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FFT: Newtype (Playable Demo in One Week, Armor Posted)

Started by Eternal248, April 19, 2010, 12:18:19 am

Eternal

October 17, 2010, 01:08:02 pm #280 Last Edit: October 17, 2010, 02:18:20 pm by Eternal248
So, I've decided to start Newtype anew with all new jobs, new skillsets, totally new items, and (hopefully) all new monsters. I'm basically starting at the beginning again because, honestly, I didn't like how it has turned out thus far. And with all the changes I have in mind, I think it may be easier to start anew. ...especially now that my laptop is dead.

A new mechanic: Tactical Arts

After defeating Wiegraf 1, the party will win a Mist Crest. This allows the equipped unit to release a special skill at a high cost. A note, though: you only get one.

Job Descriptions:

Freelancer
Skillset Name: Master of Arms
Innate: Equip Change
Tactical Art: Blood Weapon

Freelancers are every unit's starting job. Through the ARH (hopefully), they'll be able to use a variety of skills based on what items they have equipped. The catch, however, is they aren't able to innately equip the equipment needed for their skills. They'll need to traverse the job tree and get the Equip X skills in order to use their skills (or have Master of Arms on a secondary skillset)- kind of like FFV's Freelancers needed to master jobs to become more powerful. The Freelancer's Tactical Art- Blood Weapon- allows them to consume MP to strike an enemy with their weapon and drain HP.

Scholar
Skillset Name: Lore
Innate: Move-Get EXP
Tactical Art: Erase

Scholars are primarily a magical class, able to use Bio and Aero magicks, as well as using Esuna to dispel negative status effects, and Libra to dispel all magical effects on a single adjacent enemy (although it requires a Book to use the latter). The Scholar can also use skills that inflict Innocent on targets, using logic and reason to dispel religious beliefs. Their Tactical Art- Erase- allows the Scholar to heavily consume MP to nullify all status effects on the field.

Berserker
Skillset Name: Ravage
Innate: Martial Arts
Tactical Art: Aura Cannon

Berserkers are designed to be frontline fighters, albeit at the cost of low HP thanks to only being able to equip Hats, Clothes, and Gauntlets (as their only accessory). Berserkers focus on pumping up their PA and inflicting Berserk on themselves and allies to further bolster their physical prowess. Their primary skill is Pummel, which has a 25% chance of attacking the enemy with another Pummel strike, and another 25% chance from there. Their Tactical Art- Aura Cannon- allows them to deal ranged physical damage at the cost of heavy HP damage in return.

Brigand
Skillset Name: Thievery
Innate: Move-Find Item
Tactical Art: Dervish

Brigands are masters of stealing items and other tricks. They can steal items while equipping Knives, or they can threaten and coerce enemies whilst using Guns, or they can focus on damage while equipped with Crossbows. Thus, Brigands are jacks of all trades, however, their light armor makes them quite frail, even with their Evasion. Their Tactical Art- Dervish- bestows the Brigand with Haste, Regen, and Vanish at a heavy MP cost.

Devout
Skillset Name: Lightbringer
Innate: Magic Defense Up
Tactical Art: Rising Phoenix

Devouts are masters of Faith-based magic, and all their magic relies on the target's Faith. They use a wide variety of magic, from Cure, to Water, to Dia. Like White Mages before them, they can use Raise and Arise to heal fallen allies. Devouts can also use the Faith spell to fill their target with faith, making their skills more effective on that target. Their Tactical Art- Rising Phoenix- fully restores all fallen allies at a huge MP cost.

Magus
Skillset Name: Thaumaturgy
Innate: Defense Up
Tactical Art: Atheism

Magi are masters of Faithless magic, meaning their spells are more effective on enemies with less Faith. They focus on Ice and Earth elemental spells as well as minor statuses such as Blind and Silence. Their innate Defense Up allows them to be frontline fighters against enemies, and their ability to have low Faith allow them to resist magic with ease. However, they can only wear Robes and no headgear, meaning their HP will be very low. Their Tactical Art- Atheism- decreases the Faith of all enemies by 7, making their spells more effective against those enemies.

Alchemist
Skillset Name: Transmutation
Innate: Throw Items
Tactical Art: Mutation

Alchemists are masters of Item usage and Transmutation magic. (If I can have them boost Items by using them somehow, I will, otherwise, they'll use transformation magic. Thus, I'm not sure exactly what I'll do with them yet.) Their Tactical Art- Poisonous Frog- allows the Alchemist to consume a great amount of MP to Poison, Chicken, and Frog an enemy. Chicken wears off after the enemy's turn when Poison damages them.

