Projects > New Project Ideas

Final Fantasy Tactics: Embargo

(1/27) > >>

The Damned:
FINAL FANTASY TACTICS: EMBARGO
Salutations. It is I, The Damned, using my 1000th post (like that means anything) to finally making a thread for that patch I keep mentioning incessantly like an annoying bastard.

Anyway, due to philsov, RavenofRazgriz and a few others re-igniting my interest in FFH, I figured that I would have another try at doing something productive with a patch that I feel is actually quite doable compared to the absurdly lofty one I wanted to do with "On the Skulls of Dragons".

EMBARGO OVERVIEW
Embargo is (tentatively) named so because along with calls for "balance" and "change", one of the calling cards of this patch will be excising most foreign elements. Conceptually, it's the polar opposite of Lydyn's Shuushin patch.

I think that the concept not only allows more focus on Ivalice's internal politics and workings, which are rather hazy throughout vanilla, but also conveniently removes three of the most problematic generic classes. Monk, Ninja and Samurai all die because of this, with Oracle being an unfortunate casualty, though I figure that very few people will miss Oracle more than I.

(Chemist is also currently dead, partly because it's problematic as well; like the above, only its skill set, Item, might return. Thief and, technically, Knight are now enemy-only classes. You'll still be able to Steal and Break most things with generics, though.)

With that said, the game will be much the same for Chapter 1, though moderate changes have already been planned. Major changes are planned for Chapters 2 and 4, though the endgame result will likely be familiar. Chapter 3 is a rather...iffy area between the whole Rafa & Malak storyline, so I'm not sure about that; the beginning of Chapter 3 will be changed if I can, though.

Inspiration-wise, beyond the removal of most foreign elements, the patch will take many cues and references from past (and future) Final Fantasy games. It takes the most from Final Fantasy V and Final Fantasy XII at present.

EMBARGO CHANGES
While things will constantly change, I can list the things that I've generally planned that more or less are going to happen before jumping into any rather specific details about anything.

1. All elements will generally be a lot more numerous than in vanilla and be more important. All Elemental absorption is resisted at present. (However, I plan to, whenever mechanically feasibly, reduce halving to a .75 resistance and weakness to a 1.5 boost.)

2. Zodiac signs will, on the flip-side, generally be less important. 25% difference will only apply with Best and Worst; 12.5% difference will apply for Good and Bad. However, zodiac sign diversity will be more important--Virgo isn't going to be so damn prevalent throughout the game now, even if it is Altima's/Ultima's sign. This applies to both enemies and allies.

3. Gil won't be thrown at the player (as much as I'd like a "Gil Toss" ability). It will be A LOT more scarce.

4. A lot more abilities, mostly spells, will be learnable via Learn on Hit. Many abilities besides Blue Magick are Learn on Hit Only.

5. The level 4 versions of elemental spells and level 2 versions of most status spells have been replaced.

6. Monsters are buffed to hell with innates in exchange for generally having their stats lowered closer to humans and will now differ more even within families. Monster Skill is dead and monsters will show up at least slightly more in storyline battles now. They won't be able to breed, though.

7. Lucavi are similarly buffed in addition to having been buffed in a more...indirect way. They all have signature attacks and are more like their FFXII selves. Fear/Dread has been overhauled.

8. Berserker replaces Monk, Illusionist replaces Oracle, Paladin replaces Ninja and Acolyte replaces Samurai. Calculator is now Dimensionalist, while Animist (Blue Mage), which Calculator used to be, now takes Thief's spot. Scholar takes Chemist's spot. Squire is overhauled into Soldier; Mediator, Archer and Time Mage have been changed to Orator, Marksman and Temporalist respectively.

9. I generally want characters to do less damage at higher levels, so that damage isn't so OHKO-crazy and there should be less need for revival sandbagging. At the same time, more skill sets will have (expensive) revival options so that it isn't monopolized by just 4 skillsets. At present, no less than 7 human generic classes have definite revival options and 1 or 2 more might get them.

10. Equipment will generally not completely obviate another piece within the same category. Most things will more or less be of use throughout the game.

11. Ninja Swords have, with Greatbows' deaths, become just misc. weapons like how Bags did; all characters can equip Clothing and, as of June 2012, Shields; all accessories generally give some type of evasion; magic Guns are dead at present and the other Guns aren't usable by generics. Shuriken and Bombs are dead because Throw is (presently) dead. As of the latest update, Chemist Items are currently dead.

12. Status effects interact more and have generally been "buffed". There also many new ones planned--at least five--that have let to some dying like Treasure, Blood Suck & Confusion. Wall and Dark/Evil-Looking now show up in-game as Mist(y) & Curse(d) statuses, respectively, and will stay unless they cause massive AI problems. There are two other key status changes at present: Invite is only available through Train; Silence was changed to Addled, but is now back a more forgiving yet dangerous form of itself in "Silenced".

13. Like other Orator (Mediator) abilities, I've attempted to buff Finger Guard, now called Steel Will, rather significantly. We'll see how that goes.

14. Finally, special characters are getting changed. At least three 3 new ones are planned, with there possibly being at least 3 more.

1. Death Sentence ("Doomed" here) ignores "Cancel: Dead".

2. 46 Undead Oracle is mountable. (Guess what class Boco is replacing.)

3. AI attacks Transparent units.

4. Defending reduces physical damage by 25%.

5. JP scroll glitch fix.

6. Mighty Sword ignores equipment presence and hits monsters.

7. Buying items at Fur Shops cost 1 x normal price.

8. Poison damage from 1/8 * Max HP to 1/4 * Cur HP. (Might be slightly lessened due to likely increase in difficulty of Queklain/Cuchuulain and Balk.)

