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  - [October 23, 2016, 03:27:12 PM]
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« Reply #137 on: October 23, 2016, 03:27:12 PM »
It's finally out! Can you believe it'd been three years since the last update? Time flies! There have been lots of cool new things released since the last release, and this update is all about quality of life changes, buffing monsters so more people can enjoy Beastmaster runs, and fixing bugs as well as adding a modern polish to FFT while adding back in some of the unused content and keeping it feeling like FFT. There's a huge changelog, but I'd advise reading it all to get a feel for everything. FFT KO 2.6 Changelog: -QUALITY OF LIFE CHANGES- -BUG FIXES- -STATUS CHANGES- -JOB CHANGES- -ABILITY CHANGES- -Esuna 2 now has an AoE of 2. -Blind is more accurate. -Wall's MP cost has been reduced to 10 and is now more accurate. -Moogle now restores more HP. -Moogle MP cost down to 12. -Shiva/Ramuh/Ifrit/Titan now deal increased damage. -Shiva/Ramuh/Ifrit/Titan MP cost down to 18. -Carbunkle MP cost down to 20. -Bahamut now deals increased damage. -Bahamut's JP cost is up to 900. -Bahamut's CT is up to 10. -Odin MP cost down to 45. -Odin no longer deals damage, instead inflicts Death in a large AoE. -Odin's JP cost is down to 750. -Leviathan now deals increased damage. -Leviathan AoE down to 2. -Salamander now deals increased damage. -Silf now deals increased damage. -Lich MP cost down to 30. -Lich CT down to 7. -Cyclops MP cost down to 12. -Cyclops now deals reduced damage. -Cyclops JP cost down to 100. -Cyclops CT down to 5. -Caution JP cost down to 100. -Zodiac has had its damage greatly boosted from prior versions. -Accumulate's MP cost has been increased to 14. -Scream now bestows the user with Reraise. -Dispel Magic/Dispel 2/Dispel (Beowulf)/Odd Soundwave no longer deals damage, are now more accurate and are faster where applicable. This change was reverted, since many enemies were immune to it before due to the formula used (notably bosses), and in turn made Dispel useless in boss fights where it mattered most. Level Blast remains unchanged. -Haste/Slow now cost 10 MP, rather than 15. -Haste 2/Slow 2 now cost 35 MP, rather than 45. -Stop now costs 15 MP, rather than 30. -Don't Move's AoE is back up to 2, vertical of 1. -Don't Move's MP cost is back down to 10. -Float's MP cost is down to 5. -Demi MP cost is down to 10. -Demi 2 MP cost is down to 30. -Praise/Preach/Solution/Threaten now affect Brave/Faith by 10, rather than 15. -Paralyze AoE is back up to 1. -Demi 2's accuracy has been slightly increased. -Blood Suck (Vampire) now absorbs 10% HP from the target and inflicts Blood Suck. -Wave Around now deals full damage around the user, but is Evadeable. -Grease Touch now inflicts Oil and Don't Move. -Shine Lover now cancels Charging and Performing. -Lifebreak is now instant. -Thunder Breath now deals MA*4 damage (rather than what it was prior, MA*3) to match the other Breath attacks. -Gather Power now boosts PA by 1, rather than 2. -Midgar Zolom CT down to 7. -Parasite can now once again inflict Oil, Blind, Silence, and Poison in addition to Stop, Don't Move, and Don't Act. -Ulmaguest, Hurricane, and Gigaflare are now affected by Silence. -Darkness (Skeleton Monster Skill) now also inflicts Undead alongside Blind and Innocent. -Beak gets renamed to Stone Beak to prevent confusion between Beak and Beaking. -Distribute is switched from Calculators to Priests. -Praise/Threaten/Preach/Solution JP cost down to 200. -Phoenix Down JP cost down to 0. -Equip Sword/Katana/Spear/Crossbow/Gun/Axe now only cost 100 JP. -Reraise/Regen/Protect/Protect 2/Shell/Shell 2/Wall/Esuna/Frog/Haste/Haste 2/Slow/Slow 2/Stop range up to 4. -Dispose's Range is now properly reduced to 4. -Kiyomori now bestows either Protect or Shell around the user as previously. -MP Switch is now on Dancers and Move-MP Up is now on Bards. -Only one Bio spell, now inflicts Poison, CT down to 2, AoE up to 2. -Only one Bio 2 spell, now deals damage and inflicts Slow, MP cost down to 16, CT down to 4, AoE up to 2. -Only one Bio 3 spell, now inflicts Undead, MP cost down to 24. -Drain is now back in Beowulf's skillset, acts similarly to Night Sword but cannot be evaded. |