Paladin
Skillset Name: Chivalry
Innate: Defend
Tactical Art: Stonehewn Wall

Paladins are a combination of heavy defensive warriors and defensive spellcasters. They have access to Protect and Shell, and can restore nearby allies' HP and MP slightly. They can use either Sword and Shield for defense, or choose to use Knightswords for pure power. Hopefully through the ARH, they'll need to use Shields for certain skills. Their Tactical Art- Stonehewn Wall- allows allies to take damage equal to the Paladin's HP at a heavy MP cost.

Sniper
Skillset Name: Aim
Innate: Concentrate
Tactical Art: Disarm

Snipers are long-range units, capable of using Bows, Crossbows, and Guns. Snipers are able to shatter an enemy's equipment with great accuracy, due to Concentrate. Snipers are also capable of pinning enemies to the ground for their other skills to land. Snipers can also inflict Vanish on themselves to sneak around enemies and get to a prime location on the field. Their Tactical Art- Disarm- allows the Sniper to destroy an enemy's weapon and damage them at the same time with perfect accuracy at a heavy MP cost.

Necromancer
Skillset Name: Dark Pact
Innate: Undead, Magic Attack Up
Tactical Art: Possession

Necromancers are masters of Dark magic and status magic, using Poison, Death, Zombie, and Vampire to sap away enemy forces. Necromancers can also drain HP and MP from enemies using Drain and Osmose. Necromancers can also fully restore an ally's HP at the cost of turning them into a Zombie. Although weak to Holy and Fire, the Necromancer's Magic Attack Up allows them to cast spells with great potency. Further, Necromancers will learn their skills by being hit with them by the Undead. Their Tactical Art- Possession- sacrifices MP to sacrifice the Necromancer's turn and give it to an ally instead.

Psion
Skillset Name: Sabotage
Innate: Float, Teleport
Tactical Art: Insanity

Psions, like Necromancers, are masters of status skills. For offensive skills, Psions can use Fire magic and Magic Missile to damage enemies from afar. Psions are also able to Charm, Confuse, and Berserk enemies through their mental manipulation. Like Necromancers, Psions can learn their skills psychically from enemy Psions or from enemy crystals. Though frail, Psions can learn MP Switch to bolster their defenses, at the cost of MP (obviously). Their Tactical Art- Insanity- throws the battlefield into an uproar by inflicting Confuse on every unit.

Elementalist
Skillset Name: Elementalism
Innate: Move on Lava, Any Weather
Tactical Art: N/A

Elementalists, though lacking a Tactical Art, are masters of versatility. Unlike Vanilla's Geomancers, each terrain's skill has a varying effect, such as Hell Ivy (which will now be Poison Ivy) inflicting either Poison or Don't Move, or Water Ball (now Lifefont) healing some HP and granting Regen, or Gusty Wind imbuing Vanish. Therefore, it is now more important than ever to pay attention to which terrain you're standing on if you want to use Elementalists most effectively.

Viking
Skillset Name: Commandeer
Innate: Move in Water
Tactical Art: Nepto Dragon

Vikings specialize in heavy defense, heavy physical attacks, and Thunder and Water skills at the cost of being very slow. Using Shields and Heavy Armor, as well as Berserk, the Viking can taunt enemies into attacking the high defense and high evasion Viking, making attacks miss. The Viking can also use Water and Thunder physical attacks, allowing them to easily slay creatures on both land and sea. Their Tactical Art- Nepto Dragon- summons the Nepto Dragon to drown all units in water with a chance of inflicting instant Death at the cost of tremendous HP damage in return.

Sage
Skillset Name: Sacred Magic
Innate: Half of MP
Tactical Art: Ultima

Sages specialize in slow but devastating forbidden spells, such as Holy, Meteor, Quake, Tornado, and their Tactical Art- Ultima. Sages have a high MP pool, and can chaincast spells with great ease thanks to Half of MP. Despite this, they must position their spells carefully so as not to hit allies, and the long charge time of spells can also be difficult for them to manage without Short Charge. Their Tactical Art- Ultima- heavily damages foes in an area at a very steep MP cost.

