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Windows X [Posts: 15]
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  • [December 11, 2017, 08:33:54 AM]
Hi guys. I finished playing Tactics Ogre: LUCT on another day without grinding and it was a blast. I enjoyed it very much with job leveling system that new units can shine without grinding required.

After coming back to Final Fantasy Tactics again, I found this game is a pain without grinding. I checked a few mods people made in forums but they're not very friendly for no grind run.

I thought I'd mod this game for the sake of no grind run at first. But I ended up doing a complete vanilla re-balance patch with adjustments based on Tactics Ogre and other SRPG I played before.

This Valeria mod represents how I revamped FFT with battle mechanics based on Tactics Ogre. All job abilities will remain the same except Arithmetician job with new some new abilities set.

>=== Reworked jobs ===<

I find many jobs being unbalanced or hardly useable especially Archer with uselessly long Aim and Arithmetician being too over powered with math abuse.

Magicians are as fast as malee units and White Mage is even faster making me feel weird comparing to Tactics Ogre when mages are more balanced with turning and timing.

So I decided to revamp some parts of jobs that need some works with some changes and enhancenents while staying vanilla but more fun to play.

[Specialized jobs with innate abilities]

Back then when I was playing Wild Arms XF, I found each class being so useful with its unique abilities and you can learn that skill to use on other classes. Chemist with Throw Items is awesome and I wish more jobs can be like that too.

But this game can't add many skills freely so you're stuck with only one each making some abilities seem less useful than others and often ignored. Some jobs are utilized for getting abilities and ignored.

The hard part is choosing the right abilities that makes job more interesting to play without breaking the balance between your units and enemies. Enemies will gain benefits too making gameplay even more interesting.

Squire: Defend/Beastmaster being a weak class can make up better by boosting monster abilities
Knight: Reequip improving versatility to re-equip weapon depending on situation
White Mage: Arcane Defense increasing surviability against magicks
Black Mage: Arcane Strength making Black Mage becoming more threats
Monk: Lifefont increasing tanking capabilities
Thief: Poach which is very useful skill to have for natural access to Poachers' Den
Orator: Defense Boost so to work as physical oriented mage job better
Geomancer: Attack Boost/Lavawalking and Geomancer will hit even harder so be prepared
Dragoon: Ignore Elevation so Dragoon can move at any height swiftly
Bard: Faith Boost improving magical efficiency during battle
Dancer: Bravery Boost improving physical efficiency during battle
Mime: Poach to match with innate Beastmaster skill as a real beastmaster
Onion Knight: Attack Boost/Defense Boost/Arcane Strength/Arcane Defense and halve elemental damage
Machinist: Safeguard because machinist always keep things safe

Special jobs from other unique characters are powerful already, some are considered broken so I won't add innate skills for them. I also won't add JP Boost as well since some abilities can learn immediately and have JP cost reduced.

[Re-balanced UberSquire jobs]

Ramza's Squire job is uber strong and always like that since the beginning of the game. So I locked PA and MA to be the same value as generic Squire in chapter 1. This applied to Delita and Argath too.

After chapter 1, Ramza's Squire job will gradually become stronger over the time based on Delita's scale as a reference. In his final upgrade, he'll have speed slightly faster than Delita and MA boost a little comparing to original.

I believe this will balance out the game play experience better and also give more realistic challenges using starting Squire job without damage boost. Don't worry, this re-balanced Squire hits a bit harder.

[Reworked mage jobs]

Default mage jobs are way too fast, as fast as Squire and Knight and White mage is even faster. Adding CT cast time didn't help at all seeing how they're as fast as malee units except Summoner which is already well balanced.

So only White Mage, Orator and Bard will have the same speed as malee jobs. Summoner will be slower as original and Arithmetician will be slightly slower.

[Reworked Archer aim abilities]

People complain how crappy archer is and often go with Aim +1, get some decent abilities and move on. Now archer is back, stronger than before and be more useful enough not break the game.

Aim abilities will have the following new abilities to inflict status ailments based on Archer from Final Fantasy Tactics Advance.

Venom Fang
Oily Touch
Leg Shot
Arm Shot
Seal Evil

They're taken from monster abilities and Machinist. Machinist will have some Squire/Knight and abilities mixed as hybrid Knight/Archer ability set.