-RAMZA CHANGES- -DEEP DUNGEON CHANGES- -All Move-Find Items in Deep Dungeon have been changed to Elixirs. That's 40 Elixirs for the taking! -There are 56 items in the game that cannot be purchased at the shop. Each of these items can now either be won or stolen in Deep Dungeon. Bring someone with Steal! -Previously, Deep Dungeon fights were really boring without much variety. This was of my own doing, so I changed it and made each DD fight a lot more interesting. The new fights are as follows:
NOGIAS: -Death Corps Bastards (Wiegraf, Miluda, Thieves, and Squires) (Steal: Defender from Wiegraf) (Steal: Holy Lance from Miluda) -King of Chocobos (Boco and Chocobos) (Victory: Elixir) -Zone Eater's Belly (Mimes) (Victory: Vanish Mantle) -Tentacled (Mindflayers and Malboros) (Victory: Cachusha)
TERMINATE: -The Executioner (Gafgarion, Undead Time Mages, Undead Knights, Undead Archers) (Steal: Blood Sword from Gafgarion) (Steal: Yoichi Bow from an Undead Archer) -Stampede (Behemoths, Dragons, and Treants) (Victory: Ryozan Silk) -Showdown at the FFT Corral (Chemists and Mediators) (Steal: Stone Gun from a Mediator) -Parivirs of the East (Samurai and Monks) (Steal: Chirijiraden from a Samurai)
DELTA: -Nightmare (Algus and Archers) (Steal: Perseus Bow from Algus) -Delta Delita (Squire Delita, Holy Knight Delita, King Delita) (Steal: Nagrarok from Squire Delita) (Steal: Grand Helm from Holy Knight Delita) (Steal: Kaiser Plate from King Delita) -The Impure (Queklain) (Victory: Scorpion Tail) -Eye Scream (Ahrimans) (Victory: Cherche)
VALKYRIES: -Black Widows (Celia, Lede, and Ninja) (Steal: Sasuke Blade and Rubber Costume from Celia) (Steal: Iga Knife and Koga Knife from Lede) -Royalguard (Agrias, Ovelia, and Knights) (Steal: Save the Queen from Agrias) (Steal: FS Bag from Ovelia) -Queen of Dragons (Dragon Reis, Dragons) (Victory: Dragon Rod) -The Reed Flute Fights Back (Treants) (Victory: Setiemson)
MLAPAN: -Heaven and Hell (Rafa, Malak, Calculators) (Steal: Mace of Zeus from Rafa) (Steal: Whale Whisker from Malak) -The Gigas (Velius) (Victory: Blaze Gun) -The Death Seraph (Zalera) (Victory: Zorlin Shape) -The Great Library (Bybloses) (Vitory: Healing Staff)
TIGER: -Bloodlords (Elmdor, Vampires) (Steal: Masamune, Genji Shield, Genji Helm, Genji Armor, and Genji Gauntlet from Elmdor) -Demons of the Night (Apandas, Archaic Demons, Ultima Demons) (Victory: Secret Clothes) -Star-Crossed (Olan, Balmafula, Time Mages) (Steal: Madlemgen from Olan) -Performance that Lasts a Lifetime (Bards, Dancers, Mimes) (Steal: Fairy Harp from a Bard)
BRIDGE: -Relics of the Past (Mustadio, Balk, Iron Giants) (Victory: Glacier Gun) -Faram (Alma, Zalmo, Priests) (Steal: Ribbon from Alma) (Steal: Faith Rod from Zalmo) -Thunder God (Orlandu, Wizards, Summoners) (Steal: Excalibur from Orlandu) -Betrothed (Human Reis, Beowulf, Oracles) (Steal: Barette from Human Reis)
VOYAGE: -The Brothers Beoulve (Zalbag, Dycedarg, Geomancers) (Steal: Venetian Shield from Zalbag) (Steal: Maximilian from Dycedarg) -The Tengilles Two (Meliadoul, Izlude, Lancers) (Steal: Chantage from Meliadoul) (Steal: Dragon Whisker from Izlude) -The Wroth (Adramelk) (Victory: Blast Gun) -The Bringer of Order (Hashmalum) (Victory: Salty Rage)
HORROR: -Cloudwyrms (Cloud and Hydras) (Steal: Materia Blade from Cloud) -Undead Horrors (Skeletons and Ghosts) (Victory: Cursed Ring) -The Arch Seraph (Altima 1) (Victory: Sage Staff) -The Fallen Seraph (Altima 2) (Victory: Robe of Lords)
END: -Bequeathing Bacon (Pigs) (Victory: Chaos Blade) -The Zodiac Age I (Velius, Elidibs, Hashmalum, Altima 1) (Victory: Javelin II) -The Zodiac Age II (Adramelk, Zalera, Queklain, Altima II) (Victory: Escutcheon II) -The Three Templars (Vormav, Rofel, and Kletian) (Steal: Ragnarok from Vormav) |