9. Change Demi and Drain formulas to use CurHP.

10. Performing gains evasion and receives 150% damage from physical attack. (Charging will no longer receive 150% damage, though it will lack evasion.)

11. Undead units ignore Phoenix Down. (Keeping this even if Phoenix Downs don't exist anymore.)

12. Soldier Office can rename any units (including humans and special characters).

13. Oil takes 2x damage from Fire; Blind takes 2x damage from Dark. (I'm still unsure if this works.)
1. Attack UP bonus becomes 25%.

2. Magic(k) Attack UP bonus becomes 25%.

3. Defense UP bonus becomes 25%.

4. Magic(k) Defense UP bonus becomes 25%.

5. Crossbow formula becomes WP*WP.

6. Rod formula becomes MA*WP. (I'll likely keep this one now, even if I don't want magical classes to have formidable weapons like Oracle's being able to OHKO people with Two Hands in vanilla and such. Still, what I've done with Tomes is questionable enough....)

7. Pole/Stick formula becomes PA*WP. (For the exact above reason, this one will likely stay.)

8. Instruments, Tomes (Books) and Cloths become MA*WP. (This may or may not stay. I'm not sure. Cloths are kinda dead now.)
1. Sets the title screens default option from "New Game" to "Continue".

2. Removal of permanent Brave(ry) alternation.

3. Removal of permanent Faith alternation.

4. Spell quotes always pops up. (At least for testing purposes when I start changing a lot of text.)

5. Forces any unit to automatically recover HP/MP when it steps on a crystal. (Given all the Learn on Hit stuff I'm using, I don't see any other choice. I can't just get rid of Crystallized period as I considered given that Treasure/Looted is dead now....)

6. Generic Skillset ability fix.

7. Weapon Guard innate all.

8. Converts Knight Sword formula to PA*WP. (Might go back to use Brave.)

9. Axes & Flail damage becomes (Rdm{0..PA-1}+PA)*WP.

10. Weapon Strike Fix.

11. Global C-EV.

12. (#+1%) chance of Critical Hit.

13. (#+1%) chance of Knockback for Dash/Throw Stone.

14. Selling Items at 1/4 Price.

15. Constant Brave/"Fury"/[Redacted]. (I appear to have lost the code for this again. Oh bother.)
1. Formulas that use (MA+X)% become (MA*2+X)%.

2. Silent Walk becomes Flee - Adds XX move when unit is in critical. (That "XX" will probably be 02, maybe 03 though I'm pretty sure I'm going to kill Move +2.)

3. Haste is 25% Speed bonus. (This might not be necessary, especially since I'm letting Slow go back to 50% Speed penalty for now.)

4. Throw Item Range edit. (Drops down from 4 range to 3 range; keeping this for now even though Throw Item is currently dead.)

5. Support 1/2 spaces below Non-Charge increase/decrease damage/healing done by/to unit by XX/ZZ. (Will probably be 20% and be named Overwhelm & Unyielding like in ARENA.)

6. Units with reaction between Counter and Distribute have front evasion for sides and back. (As in ARENA, this will be named Alertness or Awareness.)

7. Wall does "nothing" and AI attacks units with Wall status. (I think I need this for Mist[y] to not break the game/AI.)

8. Damage Split returns 25% instead of 50%. (Currently a possible "placeholder", but a great one.)

9. Minimum Brave and Maximum Brave for all units. (Just increasing Minimum from 00 to 01.)

10. Minimum Faith and Maximum Faith for all units. (Just increasing Minimum from 00 to 01.)

1. Untruth bug fix. (Since Faith[ful] could stand to actually be, you know, usable.)

2. Work formula can take elemental and status assignments. (Dark Knight suddenly becomes a lot easier to do, even if the AI is rather dumb with these types of abilities....)

3. 0 Gil for Level Bonus after battles.

4. Individual weapon proc percentages.

5. Formula 13 becomes Heal HP (Attacker's Current HP) Hit F_(MA+X)%.

6. Formula 2D becomes (PA + Y)*XX/ZZ*WP.

7. Formula 28 (Steal Exp) becomes (100 - Target Faith)*(MA*Y). (This probably needs to be toned down.)

8. Formula 5E becomes (PA+Y)/2*PA Hit_(1+X). (Unsure of what to use it for still.)

9. Wall becomes "Mist" ("Misty" here) or MP Regen that restores 1/4 of Max MP. (I'll probably want this as 1/8 by time everything is said and done.)

10. Elemental Weakness reduced to 3/2.

11. Formula 11 becomes Damage = Y.

12. Constant Faith. (Even more necessary than the Fury hack, in my eyes.)

13. MP Switch Overflows Damage to HP.

14. Remove Female-Only Equipment. (Probably not necessary since already done manually.
1. Change brave gain by chickened units. (Changed to +5.)

2. Change brave gain by Brave Up. (Similarly changed to +5 for now.)

3. Change faith gain of Face Up. (Similarly changed to +5 for now.)

4. Blind and Confuse overrides concentrate/transparent accuracy bonus and now divides accuracy by 2 (v3).  Will affect monsters and humans equally. (Seems to obviate FFMaster's Blind hack, at least if Blind was to 50% accuracy loss. Haven't decided as to whether this will transfer to Imperiled in Confuse's case.)