Avatar
Skillset Name: Summon
Innate: Absorb: Holy/Dark
Tactical Art: Zodiark

Avatars are a very risky job with high return. After defeating each Lucavi or obtaining a Zodiac Stone, a piece of Magicite will appear in the inventory. Each summon requires a piece of Magicite for it to be called. However, if your luck is ill or if you use the Magicite too often, it may break, and you will need to complete certain battles in Deep Dungeon to win it back. Each Summon has a unique effect when called, and the Avatar's Tactical Art- Zodiark- inflicts tremendous Dark elemental damage and Death on all enemy units.

Harbinger
Skillset Name: Despair
Innate: Half: Fire/Ice/Thunder/Dark; Weak: Light
Tactical Art: Black Sky

Harbingers are warriors of destruction, fueling their skills with their own blood. In that sense, they are similar to Dark Knights, with more magical skills and greater HP. They can use either Axes, Swords, or Katana. Harbingers can also throw enemies into stasis, with Stop, Slow, Don't Move, and Don't Act. Their Tactical Art- Black Sky- either inflicts Doom, Blind, Zombie, or Poison on all units.

Performer
Skillset Name: Fete
Innate: Fly
Tactical Art: Eyes on Me

Performers are a combination of Vanilla's Bard and Dancer, accessible to both genders. The Performer's Songs and Dances now affect those around him/her, rather than all units. Performers have slightly above average HP, and moderate PA and MA. The Performer is a varied job, using many varying skills, and requires careful positioning as to not harm allies, or heal enemies. The Performer's Tactical Art- Eyes on Me- instantly stops anything that is Charging or Performing on the field at a cost of MP.

Assassin (Female Only)
Skillset Name: Seduction
Innate: Speed Save
Tactical Art: Nightslayer

Assassins are female-only slayers, using skills that wither away enemy PA and speed, until enemies are rendered helpless against their instant-kill and status skills. Although Assassins are very fast, they lack high HP and MP, and they are left wide open while charging their -sap skills. Their Tactical Art- Nightslayer- inflicts Treasure on an HP Critical unit, finishing them off. However, the attack only has average accuracy, and the MP cost is fairly high.
Templar
Skillset Name: Justice
Innate: PA Save, MA Save
Tactical Art: Quickening

Templars are male-only warriors, using a combination of skills and spells that buff allies and deal heavy damage to enemies. They can also slightly heal allies, and their physical attacks get better the more they are attacked. In that sense, they are the opposites of Assassins, in that they get stronger as the battle goes on, rather than weakening the enemy over the battle. Their Tactical Art- Quickening- increases their PA by 3 at a large MP cost.

Mime
Skillset Name: N/A
Innate: Concentrate, Defense Up, Magic Attack Up, Attack Up
Tactical Art: N/A

Same as Vanilla's Mime.

New Job Tree:

Freelancer: Starting Job
Alchemist: Level 3 Scholar, Level 3 Freelancer
Paladin: Level 2 Devout, Level 3 Berserker, Level 3 Freelancer
Sniper: Level 3 Brigand, Level 4 Freelancer
Devout: Level 3 Scholar
Magus: Level 3 Scholar
Berserker: Level 2 Freelancer
Brigand: Level 2 Freelancer
Necromancer: Level 3 Magus, Level 3 Freelancer
Psion: Level 3 Devout, Level 3 Freelancer
Elementalist: Level 4 Paladin
Viking: Level 3 Paladin, Level 3 Berserker, Level 2 Brigand, Level 4 Freelancer
Sage: Level 4 Psion
Avatar: Level 4 Necromancer
Harbinger: Level 3 Necromancer, Level 4 Berserker, Level 4 Sniper, Level 5 Freelancer
Performer: Level 4 Sniper
Scholar: Level 2 Freelancer
Assassin (Female Only): Level 5 Brigand, Level 5 Sniper, Level 5 Harbinger, Level 5 Viking, Level 6 Freelancer
Templar (Male Only): Level 5 Devout, Level 5 Elementalist, Level 5 Paladin, Level 5 Avatar, Level 6 Freelancer
Mime: Level 2 All Classes
  • Modding version: PSX & WotL
"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!"
  • Discord username: eternal248#1817

thi13en

so its new newtype? your old patch its awesome enough that ur making it more awesome...cant wait for that

Argy

Wow,
Looks like a lot of planning and forethought has gone into the new newtype. I look forward to playing it when its completed. Are you also going to change the items around as well? Or keep them the same? Also cant wait to see your monsters!
Good luck
  • Modding version: PSX
Kotetsu Quad Killer!!