-MONSTER CHANGES- -All playable monsters have lost Innate: Gained EXP Up. CHOCOBOS: -Their Monster Skill, Chicken Race, now inflicts Don't Move and Don't Act, but no longer Haste. -Yellow Chocobos have the most HP of all the Chocobos, and as such act as durable healers and tanks, and are the only source of AoE revival in the game. Their Choco Esuna not only revives, but can cleanse every debuff as well as healing some HP if it clears a debuff. Further, mounting a Chocobo allows the rider to regenerate HP upon moving. -Black Chocobos have the most Move and Evasion of the Chocobo family and allow their rider to fly over obstacles. They act as mixed units, able to revive/cleanse debuffs with Choco Esuna and attack from afar with Choco Ball, but lack the HP and straight HP healing of the Yellow Chocobo. -Red Chocobos have the highest offensive stats of the Chocobo family, allowing them to deal heavy PA and MA based damage to units from afar, and allow their rider to ignore elevation differences and (for the one map it matters) allows their rider to move on top of lava. Despite their offense, Red Chocobos have no means to heal or revive, however.
Chocobo: Choco Attack/Choco Cure/Choco Esuna/Chicken Race Black Chocobo: Choco Attack/Choco Ball/Choco Esuna/Chicken Race Red Chocobo: Choco Attack/Choco Ball/Choco Meteor/Chicken Race
Choco Attack: Deals physical damage to an adjacent target with a chance of inflicting Slow. Choco Cure: Restores HP to a single target. Choco Esuna: Removes all debuffs from surrounding units (including Death) and restores 10% HP if a status is cleared. Choco Ball: Deals ranged physical damage. Choco Meteor: Deals ranged magical damage and is unevadeable. Chicken Race: Inflicts Don't Move and Don't Act on a single target. |
GOBLINS: BOMBS: -Bombs (the entire family) lose Cannot Enter Water (which was a waste of an ability slot, since they have Innate: Float) -Small Bomb (their Monster Skill) now heals the Bomb's HP by MA*3 with a chance to bestow Reraise, and is Fire Elemental, meaning it can be boosted by Oiling the user. -Bombs have the highest HP and PA of the family, allowing them to deal massive damage with both Bite and Self-Destruct, and having high HP increases the HP threshold needed to trigger Critical Quick, making them great Self-Destructors. -Grenades have the highest MA of the family and specialize in attacking from afar, allowing them to deal high damage with Flame Attack and have high accuracy with Unction, which inflicts Oil. Combining the two allows Grenades to deal tremendous damage to single targets. Grenades can also cast Unction immediately without a CT, unlike Human Oracles. -Explosives have the highest Move and Speed of the family, allowing them to quickly get in the middle of enemy groups and unleash Spark while keeping themselves alive at the same time.
Bomb: Bite/Self-Destruct/Flame Attack/Small Bomb Grenade: Flame Attack/Unction/Self-Destruct/Small Bomb Explosive: Bite/Self-Destruct/Spark/Small Bomb
Bite: Deals physical damage to an adjacent target with a chance to inflict Oil. Self-Destruct: Deals damage to units in a large AoE around the user based on lost HP and inflicts Oil with 100% accuracy, kills user. Flame Attack: Deals ranged Fire Elemental magical damage to a single target. Unction: Inflicts Oil on units in a small AoE. Spark: Deals Fire Elemental damage to units in a large AoE around the user and heals the user in the process. Small Bomb: Heals the user by dealing Fire Elemental damage with a chance of bestowing Reraise on the user- is boosted by Oil. |
COEURLS: MINDFLAYERS: -Mindflayers (the family) lose Counter Magic and gain Counter Flood as their Reaction. -Pisco Demons have the highest MA of the group, allowing them to deal heavy single-target damage and Slow with Aqua Soul as well as easily land their (now instant) Confusion Songs. They are also the second of only two monsters with Innate: Monster Skill, making them great for teams full of monsters, but unlike Gobbledegucks, are more about staying away from the front lines. -Squidlarkins are the opposite of Pisco Demons, specializing in having the highest HP and PA of the group, acting as a warrior of the Mindflayer family. Squidlarkins specialize in dealing damage from afar and inflicting Blind with their (weak) Black Ink attack, softening enemies up for when they get close enough to Tentacle them to death- all while having a chance to inflict Confuse with Tentacle. Should enemies be severely buffed by the time the Squidlarkin draws near, it can remove all buffs in a wide area around itself. -Mindflares are the fastest of the group, allowing them to quickly fire off Mind Blasts and Black Ink, with Berserk and Blind being a deadly combo.