5. Guns take bow accuracy penalty at night.

6. Don't Act/Deep Water cancels W/S-EV.  Don't Move cancels C/A-EV. This is only the physical half for now.

7. Abandon sets C-EV to 60% instead of 2x.  Intended to work with Xif's global C-EV hack and the above DM hack.

8. Remove Item Duplication (v1).

9. Defend is +25% to A-EV during Battle. (A "start", but that's more because of what I intend to do with Defend now.)

10.De-hardcoding of Chemist through <Default>.
EMBARGO PLANS
Using spoilers for this because it'll save space.

Let us first look at the job tree:

1. Soldier (Squire) (all generics start as a Soldier).

2. Soldier leads to Fencer (Knight), Marksman (Archer), Orator (Mediator), Wizard and Priest.

3. Marksman (Archer's new name since my original Marksman class is no longer around and this is consistent with 1.3), as the main class, leads to Berserker, which are Axe-toting Monks that I hope will be a lot less overpowered than the class they're replacing.

4. Fencer, as the main class, leads to Paladin, currently a sort of preventative tank, thanks in part to losing much of its healing. It's still trying to find its place, especially now that it comes much earlier (when it used to be the female-only class) and yet still has to be balanced against Agrias's Queensguard class in some aspects.

5. Orator (consistent with PSP), as the main class, leads either to Animist, which can gain certain monster abilities on hit, or to Scholar, which is pretty much support-only class like Chemist, except it can't directly heal but it can actually attack things that aren't Undead.

6. Wizard, as the main class, leads to Geomancer, which is decidedly less physical than vanilla as its more interested in using the elements that Wizard never got around to. All their Geomancy (Elemental) abilities actually having elements now, have been condensed into 6 attacks and are only available through the reaction Gaia Revenge (Counter Flood).

7. Priest, as the main class, leads to Illusionist, a class that has finally found its place as supportive status-based class with a few nasty directly damaging, if conditional, skills.

8. Berserker, as the main class, leads to Dragoon, which is just a renamed Lancer due Jump's uniqueness being unable to be replicated at present.

9. Paladin, as the main class, leads to Acolyte, the primary anti-magic class in the game now.

10. Geomancer, as the main class, now leads to the "newest" class, Dimensionalist, which basically took all of Vanilla Time Mage's damaging abilities & offensive statuses, invented some more and teleported ran off.

11. Illusionist, as the main class, now leads to the "newest" Temporalist (Time Mage), which like Illusionist and Acolyte is trying to pick up Oracle's lost slack when it comes to inflicting status on people. It's arguable more supportive/"toothless" than Scholar, though the two damaging abilities has aren't to be trifled with.

12. Mime is much easier to open as it is now the opposite of Summoner, which has become a lot like its FFV and FFX selves when it comes to gaining half of its Summon Magick through "trials"; Mime used to be opposite Animist. Mime thus no longer is the end-all, be-all class that only really gets used for stats grinding and, maybe, for completely obviating Oracle by giving negative statuses the finger ala 1.3. Presently, Mime can't mimic Summon Magick, Bardic Song or Battle Dance because of this; it can mimic Blue Magick now though.

13. Bard and Dancer round out the class by remaining as the sex-separated classes. Bard will actually focus on magick, MA and support now, while Dancer will still support somewhat, but be aggressive about and focus on PA & physical ability.
Next is a list of RSMs removed from generics. I'm still unsure about ALMA, but I hope I can "save" more than just Finger Guard without it. At present, all classes have about three RSMs on average outside of Bard & Dancer, which share the same five.

1. Blade Grasp.

2. Gained JP UP.

3. Move +2.

4. Move +3.

5. Teleport.

6. Move-Get Jp.

7. Gilgame Heart (in terms of getting money they aren't supposed to & being readily abusable while being completely worthless to the AI).
1. Ignore Height.

2. Jump +1.

3. Jump +2.

4. Move in Water

5. Move on Lava.

6. Weapon Guard. (Now innate on everyone.)

7. Catch.

8. Equip Shield. (Now innate on everyone.)

9. Auto Potion. (Currently no such thing as Items.)

10. Throw Item. (Currently no such thing as Items.)
Let's talk about monsters, the Lucavi and their potential changes. Since Lucavi are the game's bosses, I don't want to give too much away:

1. All monster families at least one elemental weakness and one elemental resistances; some have two of one or both, though those are usually are the ones that have two Absorbs. Speaking of Absorb, of the 48 normal monsters, 40 absorb an element, with each element being absorbed by at least 5 different monsters. The only immunities to element of Earth, which occur for the few Always: Floating monsters (read: Bombs & Floating Eye).

2. All monsters will have their stats decreased to help balance Animist (Blue Mage), though they should all be better than Animist with the ability that Animists take from them, at least in most instances.

3. To make up for the above, most monsters have four (or more) innates and some number of status immunity as well as possible starting status or even innate status.

4. Chocobos have changed a bit beyond being loaded with innates. They've arguably gotten at least a bit weaker between gaining an elemental weakness, possibly losing Choco Meteor (to Boco) and generally having to compete with a suped-up, actually special Boco. They did, however, gain some differing resistances and all have some innates that Boco doesn't have.

5. Goblins are monster pugilists now. The closest thing that game will see to generic Monks, though with recent changes, they're more like monster Soldiers. (They still don't have Martial Arts, though; least at present.)

6. Bombs are possibly still overpowered between new resistances both status-wise and element-wise and new abilities, which make use of the fixed Oil status. They probably won't show up early game because they'd kick your ass rather effortlessly, especially with the Gil issue.

7. Panthers are speedy, status-based bastards who have effectively killed off the need for Ignore Height with their absurd Jump stat and show you why most big cats don't hunt in "packs".

