is almost complete, and there are just a few event fixes left. In a few days, my testers will make sure that the demo is working just fine, then I will release it.

In the meantime:

(http://s4.postimg.org/iulkrzlfx/New_Equips.png)

Here's a unit that is decked out with equipment you can get during the demo, equipment is limited because it's the very start of the game, but there will definitely be a lot more for the rest of chapter 1.

Quote from: Hyraldelita on July 03, 2015, 03:11:27 pm
hoi man , you can count on me for every bug test and play trough , i can be your beta tester, or whatever you want i know FFT bettern then myself.
At your service


If you're still around when the demo is being tested, I'll let you know when I need help :P
Title: Re: FFT: A Stone's Ripple
Post by: gatebuster202 on July 23, 2015, 11:53:18 am
Awesome work Jumza, I'd love to see your Shield Bash! (I'm scratching my head, trying to figure out if a whole shield wielding skillset is viable.)
Title: Re: FFT: A Stone's Ripple
Post by: Jumza on September 30, 2015, 11:31:01 pm
(http://s15.postimg.org/5jvz2v0p7/Formation.png)

Messing around with this stuff is so much fun :P

This formation is real though, but it's only for a random battle.

I'm still working away at this thing, though it's taking a long time. A few more things need to be done, I really hope they don't take much longer! It's mostly FFTPatcher / TacText work at this point. Stay tuned folks.
Title: Re: FFT: A Stone's Ripple
Post by: Jumza on November 01, 2015, 11:57:51 pm
I have a (spooky?) post-Halloween update!

And here it is! Please enjoy
FFT: A Stone's Ripple v0.05 Beta Edition!

It is a really rough beta, but I've put a lot of work into it and I hope everyone enjoys it!

In the main character's skillset there is an ability labeled Debug! which will kill everything if you'd just like to move on and can't seem to win (it hasn't been balanced yet! But I don't think it's that challenging).


My thanks remain the same from the main post (which has the download link), but extra thanks to Elric and Eternal for helping me test and giving me feedback and ideas.
http://ffhacktics.com/smf/index.php?topic=10857.msg205169#msg205169

The Demo:
Contains 20 events, spread between just events and pre / mid / post battle events.
The jobs Freelancer, Apothecary, Fencer, Priest and Wizard. (For generics)
The jobs Vagrant and Surveyor. (For unique characters)
New items! Featuring such items as Bronze Sword, Feathered Cap and Basic Harp!
2 Possible random battles! ( :P)
A mini-boss battle!

Please post any bugs you find, if you enjoyed it or not, your thoughts and whatever else you feel you have to say while / after playing!
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: CagedShadow on November 03, 2015, 04:31:41 am
As I await the "Re-release" and the "Chapter 2" of JotF. I will give this a go! Mostly because, I've just started to come back to the idea of playing modded FFT. I want to try something fairly original, and this seem very interesting! :D Also finally remember my account... yay! Even though it didn't matter, I just wanted a name so I can post/reply my opinion on the patches I try!
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: Jumza on November 08, 2015, 03:51:33 pm
Awesome :) Have fun with it!

I've upgraded to v0.06, there were some text errors that I've fixed but I'm sure there are a bunch more. The Chocobo Down Item can be bought instead of the Brain Boggler, also.
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: KingUrameshi on November 16, 2015, 07:32:29 am
So I finally got to play this mod and all in all it seems very enjoyable and I look forward to seeing the rest of it. I have played up to the first battle of Lionel castle and I do not use the debug command and here is what I notice so far.

The Good:
The stones are used in unique way to tell a story.
The map has been modified.
Everything seems to be modded from job classes to equipment to enemies.
Everything has a new description.
Skills and jobs are new and useful.

The Bad:
The game is still very buggy (which is to be expected).
I notice the enemy uses treat on itself but I am not allowed.
The AI needs improvement. Archers will plan a charge move just to move and cancel it.
Black Mage causes the game to bug out when going through its skill list.