Pisco Demon: Tentacle/Aqua Soul/Confusion Song/Level Blast Squidlarkin: Tentacle/Black Ink/Odd Soundwave/Level Blast Mindflayer: Tentacle/Black Ink/Mind Blast/Level Blast
Tentacle: Deals physical damage to an adjacent target with a chance to inflict Confuse. Aqua Soul: Deals ranged Water Elemental magic damage to a single target with a chance to inflict Slow. Confusion Song: Inflicts Confuse on units in a small AoE. Black Ink: Deals Water Elemental damage to units in a small AoE with a chance to inflict Blind. Odd Soundwave: Removes all buffs from units in a large AoE around the user with perfect accuracy. Mind Blast: Inflicts either Confuse or Berserk on units in a small AoE. Level Blast: If the target is buffed, deals damage equal to 75% of the target's HP and removes buffs. Fails on Death immune targets. |
SKELETONS: -Darkness (their Monster Skill) now inflicts Undead alongside Blind and Innocent. -Skeletons are the tankiest of the family, having the highest HP and PA to take advantage of Knife Hand (which drains HP). As they draw close to the enemy, they can use Thunder Soul to deal damage and possibly inflict Don't Act on the enemy, leaving them all the more vulnerable, or they can opt to stay back and use Zombie (which would make their Knife Hand useless, however) and Thunder Soul to act as a tanky mage. -Bone Snatches have the highest Speed of the family, allowing them to quickly fire off Death spells to heal themselves (or Undead allies) or to just flat out fry enemies. They can opt to also use Aqua Soul from afar to damage and Slow an enemy, as well, which may in some cases be optimal compared to Death. -Living Bones have the highest MA of the group, dealing heavy single-target damage with a chance of Silence (via Wind Soul) or Stop (Ice Soul), and are more or less the mages of the family, but can still be very tanky via Knife Hand and, as with all Undead, can never truly be slain.
Skeleton: Knife Hand/Thunder Soul/Zombie/Darkness Bone Snatch: Knife Hand/Aqua Soul/Death/Darkness Living Bone: Knife Hand/Ice Soul/Wind Soul/Darkness
Knife Hand: Deals physical damage to an adjacent target and restores the user's HP for the damage dealt. Thunder Soul: Deals ranged Thunder Elemental magic damage with a chance to inflict Don't Act. Zombie: Inflicts Undead on a single target. Aqua Soul: Deals ranged Water Elemental magic damage with a chance to inflict Slow. Death: Instantly kills a single target, can also be used to fully heal an Undead unit. Ice Soul: Deals ranged Ice Elemental magic damage with a chance to inflict Stop. Wind Soul: Deals ranged Wind Elemental magic damage with a chance to inflict Silence. Darkness: Inflicts Undead, Innocent, and Blind on a single target with perfect accuracy. |
GHOSTS: -Ghosts lose Damage Split as their Reaction, gain Arrow Guard. -Ghouls have Teleport 2 and the highest Evasion of their family, specializing in lobbing (now instant for them) Poison spells at large groups of enemies while deftly dodging attacks. As such, Ghouls make for a wonderful distraction and evade tank, but lack the HP to take too many direct blows. However, they do have Sleep Touch (with a range of 2), which inflicts Sleep and Death Sentence on the enemy, allowing them to cripple the enemy before the rest of the team comes close. -Gusts are the tankiest of the group and can use Demi (instantly) to heal themselves while damaging enemies. They have the highest HP, making Demi all the more effective on themselves, and can inflict Oil and Don't Move on a target with Grease Touch. -Revnants have the highest Speed of the family, specializing in quickly slinging (instant) Stop spells into groups of enemies to halt their attacks while draining MP with Drain Touch from enemy mages.