8. Flying Eyes are basically the Acolyte of monsters when it comes to being anti-magic...or should be according to plot. At present, they're just focused on direct-status gazes.

9. Aevises are, like Bombs, possibly still overpowered at present between their range and unavoidable signature moves. However, they'll be on the slower end of monster families now.

10. Treefolk are still guardians of the forest, though at present they can actually kick your ass rather than just being lumber fodder even if they are still largely clerical units.

11. Bull Demons were originally like Skeletons something of a failure, though I've managed to "salvage" them by having them be more than brute-force. They're now more like monster Orators...that can cave your head in. This should make something I'm going to do in Chapter 3 more interesting....

12. Malboros are still fouled-mouth tanks that you don't want to get close to, though you won't have much choice now; Animist at least gets rewarded for it, though. The Ochu is something of an experimental narcoleptic tank, though, to prove a reprise from the onslaught of halitosis; it might even lose access to Bad Breath eventually, even if Bad Breath isn't going be a potential auto-Game Over--multi-target, instant Petrified is dumb.

14. Behemoths are, comparatively, cursed tanks that bring elemental disaster like Absol from Pokemon. They need more Draco Meteor, though.

15. Given my plans for Dragon type creatures and the likely absence of Reis, all three generic Dragon creatures are quite varied at present, being threats on both physical and magical fronts.
1. Uribos were initially replaced replaced by Lamias, half-snake women-looking monsters who use lust and other emotions to beguile their prey. Uribos are pretty much entirely excised from the game by this point, though their sprites are...well, see below.

2. Hydras will likely be getting combined into one monster or two monsters--one of them at least being Tiamat--since getting replaced by Tonberries, knife-wielding stalkers of the dark who creep slowly towards their doomed, immobilized victims.

3. Wolves join the fray as the first newest replacement after the Undead and Squid defection. They are planned to be the weakest of the newest monsters and thus appear early on since they appear in large numbers, meaning they're mostly going to be stuck with single-target attacks. They're going to be rather quick, though.

4. Flans join the fray as the second newest replacement. These overachieving desserts are basically the sturdy monster version of Wizard now that Skeletons are special monsters; oddly, they arguably still have more in common with Dragons at present, which has led to some design conflict.... (They will currently be represented by Tortoise sprites.)

3. Cactuars join the fray as third and last of newest replacements. These spiny little bandits will likely retain their crowns as the most evasive monsters in FF's lore. Be grateful that they'll mostly be restricted to deserts. Mostly. (They will currently be represented by Uribo sprites.)
1. Byblos and Apanda Demons will likely be merged into one class, though Byblos might still show up as a named boss; I'll probably use the appropriate name of "Reaver" overall.

2. Archaic Demons and Ultima Demons will no longer be merged into one class as originally planned.

3. Steel Giant, like everything, is still in the process of being changed. It's become even more tanky to make up for losing most of its elemental immunities.

4. Holy Dragon class will most likely still be used even though I'm planning to most likely get rid of Reis (and/or Beowulf).

5. Boco has become a special Chocobo, though I'm not sure whether to make him a White one like everyone else or use a Red palette since I've replaced the Red ones with (light) Blue Chocobos.

6. Illithids (the "correct" name for Squidlarkin) are the first "new" Special monster. These mental monsters who are quite hardy because of their deep-sea capabilities, though they're still frail up-close. At present, I'm still unsure if I might combine them all into one special-type monster, though I've at least decided on the special issue given something I wanted to do in Chapter 4.

7. Skeletons are the second "new" Special monster given that they are supposed to be more human-esque and are now the magicians of the monsters. They also will get back up if you drag the battle on long enough.

8. Ghosts are the third and last "new" Special monster since they have also become more human-esque, though they're less decided than Skeletons in that department. They remain hard to-hit and even harder to put to rest because they will get back up if you drag the battle on long enough, but they'll have the lowest HP of all monsters because of this.
1. All fights against them will be rather different outside of maybe Hashmal(um) and Altima/Ultima. Let's just say there's a balance reason they're going to generally have lower stats beyond planning to have everything do lower damage....

2. Relatedly, all Lucavi will have their genders be uniformly "Monster" and not randomly be that or male or whatever. There's a couple of reasons for this that I won't be getting into just yet.

3. They will generally be slightly more susceptible to status, though you may pay dearly for inflicting certain status on them....

4. All Fear abilities are now no longer just basic 100% guaranteed to hit if they're not prevented and they will cost MP now. However, in exchange for this, they will generally destroy you even worse now if they hit; they are still instant presently. I should point out here they are part of my attempt to buff Finger Guard, now called Steel Will: Steel Will/Finger Guard weakens all Fear abilities.

5. Fear will no longer have its own skill sets--ugh, there are so many wasted skill sets, it's absurd--and Lucavi will generally have much more skills available to them.

6. In addition to being more like their FFXII selves and the other numerous changes, they will be using their FFXII names, sans maybe Altima; I feel "Ultima" as a name and both a spell could create confusion, even if the shared name makes sense here.

7. Not much else I can say that won't spoil my plans, though I suppose it wouldn't hurt much to tell you that Velius/Belias and Queklain/Cuchuulain are going to have sub-par Speed (for) now, with Belias planned on being the slowest of the bunch as well as possibly being able to be Slowed. It won't help you.

8. Given what I plan to do with the story, including with Elidibis and another NPC, it's quite likely that you will face up to an additional two Lucavi in-game outside of Deep Dungeon. At least one of them is definitely going to be a mandatory, in-story battle if I make the change.
With that said, all that's left is special character changes. I'll include Deep Dungeon here just because:

1. At present, I'm considering reducing the special character space to 12 characters so that the player can keep 4 generics if they want. I'm not sure about that, but personally it's always been something that's annoyed me since I tend not to use special characters that much outside of vanilla. The recent 20-character allotment hasn't swayed me to bring back special characters either.