I like that the game is not to hard (which I am getting a bit sick of, Jot5 being a difficult is enough for me) and I like some of the story aspects like how a certain archer does not join when you would expect them to because that almost always happens in these games. And like how a certain someone does not get killed right away; these aspects keep the story unpredictable which makes it fun and interesting. I would suggest playing through the first chapter of the mod Call of Power for story ideas as I feel that could help.

Keep up the good work and I look forward to this mod being completed as I play through the rest of the demo.  :more:
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: Jumza on November 16, 2015, 11:52:58 am
Quote from: KingUrameshi on November 16, 2015, 07:32:29 am
So I finally got to play this mod and all in all it seems very enjoyable and I look forward to seeing the rest of it. I have played up to the first battle of Lionel castle and I do not use the debug command and here is what I notice so far.

The Good:
The stones are used in unique way to tell a story.
The map has been modified.
Everything seems to be modded from job classes to equipment to enemies.
Everything has a new description.
Skills and jobs are new and useful.


:)

Quote from: KingUrameshi on November 16, 2015, 07:32:29 am
The Bad:
The game is still very buggy (which is to be expected).
I notice the enemy uses treat on itself but I am not allowed.
The AI needs improvement. Archers will plan a charge move just to move and cancel it.
Black Mage causes the game to bug out when going through its skill list.


Yeah there are a few things that still need to be worked out (in regards to game buggy-ness) if there's anything else you noticed that you didn't write here, please let me know!
Allow me to address the things you mentioned specifically:

Treat can be used on yourself, but someone mentioned to me as they were playing that the description wasn't very clear in stating that it can only be used on characters in critical status (this will be changed in v0.08, the description that is, not the ability)

I might just end up removing CT's from marksman skills (and similar weapon based skills) because of that. Unless I can find a way to fix it :P

Some of the descriptions on the Black Mage skills are too long, and when the game tries to open them up it makes it so you can't open any descriptions of anything until you reset the game (as far as I know). (this will be changed in v0.08)


I agree that the game isn't too hard, and it will probably stay that way forever! I'm going for a difficulty that makes it challenging for me and because I'm not the best player in the world that difficulty isn't really all that difficult for a lot of people. Though you can expect it to be a bit harder than it currently is when chapter one is fully released (if I can get better at balancing, that is).

I'm glad you enjoyed some of the little quirks in the story like that. There'll be more where that came from for sure.

Thanks for playing! I'm so glad you enjoyed it!
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: Davi o Rei on November 18, 2015, 12:49:51 am
Awesome work man! Loved this demo!
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: KingUrameshi on November 19, 2015, 08:18:43 pm
Finished the demo and the only other thing I noticed is when you face Hartell in the beginning it says defeat Algus. I haven't played any random fights (and I will have to start a new game for that) but I will let you know if I notice anything else.
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: Jumza on November 19, 2015, 08:44:10 pm
Quote from: KingUrameshi on November 19, 2015, 08:18:43 pm
Finished the demo and the only other thing I noticed is when you face Hartell in the beginning it says defeat Algus.


There are some guides I've tried to follow to make my own graphics for this but I keep running into problems :P I may have to call in some help on that one.

And thanks for playing guys!
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: Xifanie on November 19, 2015, 09:07:15 pm
I can help :v
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: Guru on January 02, 2016, 10:00:59 pm
Played the demo and it looks great so far! I like the story so far too, can't wait to see what ya do with it!
Alot of people said it was very easy too but ....It was actually kinda challenging, but fair. Enemies were actually well balanced for the beginning of game and actually kept each other alive. It wasn't actually tough fights or anything but If I didn't manage my team I woulda had trouble. So idk I think the AI did alright they weren't killing me but they did keep standing for quite a while. Which is good though its how it should be. But I'm sure once the game progresses it will be a bit different. I do like it challenging though  :P

Only couple small things I noticed

during hartel battle is says defeat aglus.