Ghoul: Throw Spirit/Sleep Touch/Poison/Parasite Ghast: Throw Spirit/Grease Touch/Demi/Parasite Revenant: Throw Spirit/Drain Touch/Stop/Parasite
Throw Spirit: Deals ranged magical damage to a single target with a chance to inflict Undead. Sleep Touch: Inflicts Sleep and Death Sentence on a single target with mid-range distance. Poison: Inflicts Poison on units in a small AoE. Grease Touch: Inflicts Oil and Don't Move on a single target with mid-range distance. Demi: Deals Dark damage to units equal to 33% of their HP in a small AoE. Drain Touch: Drains 50% of a target's MP with mid-range distance. Stop: Inflicts Stop on units in a small AoE. Parasite: Inflicts random debuffs on a single target. |
AHRIMANS: COCKATRICES: -Cockatrices lose Beaking and gain Quick as their Monster Skill. -Every monster in the Cockatrice family can cast their spells instantly. -Juravises have the highest HP and Evasion of the group, specializing in casting Slow on enemies until it gets close, and then using Scratch Up and Eye Gouge to cripple enemy forces as they get close. -Steel Hawks lose Scratch Up, gain Feather Bomb. -Steel Hawks have the highest Speed of the group and focus on staying far away from the enemy and playing support while being as fast and annoying as possible, being able to instantly cast Haste and cancel enemy spells with Shine Lover. To attack, they use Feather Bomb which allows them to stay out of the fray while still dealing damage. -Cockatorises lose Feather Bomb, gain Beaking. -Cockatorises have the highest MA of the group, making Beaking, Stone Beak, and Quick easily land on their targets, which can easily change the tide of the fight. Like Ahrimans, Cockatorises are great in boss fights, but unlike them, Cockatorises are better against human enemies, which tend to use PA more than MA.
Juravis: Scratch Up/Slow/Eye Gouge/Quick Steel Hawk: Feather Bomb/Shine Lover/Haste/Quick Cockatrice: Scratch Up/Stone Beak/Beaking/Quick
Scratch Up: Deals physical damage to an adjacent target with a chance of inflicting Sleep. Slow: Inflicts Slow on units in a small AoE. Eye Gouge: Inflicts Blind and Don't Act on an adjacent target. Feather Bomb: Deals ranged magical damage to a single target. Shine Lover: Has a chance of cancelling Charging/Defending/Performing on a single target. Haste: Bestows Haste on units in a small AoE. Stone Beak: Inflicts Petrify on a single adjacent target. Beaking: Reduces a target's PA by 3. Quick: Allows a single target to immediately act next. |
PIGS: TREANTS: -Woodmen have the highest MA of the group, allowing them to deal the most damage with Leaf Dance and can land Silence Song (and Raise2 with Monster Skill!) instantly and accurately while being the best MP battery in the game with Magic Spirit. -Trents have the highest Speed of the family and can revive units from afar as well as heal allies. Though they lack Non-Charge Raise2, they can Raise without needing a Monster Skill unit, and is one of the best healers in the game, but can't cleanse debuffs. -Taiju have the highest HP and Move of the family, allowing it to get close to the enemy and bomb them with Leaf Dance, using Protect/Calm Spirit on allies as everyone gets close to the enemy.
Woodman: Leaf Dance/Silence Song/Magic Spirit/Raise 2 Trent: Leaf Dance/Spirit of Life/Raise/Raise 2 Taiju: Leaf Dance/Protect Spirit/Calm Spirit/Raise 2
Leaf Dance: Deals magical damage in a large AoE around the user with a chance to inflict Silence. Silence Song: Inflicts Silence on units in a small AoE. Magic Spirit: Restores MP to allies in a large AoE around the user. Spirit of Life: Restores HP to allies in a large AoE around the user. Raise: Revives a fallen target with 50% HP. Protect Spirit: Bestows Protect, Regen, and Defending on allies in a large AoE around the user. Calm Spirit: Bestows Shell, Regen, and Defending on allies in a large AoE around the user. Raise 2: Fully revives a fallen target. |
MINOTAURS: MALBOROS: BEHEMOTHS: DRAGONS: HYDRAS: OTHER MONSTERS: MISCELLANEOUS CHANGES: KNOWN BUGS: I'm sure you all will find unbalanced things and bugs, so if you do, please report them! I played through the game, but it's entirely possible that I've missed things. I hope everyone enjoys! KO is meant to be the definitive version of Vanilla, and I really feel like that's been achieved, especially with this latest update. By the by, thanks to Xif and the other ASMers who've worked super hard on these new changes. They're really awesome and you should check out their work. It's hard stuff, so be sure to thank them!
« Last Edit: October 23, 2016, 03:50:07 PM by Eternal »
"You, no less human than we? Ha! Now there's a beastly thought. You've been less than we from the moment your baseborn father fell upon your mother in whatever gutter saw you sired! You've been chattel since you came into the world drenched in common blood!" |
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