2. I still want special characters to be better than generics, but I don't want them to blow generics away, at least by a large, obviating margin.

3. Additionally, I'm going to try to have more magically-based specials this time around, just because I've always found swords rather boring and, outside of the unreliable Wonder Twins, Reis (somewhat), and arguably Byblos, every single special character is physically based. Beowulf I'd argue is more in the middle since even though his skillset is entirely MA-based sans Shock, he still needs a freaking sword to do them. At least two of the already selected replacement special characters will be magicians.

4. Ramza: I've been rather annoyed trying to think up his new set given the complete overhaul to Soldier and the lack of room for any more moves in it. I think I've decided on a viable route rather recently, though.

5. Roderick (Rad): Ah, yes, the first of three "special characters" you get before Agrias and Mustadio who are just glorified generics. First and for most, Rad's name is being changed to Rod(erick) because the "correct" name of "Ladd" is stupid. Rod will not only be getting his own unique class (Red Mage), but he will be a lot more pivotal to Chapter 2 and actually have his own personality rather than just being "there".

6. Alicia & Lavian: The other two generic special characters aren't as lucky as Rad to understate things. I've already decided on their replacements, though they aren't entirely removed from the game....

7. Boco: As aforementioned, he will be made into a special Chocobo, which means that at least the first fight against Wiegraf will likely be a bit more difficult. Alternatively, he might not join you in Araguay Forest and instead be replaced by Alicia's replacement there, though she might not join you there either.

8. Agrias: Still around. As also aforementioned, she needs to be balanced against Paladin and vice versa, which is rather annoying even though Paladin's skillset is less all over the place than it used to be.

9. Mustadio: He is getting an entirely new skillset given that Marksman now has his abilities of Aim: Leg & Aim: Arm and Acolyte has Seal Evil.

10. Rafa & Malak: They will have a completely different moveset now, which they currently share for the most part. They need something to differentiate them without being as overpowered as their 1.3 counterparts, though they'll be more useful than the vanilla versions of themselves.

11. Orlandu: Rather recently, I've humored perhaps killing him off, but for now he'll live since I don't want to change too wildly from the main game and Delita sparing Orlandu is one of the (few) things that proves that the Once and Future King hasn't become a complete bastard after Teta's death.

12. Meliadoul: I haven't any plans for her beyond "must be able to hit monsters". I'm still too busy trying to think about how to make Zalera really dangerous without verging into 1.3 or invincible territory. She has seen some change, though how takes is largely still dependent on how her father, Agrias and Orlandu develop.

13. Beowulf: I'm currently waffling on whether I want to get rid of Beowulf completely or not. He has three potential replacement characters already lined up, but at the same time I sort of like the idea of exploring Beowulf as a broken man because he wasn't able to save Reis this time around.

14. Reis: She too likely is beyond saving, though she might still show up as an enemy. Please deal. If she shows up as an ally, then it is Beowulf who will likely be beyond saving.

15. Worker 8: As aforementioned, he will be more tanky at the cost of being more elementally vulnerable and more specialized. Thanks goes to Panda_Tar for the idea.

16. Cloud: I've already decided on a replacement for him, which is definite now that Blue is no longer a candidate.

17. Byblos: He/it is similarly gone, with no decided replacement at present. Even if Byblos does get a replacement, you'll get your last special character well before you ever reach END and probably before you (can) even open the Deep Dungeon.

18. Deep Dungeon: It is more of intended to be a den of bosses from previous Final Fantasy games than strictly uber teams. It won't be as difficult as 1.3, though the things I've planned (if I still have the space) will generally kick your ass the around first couple of times and still be challenging enough afterwards I would hope. There will still be teams, though, given that a bunch of 5 vs. 1 would eventually be boring after all while, even if...heh, almost gave something away. Anyway, Elidibus is no longer the end boss of this place, but instead there now resides another.... Here's a hint: It's not Omega.

19. Elidibus: I intend for him to have a much more active role in the game rather than meditate at the bottom of the Deep Dungeon and then try to kill you for intruding on his solitude. At the very least, he'll be extremely interested in the character slated to be Cloud's replacement and actively show up at around that time of the game, which is before Deep Dungeon. He'll probably be in the shadows before then, though....
EMBARGO MISCELLANY
Okay, we're coming to the end now. Thank you for reading this far. All that's left is a list of potential things that I want to do that I haven't done/begun implementing myself and potential problems I see.

Let's talk about the potential things I want to do first since additional problems might stem from that:

1. I want Brave(ry) and Faith extremes to be detrimental. As such, I want 90-100 Brave and 90-100 Faith to be BAD things, even without permanent Faith and Brave alteration. I plan to try to do this by having those extremes trigger (neutral) status, but I'm not sure if that's a good thing, especially if Brave and Faith can't be made to "tick down" like minimum Brave ticks up. Also, even if I can have things tick down, then that might mean that separate statuses themselves might be tied those extremes and ONLY those extremes, which...isn't good.

2. Similarly, I want Brave and Faith to only be go as low as 01 and not 00. Innocent/Atheism (now "Doubtful") status completely negating most magic is stupid. At least with 01, it would mean that magic can still potentially hit and affect the "atheist", though Doubtful status would probably be better served at 10 Faith now. I'd want minimum Faith to "tick up" below 10 Faith like how Brave currently does.