[Reworked Arithmetician]

The original Arithmetician is too OP and broken when player knows how to abuse it. Looking into its original state, it has only 70 MA, lowest mage and lower than most magical malee jobs.

I find this is strange for so hard to get job like Arithmetician. Isn't math supposed to make people who's good for numbers smarter so I wonder why they're so slow and weak like that.

Then I found some unused abilities and one of them that caught my attention is CT 0. This ability will reduce CT to 0 for every ability and I was like. This is it! This is how people who's good at math act.

So I added CT 0 as an innate ability in Arithmetician job because they're good with math so they don't need CT, quite fitting with their job description and their stats too.

I replaced broken abilities with magic from White/Black/Time/Summon. Since slot is limited, here's list of magic spells I replaced for new Arithmeticks set.


Arithmetician's spells set is now like enhanced Red Mage with summoning. Though most spells are at fundamental up to intermediate level, they can be used without chant time.

[Reworked Bard/Dancer]

Default Bard/Dancer has a lot of disappointments like very low HP/MP and crappy evasion. It's like they're trying to tell you to not use these jobs more than support units.

So, in order to make these jobs actually useful as fighters, I compared stats to other jobs and try to find optimal niche it can fill in like having strongest physical attack in mage jobs and magical attack on malee jobs.

I boosted HP to only around Ninja and Summoner level with small Evasion boost so they won't break the game balance of other jobs. MP is adjusted with little higher than Mystic for Bard and Samurai for Dancer.

But that's not all, I changed success rate of Nameless Song/Finale to 45% and Forbidden Dance/Last Waltz to 35%. Having 50% is too OP especially when you have both Bard/Dancer together with Mime.

They also have additional equippable weapon such as Gun for Bard and Ninja Blade for Dancer. Both jobs can also equip Robe too which I think it should be within balanced area.

>=== Job leveling re-balanced ===<

In this Valeria mod, leveling requirements will be reduced by 1 for basic jobs similar to PSX version. This will allow player advancing to new jobs faster building up JP points for important abilities on time.

I also changed job progression path to be more friendly to no grind run and re-arrange job unlocking system to be more proper in my own understanding.

[Re-arrange job progression that makes no sense]

Why does Dragoon job requiring Thief job to be unlocked. Is it just me that Dragoon job is like Knight-varient? Why does Mystic unlock Orator not Time Mage when the job itself resembles Taoist who reads the star?

And Time Mage job unlocks Summoner that talks with espers instead of Orator that can talk with Beast and specialize in Speechcraft, not to mention both jobs are superior to Oratror in terms of magic.

Time Mage needs massive JP to master so it should be on the same level as Summoner and makes more sense for Mystic job to advance to Time Mage that can call forth Meteor from stars.

Dragoon: Knight(2) -> Monk(3)
Geomancer: Archer(2) -> Thief(3)
Time Mage: White Magic(2) -> Mystic(2)
Summoner: Black Magic(2) -> Orator(2)

It may sound a bit upsetting to use Time Mage slower when enemies can have it sooner with shorten cast time but yiy only need level 2 to unlock it so not too long to wait.

[Linear job progression path for Samurai/Ninja]

Back then we need to switch between Knight and Archer branch to grind a few jobs to unlock certain job to level 2 so we can unlock Samurai/Ninja job. So I re-arranged job unlocking requirements to make things simpler as below.

Samurai: Knight(3) -> Monk(4) -> Dragoon(3) - No more Archer(3) -> Thief(4) requirements just to unlock Dragoon
Ninja: Archer(3) -> Thief(4) -> Geomancer(3) - No more Knight(3) -> Monk(4) requirements just to unlock Geomancer

[Jobs' requirements summary]

Knight: Squire(2)
Archer: Squire(2)
White Mage: Chemist(2)
Black Mage: Chemist(2)
Monk: Knight(2)
Thief: Archer(2)
Mystic: White Mage(2)
Orator: Black Mage(2)
Dragoon: Monk(3)
Geomancer: Thief(3)
Time Mage: Mystic(2)
Summoner: Orator(2)
Samurai: Knight(3), Monk(4), Dragoon(3)
Ninja: Archer(3), Thief(4), Geomancer(3)
Arithmetician: White Mage(4), Black Mage(4), Time Mage(3), Summoner(3)
Dancer: Dragoon(3), Geomancer(3)
Bard: Time Mage(3), Summoner(3)
Dark Knight: Knight(M), Black Mage(M), Samurai(4),  Ninja(4)
Mime: unlock all 14 main jobs
Onion Knight: Squire(4),  Chemist(4)

>=== Items re-balanced ===<

I found some items working differently from Tactics Ogre or some being way too unbalanced crippling main jobs too much so I made some changes to make items being more useful to some jobs.