And that archer, man she is a badass  :P she even survived a round of attacks. I was kinda sad she didn't join the team though 
:cry:

Oh and I didn't unlock many skills or anything but I noticed the poison arrow has a horrible hit rate. Makes me not want to use it so much =/

*edit* nvm about the treatment thing  :P

and screen shot. Not sure if its intentional or not but....I like it lol looks sweet.
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: Jumza on January 03, 2016, 12:00:14 am
Quote from: Guru on January 02, 2016, 10:00:59 pm
Played the demo and it looks great so far! I like the story so far too, can't wait to see what ya do with it!
Alot of people said it was very easy too but ....It was actually kinda challenging, but fair. Enemies were actually well balanced for the beginning of game and actually kept each other alive. It wasn't actually tough fights or anything but If I didn't manage my team I woulda had trouble. So idk I think the AI did alright they weren't killing me but they did keep standing for quite a while. Which is good though its how it should be. But I'm sure once the game progresses it will be a bit different. I do like it challenging though  :P


Thanks for playing! It will definitely be more challenging once I get to some real balancing, right now a lot of the stats are based off of Vanilla. The Freelancer's skillset is great at keeping people alive, especially early game, that'll be less and less as the game progresses, but lots of other classes will have great utility skills like that one as well :)

Quote from: Guru on January 02, 2016, 10:00:59 pm
Only couple small things I noticed

during hartel battle is says defeat aglus.

And that archer, man she is a badass  :P she even survived a round of attacks. I was kinda sad she didn't join the team though 
:cry:

Oh and I didn't unlock many skills or anything but I noticed the poison arrow has a horrible hit rate. Makes me not want to use it so much =/


Defeat Algus will be changed to Defeat Hartell when I make a bigger release!

Everyone likes the Archer, which is great! Lot's of cool characters will appear, whether they be special characters that join (or not) or generic characters that are just bad ass without joining up (or maybe they will!) :P

Yeah I need to balance the skills. Something that just adds poison should probably be at a higher hit rate, though you may have used it on someone with worst compat which reduces the chance of it to hit by a -ton-.

Thanks for reporting that bug! It'll be fixed for sure. It's what happens when you make a line of text short enough that it fits on the screen, but so long that it tears the box into smaller pieces :P


Man I should make an update soon... Maybe expect an event to show up here soon? I don't know :P
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: 3lric on January 03, 2016, 01:35:58 am
Quote from: Jumza on January 03, 2016, 12:00:14 am
Man I should make an update soon... Maybe expect an event to show up here soon? I don't know :P
(http://www.netanimations.net/frog-catching-bug.gif)
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: Guru on January 08, 2016, 06:48:23 pm
No rush keep up the good work. I'm looking forward to see your progress and looking forward to JOT5 as well! Do you need any further testing on the skills or anything else?
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: Jumza on January 30, 2016, 08:24:45 pm
So! Back on track! A lull in my schoolwork has allowed me to continue work on this. I've mostly been working on adding more items in for the full chapter 1 release, but I've also completed a few events. I would show one, but they are mostly talking events to advance the story (kind of boring to see out of context), but here is a fun little screenshot anyway!

(http://s27.postimg.org/i2su5p9sz/Prison.png)


Woo! Successful map editing as well! It's not a cemetery anymore, now it's.... Well I mean that is a dead guy in the corner, actually.

Anyway, expect more updates soon! Once I have some more interesting events done to show, I will!
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: Guru on February 06, 2016, 05:40:23 pm
Noooo not sir knight guy, we will always remember you  :cry:

Sorry I have also been pretty swamped with school work. This semester is a mess, full of happiness essays, blogs and discussions. On top of all the garbage I have a couple tougher classes too.

So I haven't had a chance to post anything on this, but I'm glad to see your still working on it when you can and I'm still looking forward to seeing more!

I can't quite recall what map that is from, but regardless it looks good I can't even tell its edited.

Keep up the good work man! Don't forget if you need any addition testing hit me up.
:more:  :more:
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: Jumza on February 06, 2016, 10:18:44 pm
The map was originally the Cemetery under Limberry Castle. I removed the coffins and headstones and it looks great from what I've seen, so I'm quite happy :)

Ooh, also! New Feature, New Feature, New Feature! Thanks to Choto the amazing and wonderful fulfill-er of requests (thanks dude!) has allowed me to add the Counter ability to the Defend status! So now characters that are Defending are now able to activate the Counter ability when attacked even if they don't have it equipped! It makes the status itself a lot more useful, which I really wanted to do!