3. Related to the above, I want to fix that damn glitch that makes it so that the Untruth formula think that 100 Faith is 0 Faith. (It would appear that Pride has already fixed this. Everyone say "thank you" to Pride.)

4. When it comes to statuses causing weakness to a certain element, I'd much rather have negative statuses furthered as negative aspects rather than a detriment be attached to a positive status already doesn't see use like Float(ing). I still might tie some elemental aspect to Floating, though....

5. I want to add a couple more in-story battles and fiddle around with the script quite a bit, but I'm not sure if I've the room. (I still haven't looked. Sigh.)

6. Additionally, want to make use of all skill sets and ability slots, though with changing generic monsters like that, I might have a lot less room than I planned to, though that will affect Deep Dungeon plans more than anything else. (Currently already having space issues. Sigh.)

7. As aforementioned, I want to add at least one other Zodiac battle, especially given that it will take the place of at least one other boss battle thankfully--Chapter 4 is already loaded with boss battles though, so....

8. Speaking of the glut in Chapter 4, I want to make Chapter 3 have more of...everything, somehow. At present, outside of Rafa & Malak and two "you can't leave" gauntlets, it's pretty lacking on both attainable special characters and bosses.

9. Finally, I want to learn how to hack and use ARH and such so I can do most stuff myself. I'm not sure about sprites, though, because I've always sucked at art. Sprites are pretty much the last priority for me as such.
Of course, nothing good can ever last:

1. Balancing this game is going to freaking atrocious between wanting to keep most equipment relevant, wanting to add more elements and have more element interaction, wanting to add more status and have more status interaction, probably allowing for Lucavi to be Demi'd and Life Drain'd, wanting lower speed, wanting lower damage, making it so that magic-users being mid-charged doesn't mean an sure OHKO, changing Silence to Addled and then back to Silenced and other things. It's like...balance itself is an eldritch abomination, but I already knew that.

2. Similarly, having all classes and equipment stay relevant is easier said than done, especially when trying to balance them against special characters.

3. I might still have too many immunities on things (both equipment-wise and class-wise) to the point where, even having made Ribbon one-of, I might have still obviated a lot statuses and elements ultimately. In redoing my equipment around December 2011, I think I've fixed most of these issues, but it still is a potential worry.

4. The elemental thing might have been gone overboard with regards to what has it weapon-wise and directly offensively ability-wise to point where things might be obnoxiously difficult to attack. While I want damage to be lower, I don't want battles to drag on forever or, worse, become Sisyphean. See above in addition to the recent monster elemental simplification in March 2012.

5. Despite all the reuse and consolidation of ability, job and skill set, I might still run out of changeable space, at least for the things I want to do with random battles and DD. That would be...annoying.

6. Finally, there's perhaps the chance that I'm still being too ambitious about this, especially since I want to do it by myself. Even having had such free time (unfortunately), I simply might not actually be capable of such still.
Thank you for your time.

To make navigation easier:


* Generic Human Classes: Part 1 & Part 2
* Status Effects: The only part so far
* (Newest) Generic Monster Classes: Now a single new post.
* (Current) Generic Stat Growths: Will probably get its own post later.
03/11/2011 EDIT: Much thanks to RavenofRazgriz for trimming things down initially.

05/21/2011 EDIT: Typos completely eliminated. Some restructuring and clarification.

07/07/2011 EDIT: Excel "Class Tracker Ver. 1" attached.
 
07/10/2011 EDIT: Fixing of more typos and more restructuring.

09/25/2011 EDIT: Fixed yet more typos and updated some obviated things.

09/27/2011 EDIT: Added navigation given how messy this thread is. Might run out of room soon.

10/14/2011 EDIT: Added another redacted spread sheet to show horrible my weapons where.

12/03/2011 EDIT: Added redacted spread sheet of all old/initial equipment to show horrible that was.

03/18/2012 EDIT: Redid entire beginning to make note of changes to generics, both human and monster.

04/30/2012 EDIT: Linked to the new monster list that is one part rather than two, as here with Part 1 & Part 2. Similarly edited a few other things like monster and job order and updated some other misc. things like special plans.

07/08/2012-07/09/2012 EDIT: Updated everything, though mostly class and ASM stuff. Then added "stat" after a bit of failure on the 9th.

04/21/2013 EDIT: Finally updated monsters, again, from this post. Now let's do some actual work next time.

RavenOfRazgriz:
Your hints are hintier than hinted hints.

Good to see you finally motivated enough to get something out there, my friend.  I'm putting that equipment list back on query of things to do ASAP, since I've finally got the most important thing on it nearly finished and decided to allow the other two to overlap a lot for various reasons.

The Damned:
I fixed some typos and decided to manually enumerate everything after Eternal pointed out that there wasn't space enough. The list function on this new forum is pretty...meh.

I'm not going to complain about that, though.

(Bold EDIT: There might still be too much use of bold, though, so anyone feel free to let me know. Beyond that, the Job Tree part is still quite a bit messier than I would like, but I'll let it stay that way until I actually post more specific class information. I hope I can do that by the end of this weekend.)


--- Quote from: RavenOfRazgriz on February 22, 2011, 01:01:38 AM ---Your hints are hintier than hinted hints.

Good to see you finally motivated enough to get something out there, my friend.  I'm putting that equipment list back on query of things to do ASAP, since I've finally got the most important thing on it nearly finished and decided to allow the other two to overlap a lot for various reasons.