-Potions restores 30/80/180 HP
-Ethers restores 30/60 MP
-Phoenix Down revives and restores up to 29HP
-Knife gets extra evasion
-Pistol can be used with Dual Wield (Only basic Pistol that can dual wield so it should be OK)
-Monk can equip Pole (Use magical attack so it shouldn't break game balance)
-Dragoon can equip Crossbow (They can in Tactics Ogre and it worked fine)
-Time Mage can equip Rod (Time Mage is on last tier now)
-Bard can equip Gun (I know there's Equip Gun but Chemist can equip Gun so he should at least can too)
-Dancer can equip Ninja Blade (There's no Ninja Blade equip and Dancer with Ninja Blade is awesome)
-Bard and Dancer can equip Robe (They're semi-mage class so it should be fine, right?)

>=== Jobs and abilities re-balanced ===<

I find switching to new jobs and have unusable main abilities unacceptable so having some skills that can learn immediately will help a lot. So I'll make basic abilities for each job usable  and reduce JP cost for some abilities.

I won't change stats more than necessary like other mods as it might break the original game balance. I read changelog and tried a few mods but they lost original feel after tampering stats and abilities too much.

I changed only what really doesn't make sense like White Mage is physically stronger than Squire or some stats being too high/low for its role. I'll increase Squire's damage and reduce White Mage's damage a bit to make it more balanced.

My changes won't game mechanics too much. It's still faithful to original design, just to make sure that it doesn't go overboard. I also add JP Boost with no JP cost required so everyone can learn and equip JP Boost to level their jobs even faster.

>=== Changelog ===<

>=== Download ===<

Here's my ppf patch file for original USA and EUR iso. You can apply universal slowdown fix patch after applying my mod. The reason why I made it this way because I want to keep my patch stable as some patch may cause glitches in some platforms.

I hope you'll enjoy this Valeria mod as much as I do and thanks FFTPatcher team so much for this awesome utility that can help us enjoy Final Fantasy Tactics again and again. :)
« Last Edit: December 23, 2017, 02:01:33 AM by Windows X »
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  • Windows X [Posts: 15]
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    • [December 12, 2017, 11:14:37 AM]
    Version 1.0.1 is now released with some fixes and corrections as below.

    -Added Slowdown fix for USA by Nexus and EUR by Eternal
    -Crystalization causing game crash is now fixed
    -Defend/Counter Tackle innate abilities are added to Delita/Argath too
    -Improved Cure/Cura healing efficiently a bit to scale better and reduce Curaga MP cost a little
    -Increased Monk's physical attack a little but still nerfed with default's PA Growth
    -Reduced Fire/Blizzard/Thunder CT by 1
    -Reduced Meteor CT by 5
    -Potions will heal at rate 30/70/160

    I play my mods for a while and found something like Auto-Potion being too powerful so I reduced it back with respect to original's abilities design and scaling. Cure/Cura are boosted based on +6 +8 +10 similar to damage spells at +4 +6 +8. :)
    Nyzer [Posts: 750]
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    • [December 13, 2017, 04:48:40 AM]
    Innate Reactions, in my experience, prevent the player from equipping their OWN learned Reactions. (Possible workaround: no learnable Reactions - they only exist as innates. They might still appear equipped after changing Jobs until entering battle though.)

    Allowing weapons with different ranges to be Dual Wielded can result in stuff like swords having gun range. (Possible workaround: remove all Equip Weapon Type abilities, and never allow any Job to equip more than one kind of dual wielding weapon.)

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    • [December 13, 2017, 07:04:30 AM]
    Really? I thought having multiple reactions will randomly allow which one to trigger. I'll test it in details. Maybe I'll change to support and move abilities only. Thank you. :)

    Windows X [Posts: 15]
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    • [December 13, 2017, 08:45:33 AM]
    You're right. Innate reaction will be enforced during Battle and learn after battle. I'll change to support/move abilities only now. I'll probably need to move some abilities to balance things out a bit.