Also yeah! More is coming! Even more characters are introduced as the story continues to unfold. I'm also working away on sidequests that will appear in chapter 1, they should all be interesting, if not entertaining. Some will yield cool bonus items, characters or just reveal more about the story.
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: CONMAN on February 06, 2016, 11:23:48 pm
Lots of great work in here Jumza!  That counter-defend combo is huge!  Also, I think my jaw drops a little when I see map edits! For me, it's liking seeing a huge roller coaster, it's both impressive and scary!  Keep up the good work!
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: LastingDawn on February 11, 2016, 02:43:21 am
Well having played through this demo I was thoroughly impressed! Your sense of dynamic events present scenes filled with excitement, in that respect you go above and beyond expectations. I'll break down my thoughts into Characters, Plot, and Battle System.

Characters:

Main Character: I like that the player has the choice of how they develop the main character through a fantastic use of branching options that have immediate effects. I look forward to seeing this in further display down the line.

Adria: Through her AI/Skillset/Personality you can tell she is one saucy gal, ordinarily choosing to rush in with her Staff instead of using restraint. This is shown in her more unrestrained attitude. I'm rather fond of how you've made that character and reflected both aspects on and off the battlefield.

Main Character's Grandfather: Despite his short screen time you gave him a memorable speech tick and immediate likability. I hope that he appears later on in the story.

Hartell: All we know about him is that he's gathering the Holy Stones and hoped to usurp the ?Diocese? at Lionel.

Plot: This plot has started out with a lot of potential. I love the idea of the Holy Stones being a relic keeping monsters at bay and that the church having rounds of Surveyors to check on them periodically to assure that they are safe. It is also neat to see the divide between the Common class and the Nobles is as pronounced as ever and your scenes... I don't want to get into any spoilers, but you really caught me off guard there!

Battle System: The Battle System on hand is clearly in a state of transition. Some parts are rough such as the lack of Armor, making the Fencer class a little unusable at all in the demo and some of the skills having odd AI or lack of use. (Not the Freelancer's set though, that thing is mighty impressive!) The battles themselves are challenging, but fair. I feel that maybe the third battle has a little too much sandbagging, but that's difficult to avoid when there's not much else to fight at the time. The fight at Lionel was great, it was interesting to swoop into that side of the gate to close the enemy in and finally the boss fight was tense, as you had mentioned likely owing to the lack of armor, that fight is rather difficult. It took a couple of tries but I finally got it.

All in all this mod is extremely promising and I will keep tabs on its progress! Keep up the great work!
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: Jumza on February 12, 2016, 01:16:32 pm
Thanks for the positive and constructive criticism you guys! It really helps me keep up my motivation to work on this stuff ^_^

Anyway, progress update! At the end of the demo, I had used 20 event slots and I am now up to 27! I've added and planned out many new items, have fixed and added many new abilities and am working on adding in more jobs!

I don't know if everyone would rather not wait much longer and just receive a slightly elongated demo with more things and stuff, or if I should wait for chapter 1 to be totally completed before I make the next release. Feel free to post your opinion along with whatever other feedback or ideas you may have!
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: Guru on February 12, 2016, 05:03:07 pm
Hmmm..... I think another demo is a good idea. I myself am not in a huge rush, and well can't rush quality. The way I look at it though if you release a demo with new content, then you have a bunch of testers at your disposal each with a new perspective.

So in the end it's up to you. Don't rush a demo out to please us, but I think a demo would be mutually beneficial. Even just unlocking some extra random battles with equipment to match the new classes would at least allow us to test the classes and skills( and equipment ), which is what I excel at testing  :mrgreen:.