--- End quote ---

I could do a bigger hint, but technically it might just confuse people more unless I just gave it away. As such, I'm being comfortable being vague as shit. I do that--outside of being an asshole--because I hope it really pays off given the character seemed well received enough given the game in which said character appeared as the final hidden boss. (Yay, it's a coherent sentence now.)

Thanks for the support, though.

As far as looking at the equipment list, like I said, it's no rush. Let me at least send you a new version of it that isn't typo'd to Hell and back. Said version might actually have more redone WPs and no Ammo at all depending.

TOO LONG EDIT (II): I still find hilarious that I hit the word limit in the original post before Raven stepped in around March. Despite now editing this edit from three months ago, I've decided to leave what was excised from the original post untouched--for now--below even though it's outdated--it was originally (and pointlessly) in quotations before of RavenofRazgriz asked me to remove them in March:


Finally, we can now get to the miscellaneous things.

EMBARGO MISCELLANY
Okay, we're coming to the end now. Thank you for reading this far (even if you skipped over some things). All that's left is a list of potential things that I want to do (myself) that I haven't done/begun implementing myself and potential problems I see. I'm not going to post all the things I've seen between this being off the top of my head and the fact that such a thing would both give away somethings as well be incredibly boring. (Well, even more so.)

Also, for now I'll leave out lists of specifics, because I do have an equipment list [as RavenofRazgriz can attest] and abilities list already generated.

Let's talk about the potential things I want to do first since additional problems might stem from that:

1. I want Brave and Faith extremes to detrimental. As such, I want 100 Brave and 100 Faith to be BAD things, even without permanent Faith and Brave alternation. I plan to try to do this by having those extremes trigger status, but I'm not sure if that's a good thing when Brave and Faith won't "tick down" like minimum Brave will. Also, even if I can have things get ticked down, then that might mean that separate statuses themselves might be tied those extremes and usable, which...isn't good. I guess if Wall goes belly-up idea-wise I can use that for...something.

2. Similarly, I want Brave and Faith to only be go as low as 01 and not 00. Like turning Lucavi into monsters, this might seem weird and like it should be of too minimal interest to mention. However, it's quite important given the way that Faith currently works (and probably will still work, at least for a while): Atheist/Innocent/Apostate status completely negating most magic is stupid. At least with 01, it would mean that magic can still potentially hit and affect the "atheist".

3. Related to the above, I want to fix that damn glitch that makes it so that Untruth spells think that 100 Faith is 0 Faith, which completely obviates part of the point of Faith in the first place. Given the slight nerf I gave to Faith (given how early you get it and what skill set it's a part of now), I want to fix this even more now.

4. When it comes to statuses causing weakness to a certain element, I'd much rather have Don't Move be furthered as a negative status than a negative aspect be attached to Float; it would further make Don't Move and Float the opposites that I've intended them to be.

5. I want to add a couple of more in-story battles and fiddle around with the script quite a bit, but I'm not sure if I've the room.

6. Additionally, want to make use of all skill sets, though with changing generic monsters like that, I might have a lot less than I planned to.

7. As aforementioned, I want to add at least one other Zodiac battle, especially given that it will take the place of at least one other boss battle thankfully--Chapter 4 is already loaded with boss battles, so....

8. Speaking of the glut in Chapter 4, I want to make Chapter 3 have more of...everything, somehow. At present, outside of Rafa & Malak and some gauntlets, it's pretty lacking on both attainable special characters and bosses.

9. I've considered wanting weaknesses to only do 1.5 damage rather than straight double damage.

10. Finally, I want to learn how to hack and use ARH and such so I can do most the stuff myself. I'm not sure about sprites, though, because I've always sucked at art. Sprites are pretty much the last priority to me as such.
Of course, nothing good can ever last:

1. Balancing this game is going to freaking atrocious between wanting to keep most equipment relevant (much easier said than done, especially when it comes to weapons), wanting to add more elements and have more element interaction, wanting to add more status and have more status interaction, probably allowing for Lucavi to be Demi'd and Life Drain'd (though Life Drain might just die/be removed from player use), wanting lower speed, wanting lower damage, making it so that magic-users being mid-charged doesn't mean much, changing Silence to Addle and other things. It's like...balance itself is an eldritch abomination.

2. Similarly, having all classes stay relevant is easier said than done, especially when trying to balance them against special characters.

3. I might have too many immunities on things (both equipment-wise and class-wise) to the point where, even having made Ribbon one-of (I was just going to completely kill it), I might have still obviated a lot statuses.

4. The elemental thing might have been gone overboard with regards to what has it weapon-wise and directly offensively ability-wise to point where things might be obnoxiously difficult to attack. While I want damage to be lower, I don't want battles to drag on forever or, worse, become Sisyphean.

5. Despite all the reuse of ability-space (and reinstatement of Jump as well as still using Draw Out and Elemental, Item, Throw) and no longer having the foolish desire to attempt to give every generic class 14+ abilities, I might still run out of changeable ability space, at least for the things I want to do with random battles and DD. That would be...annoying.

6. Finally, there's perhaps the chance that I'm still being too ambitious about this, especially since I want to do it by myself. Even having had such free time (unfortunately), I simply might not actually be capable of such still.

With all that said, I'm still trying to give myself a deadline for at least being done with the most basic changes up to Chapter 2:

1. Midway point/Possibly early release: March 10, 2011. (One-year anniversary of when I started).

2. Strict deadline of at least most basic Chapter 2 changes: March 31, 2011. (More likely date.)


Thank you for your time.

3. Knight, as the main class, leads to Templar, the primary anti-magic class in the game. (Knight has a lot more sword-related skills and what's essentially a lesser Revive with Monks' horrible, horrible death. For people coming off 1.3, I should point out here that these Knights don't have 1.3 Ruins, which have been given to Templar and Paladin.)