    As for dual wielding gun with Sword for range, I think it's acceptable glitch to exploit as seen in a few games I've played before. They can equip with only Pistol which is a basic gun to gain range instead of two powerful swords. Not that I encourage them to do so though.
    Windows X [Posts: 15]
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    • [December 14, 2017, 05:53:27 PM]
    I checked the job's weapon type today and realize that only job with innate dual wield like Ninja can equip stuff like Ninja sword and Flail with gun. Others are Chemist, Orator, and Bard that I added.

    Ninja needs Equip Gun support to wield both gun and Ninja blade. Chemist and Orator can equip knife with gun. Bard can't equip instrument with gun. Others can't have both dual wield and equip gun at the same time. I think this is still in safe region enough to add dual wielding pistol, only basic pistol that can do that. :)
    Windows X [Posts: 15]
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    • [December 16, 2017, 07:01:35 PM]
    Hi everyone. It's been a while. I'm so busy with big project I'm working on but now I have some spare time to finish this update with bugs I need to fix and stuff I need to revise and improve.

    Let's start with Archer again. After revising Aim to be more balanced and enemies sure use it well with Aim +2/3 on me. However, I find Aim +10/15 charges too long and ridiculous for JP cost to learn.

    I checked Final Fantasy Tactics Advance and it looks like Archer over there is OP with cheat abilities. I noticed Arm/Leg shot from Machinist was there too. It looks like we get crippled Archer and Machinist here.

    So, to balance things out a little bit. I removed Aim +10/15 and replaced with Arm/Leg shot. I also add Aim abilities up to Aim +5 on Machinist so this job will be more like Archer variant. This applies to Barich and Undead Archer too so be careful.

    Next is about innate reacion ability bug. We can't add it so I replaced innate reaction abilities to something else available. I also moved some abilities between jobs to balance things out better.

    Some support abilities can be quite and might break the game so it needed to be tested for a while. Fortunately I found it's still within safe region thought it may increase challenges and make things a bit easier sometimes.

    Squire: Defend/Beastmaster so they can always defend and enhance beasts
    Chemist: Treasure Hunter since Chemist already has Throw Items
    Knight: Reequip improving versatility to re-equip weapon depending on situation
    White Mage: Arcane Defense increasing surviability against magicks
    Black Mage: Arcane Strength making Black Mage becoming more threats
    Monk: Lifefont increasing tanking capabilities
    Orator: Defense Boost so to work as physical oriented mage job better
    Geomancer: Attack Boost/Lavawalking and Geomancer abilities won't hit your friends now
    Dragoon: Ignore Elevation so Dragoon can move at any height with his jump
    Bard: Faith Boost improving magical efficiency during battle
    Dancer: Bravery Boost improving physical efficiency during battle
    Mime: Poach to match with innate Beastmaster skill as a real beastmaster
    Machinist: Safeguard because machinist always keep things safe

    Black mage will hit you a lot harder enough to OHKO some of your units but still manageable. Moving Reequip to Knight was a great decision as he can change elemental weapon without support skill required now, very nice.

    Orator now has innate Defense Boost from Mystic so he can keep shooting and taking damage while enticing your foes to support your cause. Equip Guns is moved to Chemist now so you can pick to learn this or Throw Items support.

    Next is about improving Squire's abilities. Some people added Tailwind so it won't become too useless but I disagree with this idea. Everyone casting Tailwind will break the game balance literally so leave those talk skills it to Ramza and Luso.

    I revised Stone to use PA/2*MA for damage formula with chance to inflict Oil status so mages can cast fire spells for more damage though chance aren't that high but still fun bonus to add.

    After adding inflict status with Stone, I also added status infliction on other high level spells like Regen with Curaja, Disable with Firaja, Immobilize with Thunderja, Stop with Blizzaja and some other spells including only enemies ones.