Although I'm all for spoilers myself, I would say just watch the story content because you proly don't want to give too much away before the ch 1 release.
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: Jumza on February 14, 2016, 05:16:46 pm
I guess I'll decide once I get more work done :P

Update and Spoilers incoming!
This is a rough version of an event that you encounter at Dorter Trade City (at some point after the demo ends), the main thing off about it is the camera angles which are super bugging me, and you can tell because I actually opened the map files in Ganesha and removed the tree just so that I wouldn't have to do some weird awful camera acrobatics that look terrible... But they still don't look great :P



Any and all critiques are welcome!
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: Guru on February 17, 2016, 06:22:33 pm
Shit didn't see this till now. Looks good man! This should be an interesting plot, I think that was the old man from the last scene in the demo? He seems like he's gonna be full of surprises lol. I didn't think the camera angles looked too bad either. Cool man keep it up!
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: Jumza on February 17, 2016, 06:40:17 pm
I have high hopes that the plot will be found as interesting for you guys as it is for me :) This is actually the first time you see this character, you'll find out more about him once the battle is over, and if you read the text that appears during the battle you'll also learn a little about the girl kidnapping him!
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: Guru on February 17, 2016, 10:30:31 pm
Ah I was mistaken, I just went and checked CT5's LP of the demo to get a look at the old guy in that scene with hartel. I'm certain I will enjoy the rest of the what you have planned and I've definitely enjoyed everything you've done so far! I still remember that scene with that archer lol that was pretty slick. I got a feeling I'm gonna like this new girl too.
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: DeJ on February 18, 2016, 11:37:45 am
Jumza -

This looks like a great project man! I have been visiting this feed since you first announced ASR and I must say I am impressed. The video above with the battle seems very very interesting! Once you drop an updated patch I would be happy to play through it and offer up my thoughts (no rush though).

Keep up the great work! The story and event editing are top-notch based off what I've seen so far.
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: leander on February 28, 2016, 03:55:36 pm
this is really great news! your demo will keep me entertained for sure.
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: CroquetteLunchers on May 22, 2016, 02:32:28 pm
I've played through the whole Demo and I LLLOVE IT!
It's perfect! It's hard, the skillsets are great, characters are cool.
Damn, I wish I could buy a whole 52 stages of this

How much time do you spend setting up cutscenes and battles?
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: Jumza on May 22, 2016, 06:02:39 pm
I'm glad you enjoyed it!

It's hard to give an estimate. The opening few took me the longest because I wasn't yet sure where I wanted to go with the project yet. Up to the point where you save Adria took me about twice as long as it took for me to do Araguay Woods / Dorter / Lionel.
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: CroquetteLunchers on July 25, 2016, 03:08:37 pm
It's been a while! I was just checking out to see if you had scrumptious news for us
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: Jumza on July 27, 2016, 11:23:34 pm
Well, progress has been made but unfortunately I'm away from home since last week (an probably this coming week) without my laptop, and I can't work on it without it! I was hoping to have some kind of longer demo out by the end of the summer since I dont think I'll be able to finish chapter 1.
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: Pride on July 28, 2016, 12:09:29 am
Just keep at it, hoping to play more soon!
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: CroquetteLunchers on August 22, 2016, 08:59:53 pm
Is there a way we can donate to the project?
I keep getting excited about it every once in a while thinking "one day we'll have a whole 52 levels of A Stone's Ripple"
We have to make it happen!
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: Jumza on August 22, 2016, 10:14:22 pm
^.^ Thanks for the offer but I'm pretty sure that I can't accept donations. I do appreciate the enthusiasm though! Since my summer is drawing to a close I will be releasing the extended demo in a week or two, it (unfortunately) will only have a few more scenes and battles but they are very important plotwise! There will also be a few more jobs and items to mess around with, so that should be cool :P
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: azavier on September 24, 2016, 10:50:37 pm
are you still working on this game ? and how far is it playable to ?
Title: Re: FFT: A Stone's Ripple *DEMO RELEASED*
Post by: Hyraldelita on March 12, 2017, 09:01:56 pm
hello Jumza.

After i played Jot5 i honestly thought there couldn't be a patch of the same lvl and if this is not the same level, sure is that is at least the closest one.

I tried CoP and that's nice too, but i don't want to talk about it here cause is offtopic ^^

But for starting this stone's ripple look very nice, it's a real pity it's very very short for now, and off course i know it's a huge amount of job.

I'm really looking forward to see how it goes on. I would just love to see some new sprites, if you even stumble into some of borrow them, for changing some classes^^ I can never play an alchemist as first class, their job really look aweful for my taste XD (i mean the sprites, same for oracle female..)