4. Archer, as the main class, leads to Marksman, who are at present just renamed Ninja who use Bows and can't equip Two Swords. (Archer has an entirely new skillset; Charge has died.)

5. Mediator, as the main class, leads either to Thief or to Chemist. (It was originally going to lead to Chemist, which led to Thief, but it's the asymmetrical class already, so allowing Thief to open up earlier should be fine. I also feel it makes more sense thematically.)

6. Priest, as the main class, leads to Illusionist, something of an amalgam between Calculator/ARENA's Sage and the "deceased" Oracle class. (Priest is basically a Barrier Maiden now what with having Reflect as well as Protect and Shell now, though it has a couple of status-based offensive options that aren't limited to Undead enemies, at present. Due to an idea given to me indirectly by RavenofRazgriz, Holy is learn on hit only now.)

7. Wizard, as the main class, leads to Geomancer, which is decidedly less physical than before in exchange for still not using MP (since we're still unable to enforce MP costs on them) and all their Elemental abilities actually have elements now. (The elementals have changed and are all drastically different from each other now. Wizards have gained condensed Bio spells [of varying elements of Water, Dark and Earth] and as such have lost Poison & Death, which are just dead at present. They also Frog, which has been given to Time Mage, in exchange for taking something akin to Time Mage's Meteor as a Learn on Hit ability ala FFIX. They have, at present, also gained Life Drain and a Debarrier ability.)

8. Templar, as the main class, leads to Dragoon, which is just a renamed Lancer given that we can't yet use the unique Jump in any other class and that was too much to lose. (It going back to boring old Jump did, however, give me back even more ability space than I already have to still use and many of the abilities that Dragoon was planned to have been given Templar, which desperately needed more physical abilities.)

9. Marksmen, as the main class, leads to Gunner, which is the class mostly likely to die given how focused it is on exactly one weapon--Mythril Gun is the Materia Blade now for all intents and purposes--and how relatively boring it is. (In the increasingly likely event that it dies, Guns will become completely unequippable for generics; whatever replaces it will still be a distant/Archer-esque class, though.)

10. Illusionist, as the main class, leads to Summoner, which has been become a lot like its FFV and FFX self when it comes to gaining half of its Summoner magic. (I suppose I should mention here that Golem is somewhat dead and all of these abilities won't be "one time" only affairs. In fact, at least one of them is going assuredly show up in a non-Zodiac story event now, even if it is all the way in Chapter 4. They have a new Summon--based on an old FFVI one--using an old sprite/animation that I hope fits.)

11. Geomancer, as the main class, leads to Time Mage, which, like Illusionist and Templar, is trying to pick up Oracle's lost slack when it comes to status the hell out of people. (It's much less of a damage dealer now with Demi 2 and Meteor not existing and its Comet-based spells being...iffy. It's arguably more dangerous beyond that now between having an instant-kill spell with set-up and several crippling status spells that hit over wide areas.)
All of these are Razele's.

2. No starting items. (I'd rather learn how to change the starting items than have their be none at all.)

9. Selling items at (Fur) Shops costs 1/4 normal price.

13. Equip Change innate all. (Pretty much definitely no longer using this one, though Soldier and Ramza will have Innate Equip Change at present.)

14. Defend innate all v1.1. (Not use this one either anymore because the AI is too stupid about wasting turns with Defend. Ramza will have Defend innately, though.)

15. Monster Skill innate all. (Given that Monster Skill is pointless now, this is also pointless to use.)

16. Undead units receive 25% max HP damage from Phoenix Down. (This will have to be changed to Undead units just ignoring Phoenix Down due to Zalera and a couple of other things.)

19. Katana chance to break. (I don't really need this anymore either since already know how to have something break 100% of the time like I want.)

RavenOfRazgriz:
Alright then.  Send me a new one whenever you're satisfied and I'll look over it when I have some time since my number of commitments is steadily thinning out as I begin finishing things up.

philsov:
byah!

1) Cool, I'll wait until it's a bit more indepth before messing with it
2) Fun twist, but JP should be taken into account with them system, imo, or flag a majority of the skills as ally/enemy only.  Otherwise as soon as I learn the spell with one person, he'll teach it to the rest.  Extrapoloate over a large army and I'll have a lot unlocked very quickly.  Unless that's your goal, of course.
3) Cool
4/5) *hi-five*
6) Good spread.  I'm a bit concerned about marksman redundancy with archer, but we'll see what you can pull off first.
7) that sounds familiar!  minus the pally thing, of course.
8) Spreading around revival can prove to be interesting.  I can assume you'll still mix things up with range/vert tol/% HP/etc?  Any plans for an AoE rez or two?
9-end) Can't wait to see.

job tree:

Is Elemental adopting a pure MA (ie, [(MA + Y) / 2] * MA damage formula (akin to its FF5 self)?


--- Quote ---It's like...balance itself is an eldritch abomination.
--- End quote ---

Oh, indeed :)

One solution to the midchargey death is simply to remove either or both the 150% damage debuff and the evasion loss debuff currently associated with charging.  iirc FFM has cracked both of those.  In my patch (man, role reversal!) chargers lost the damage debuff but retain the lack of evasion.  Lower speed I can regale you with, and reduced damage isn't too hard to muster -- in general just reduce growths for PA/MA and increase HP growth.  Most of the multipliers and pre-raw stats are fine as-is, imo. 

What makes the so-called "problematic" classes thusly?

Navigation

[0] Message Index

[#] Next page

Go to full version