    After playing for a while, I feel current version stable and balanced enough so I'm releasing version 1.1 here for both USA/EUR ISO as usual. Here's summary of changes in version 1.1

    -Added Aim abilities for Machinist up to Aim +5
    -Changed innate abilities on some classes to Support/Move only (Please re-read again)
    -Moved Reequip from Chemist to Knight job (So he can use it as an innate skill)
    -Moved Equip Guns from Orator to Chemist job
    -Moved Defense Boost from Mystic to Orator job (Orator is like physical mage type so this should fit him better)
    -Rush damage formula is now 50% of physical attack (Random 25-100% is too unreliable)
    -Stone's damage formula is now PA/2 * MA. It will also have chance to inflict Oil status
    -Increased Rend Speed's speed reduction by 1 for more viable effects in early chapters
    -Curaja has chance to inflict Regen status
    -Firaja has chance to inflict Disable status
    -Thunderja has chance to inflict Immobilize status
    -Blizzaja has chance to inflict Stop status
    -Meteor has chance to inflict Dead status
    -Gravija has chance to inflict Stone status
    -Flareja has chance to inflict Confusion/Berserk status
    -Reverted Cyclone damage boost
    -Potions will heal at rate 30/80/180
    -Changed Archer's Aim +10/20 to Leg Shot and Arm Shot

    You can patch with original USA/EUR ISO and enjoy Veleria 1.1 mod. I thought I wouldn't mess with special jobs but Machinist is too pitiable to ignore. If you have any suggestion for further improvements with this mod, please let me know.

    Nyzer [Posts: 750]
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    • [December 19, 2017, 03:18:07 AM]
    Pretty sure you can't use default Aim skills and normal skills in the same skillset.

    Also, making Mustadio an Archer copy is redundant, as he already has access to the Archer job in game. I'd recommend instead expanding his potential body part targets (ex. Eye to blind, Vitals to KO, Mouth to cancel casting, Throat to silence), while the Archer becomes a venom specialist to produce different effects (Toxic Venom to poison, Lethargic Venom to slow, Tranquilizer to sleep, Cursed Venom to stone).

    That's just an example, of course. Do things however you like, but just making Mustadio an Archer copy... I mean, by the time you get him, your generics with Archer JP will already do what he does, but better than he does. A bit of overlap is fine IMO (though I do know some who would disagree) but that much... no.

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  • Windows X [Posts: 15]
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    • [December 19, 2017, 08:15:56 AM]
    Thank you for your suggestion. There's part I don't quite understand here so could you eloborate it?

    "Pretty sure you can't use default Aim skills and normal skills in the same skillset."

    I checked Archer in Tactics Advance and A2 seeing how Archer was improved there and brought some of those improvements back to the original.

    I also agree that Archer and Machinist is redundant the way things are now. I also considered making Mustadio more useful with status infliction but that'd stray from original gameplay too much.

    I'll try to fix Mustadio job abilities in future updates. Adding status infliction too much will break the usefulness of mage jobs so I'd like to avoid that.
    « Last Edit: December 19, 2017, 08:34:42 AM by Windows X »
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    • [December 19, 2017, 02:24:51 PM]
    Thank you for your suggestion. There's part I don't quite understand here so could you eloborate it?

    "Pretty sure you can't use default Aim skills and normal skills in the same skillset."

    Aim is a special skillset that doesn't use normal skills. Like Jump or Arithmeticks. And last I checked you can't just throw skills like that together with normal ones and have it function properly in game.

    Also, it doesn't break the usefulness of mages. Weapon-based, single-target debuffs are different enough from a mage's AoE spells to make both worthwhile. And that's just as a generic. The argument completely falls flat when you're talking about special characters, considering Swordskills are broken as fuck.

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    • [December 19, 2017, 03:47:37 PM]
    I see. Thank you. I didn't know there was something like that. What do you think about swapping between Archer and Machinist abilities? Archer in Tactics Advance is more like Machinist.
    Nyzer [Posts: 750]
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    • [December 21, 2017, 02:58:14 AM]
    Honestly I don't remember the TA Machinist.

    Whether or not you want to do that to Mustadio is up to you and how close you want your mod to be to the base game. I would say changing the Archer is arguably necessary because its skillset sucks for even a second tier job (though it's considerably better in Jot5 where it's on the Squire instead and most other skills now cost MP). But there are many potential ways to approach that adjustment.

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    • [December 21, 2017, 06:09:04 PM]
    I agree. Right now I mix some abilities like you suggested (Poison/Oil/Disable/Immobilize/Petrify Undead). I used ability from Monster with for time being. It works but didn't show animation for Poison/Oil.

