I've decided that in my downtime I'll be doing this. I don't want there to be too many parts to it though (because that takes way more effort), so I'll be going through it in large parts (like this 1 hour one).
Pretty good so far! I'm looking forward to expanding the variety of the monsters I have though, I want more choices!
I tried to change the resolution on the video to make it better quality, but I ended up with black bars on either side. Next part I'll continue to mess with it.
Also I believe that you've changed Delita and Algus' starting jobs to something other than their own, because they have access to duplicate skillsets for their base jobs (as you can see in the video at some point).
EDIT:
Camtasia borked and I lost my Dorter footage. Which sucks because it was very frustrating and it's kind of amusing to watch me start over 3 or 4 times. Eventually I caught a new chocobo and did the battle (though Jo Mama ended up crystalizing, so he was short lived and never got to be seen in a video :/).
Large videos are fine, thank you for recording.

Delita/Algus were turned into regular squires (not sure if i need their job slots for special enemies later), but it's nice to know that their vanilla skillset slots appear to be hardcoded in and probably the job slot too, so I'll use that slot last/only if necessary.
Chocobo riding is just as it is in vanilla. Sorry

I started playing this and it's really fun so far! Some things I've noticed. Thus far I just started Chapter II.
CHAPTER I NOTES:
-Agrias' Holy Knight job name doesn't display in the menu.
-Pisco Demons and Juravises seem pretty OP.
-Pisco Demons don't have updated formation sprites.
-Aqua Rake's description is retained from Vanilla except for Range/Vert/Etc.
-Tentacle should probably be flagged as Direct.
-Goblins seem rather useless.
-Eye Gouge's description neglects to mention that it also inflicts Confuse/Immobilize/Etc.
-Defensive tactics don't really seem to be emphasized- everything feels like one giant damage race.
-Your battles are waaaaay too Time Bomb heavy.
-Algus being vulnerable to Poison = yay~
EDIT: You may want to switch Holy Sword's statuses back to Separate or Random, I forget which it was. Holy Sword, with a status set as All or Nothing, will ALWAYS make that proc land, meaning Split Punch's Death will always proc.
-Agrias' Holy Knight job name doesn't display in the menu. -Pisco Demons don't have updated formation sprites. -- Not sure what you mean by these 2 comments.
-Eye Gouge's description neglects to mention that it also inflicts Confuse/Immobilize/Etc. -You may want to switch Holy Sword's statuses back to Separate or Random, I forget which it was. Holy Sword, with a status set as All or Nothing, will ALWAYS make that proc land, meaning Split Punch's Death will always proc. -- Bugs, probably caused by trying to free up room for other moves I wanted to make/not changing them elsewhere as I should have. Will be fixed in the next version.
**Edit** ROFL just checked Eye Gouge, looks like it currently is casting Roulette's effect. <_< Just fixed it.
-Your battles are waaaaay too Time Bomb heavy. -Defensive tactics don't really seem to be emphasized- everything feels like one giant damage race. -- A few early battles will change anyway to better reflect what later game battles are like. I just need to decide what to put in the early/mid game battles that I do decide to change, and test them to make sure they're at an appropriate difficulty level for the portion of the game they're in. Difficulty in early/mid game is going up for a more stable curve, mostly due to the current game's sharp difficulty increase at late ch2/2nd sharp increase at Velius and the loleasy maps that seem out of place like Goland Coal City.
Balance issues - I'm not going to OCD about balance for a mod for a game where the original creators thought Math Skill was a good idea, but at the same time I am aware that some things seem better than others overall and balance could always be better. A lot of this has to do with some moves being universally useful (revival, healing, positive statuses), while other moves are more niche (silence only being good vs. things that are vulnerable to silence and are hampered by it, etc). I am in the process of tweaking things, mostly to provide more interesting options overall and to make different strategies viable. Goblins are likely to get a buff at some point (no one uses them right now, and I've only had specific use for the 3rd tier's niche for one late game battle so far), just need to decide what exactly to do with them. Pisco/Juravis were absolute utter trash in earlier versions of the game, glad they seem good now; but going to see how it plays out with other players/into the later portion of the game before deciding on what/if any changes to make.
-Algus being vulnerable to Poison = yay~ -- I've done this on purpose, along with 2 other early bosses, due to 1. their classes get used as mooks for later game bosses, 2. I want players to try things they didn't do in vanilla since it's still early game. Might change this, might put in a random other boss into mid game who is vulnerable to poison instead, who knows? Late game is mostly bosses due to all the "assassinate x" missions, and i know I need to find a way to transition into this a bit better.
Thank you for playing/commentary.