    Machinist has Focus and Rend Helm/Armor added as hybrid class (which Argath also has). I hope this sounds OK. I thought about using CT 0 hack with Aim +20 abilities but that wouldn't sound fun and all so I dropped it.
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    • [December 23, 2017, 01:55:26 AM]
    Hi guys. Version 1.2 is out now. I've finished my big projects so I can focus on finalizing 1.2 release. This time it's another big update on spell improvements in this re-balance.

    Back then spell tier are classified strictly with less favorable merits. Upgrading to -ra spells is OK but -ga spells are some what redundant and make people feel like I should save up for -ja spells instead.

    In this re-balance, I added extra merits to -ga and -ja spells to make it more worthwhile. I increased effect area on -ga spells and added status effects on -ja spells so you can use -ga spells as shorter chant version with the same effect area.

    I also add increased effect area and vertical range on Cure spells and all other status spells including spells on -ja spells for enemies too along with some other minor spell improvements.

    As I was informed about Archer's Arm/Leg Shot bug not working with Aim skillset in previous release, I decided to build a new skillset for Archer. This new archer abilities will have the follow abilities.

    Venom Fang
    Oily Touch
    Leg Shot
    Arm Shot
    Seal Evil

    I tried playing optimized aim with CT and power for a while but gotta say it's dull and boring. So I decided to make archer abilities around status inflicting instead based on Machinist and monster abilities.

    I also increased physical attack multiplier to make up for missing aim abilities. Archer will hit a bit harder than vanilla version but not too broken like Tactics Ogre but can be fearsome with Focus/Tailwind added. :)

    -Added status infliction to abilities' description
    -Changed Archer's Aim abilities to Venom Fang/Oily Touch/Leg Shot/Arm Shot/Seal Evil
    -Increased Archer's physical attack a bit
    -Changed CT time of Wall ability to 6 and no more additional MP cost
    -Revised Cure spells MP cost to 5/10/16/24
    -Cura has 2 Vertical range now
    -Curaga/Curaja have 2 Effect area range now
    -Protect/Shell has 1 Vertical range now
    -Protectja/Shellja have 2 Effect area range now
    -Holy has chance to inflict Blind status and reduce damage by 20% and cost 48MP
    -Thundera MP cost is now 12 like others
    -Firaga/Thundaga/Blizzaga spells have 2 radius now
    -Haste/Slow/Stop has 1 Vertical range now
    -Hasteja/Slowja have 2 Effect area range now
    -Graviga spells has 2 Effect area range now
    -Changed Meteor CT to 16
    -Kotetsu is now Dark element attack
    -Adjusted Arithmetician's physical/magical attack to be little weaker than Chemist
    -Changed Machinist new abilities to Focus/Rend Helm/Rend Armor
    -Toadja/Gravija/Flareja/Blindja/Confuseja/Sleepja have 2 Effect area range now
    -Innate abilities also be apply to more enemies' jobs variants like Undead and others
    -Elmdore's Safeguard innate skill is replaced by Arcane Strength
    -Move/Find items will be rare or better items now

    In this release, I also tested abilities and performed test run with 1.2 changes to make sure everything is working and also balanced. Machinist also works great with Focus ability now that I wish Mustadio should have it as every generic can do with guns.
    Windows X [Posts: 15]
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    • [January 22, 2018, 10:59:16 PM]
    It's been a while since last release and I've been testing and working on re-balance and improvements on various jobs. 1.3 will have a big update with real effort to keep things more balanced and improve enjoyment.

    Since there's a lot of changes going on in 1.3, I'd appreciate if anyone can test my mod before releasing. Please let me know if you're interested and I'll send current Valeria 1.3 update for you. Here's some main ideas.

    -Archer will have abilities similar to aim with status infliction added
    -Some spells has been adjusted and reworked
    -Monk has some offensive abilities reworked for situational use and adjusted support abilities not to render spells useless
    -Summoner receives magical attack and spells boost now
    -Holy Knight and Sword Saint abilities is now nerfed to be more balanced
    -Some adjustments on items making ranged weapon be more useful and balanced

    This new patch will totally change the way you play the game since tutorial. Ladd can be hit by Archer. Sword skills won't work right away and hit weaker. It may raise the game difficulty a little but also make some fights easier too.  Please let me know what do you guys think about these changes and have fun. :)
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