Zenius

Oh god, another epic patch by Eternal xD
I'm gonna keep your "old Newtype" though, because I loved it <3

Eternal

Well, it's really just an update/overhaul of the old one. So there's really no reason to keep the old one. =P
  • Modding version: PSX & WotL
"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!"
  • Discord username: eternal248#1817

ffta707

I love this patch, both versions.

Zenius

What are you going to do with the Specials??
Oh, and am I still going to be able to recruit the Lucavi after END?

Skip Sandwich

I don't know what Eternal's planning for the other specials, but i've got this cool idea for Rafa/Malak that might fit, the Sword Sage/Sage Sword.

The Sword Sage would be Rafa's job, she is a spellcaster that gains spells by equipping physical skillsets (either as a secondary, or as a primary with Sword Sage secondary)
for example, if Rafa equipped the Viking skillset, she would gain access to Water and Thunder element spells, if she equipped the Sniper skillset, she would gain a set of long range 'sniping' spells, and so on.

the Sage Sword would be Malak's job, he is a warrior that gains abilities by equipping magical skillsets (same as Rafa above, but the other half of the job tree)
"Dave?  Are you there?"
"Yeah.  I can't get you through the cell now."
"You have to talk through the bratwurst from now on. I'm sorry. I didn't know it would do that."
http://www.johndiesattheend.com

Eternal

Yep, as a reward for beating Elidibs you'll still be able to recruit the Lucavi (and obtain the Zodiac Magicite to summon Zodiark).

As for special jobs... I'm not sure of very many of them yet. The only ones I'm fairly set on now are Miluda (a Berserker-type character with Break skills), Meliadoul (a Holy Dragoon with ranged physical attacks and buffs), and Zalmo (uses a few FFXII Judge skills with disabling magic).
  • Modding version: PSX & WotL
"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!"
  • Discord username: eternal248#1817

Kagebunji

Once I get some time, I will try to do something for any of those sprites. I do not promise anything though.
  • Modding version: Other/Unknown

Dominic NY18

Wait a sec. Eternal, didn't you just get a new laptop not to long ago?

Archael

looks like my old KOI job tree ideas inspired you

:)

ffta707

Quote from: "Voldemort"looks like my old KOI job tree ideas inspired you

:)

A majority of the jobs are similar to FFTA jobs, nonetheless, I love the jobs, and the patch.

Eternal

Quote from: "Voldemort"looks like my old KOI job tree ideas inspired you

:P )

That said, nothing here is final. This patch is very much a community patch as it is mine and I'm open to suggestions. So if you have any, let me know. ^_^
  • Modding version: PSX & WotL
"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!"
  • Discord username: eternal248#1817

ffta707

I like what you are doing with the geomancer. A ton can be done with them. Other than changing the skill set, there are no setbacks on what you can do with the ability itself. The only part that is hard coded is really where the geomancer moves, and that it triggers a certain spell.

Also, regarding the Viking: Was the berserk ability causing the "taunting?" That sounds awesome.

Eternal

Yes, Taunt is the Viking's Berserking ability. I also need to check the patcher and see if Shields can be dual-wielded a la weapons. That might be an interesting thing to try to do with Vikings. Either go on the offense with 2 Hand Axes, use a heavy one-handed Fransica, go total defense with two shields, or go total offense with a heavy two-handed Viking's Axe. I'm not certain if I can make Shields dual-wieldable in the Patcher, though. I forget. =\
  • Modding version: PSX & WotL
"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!"
  • Discord username: eternal248#1817

ffta707

May I also suggest making vikings able to equip flails or spears even? Also, it would be interesting if you made viking swords.

P.S.

Please, if you need any help in the patcher or tactext, just PM me. I am willing to help with anything.

Eternal

OK, here are some concepts for some special jobs. Not sure if they'll be used or not, but opinions are welcome.

Also, because Special Jobs are already, well, special, they would lack a Tactical Art. However, by switching to another job/equipping another job's skillset, they can use that job's Tactical Art.

Beastmaster (Rad? Beowulf? Reis?)
If used, all human classes would become immune to Invite, and Invite (Tame) would be given to the Beastmaster. The Beastmaster would have Innate Monster Talk (Monstertongue) and Monster Skill (Beastmaster). Thus, to recruit monsters, you would need the Beastmaster in your party. I could further make them unique by turning Flails into Whips, having the Beastmaster the only one able of using them, and having the Whips possibly inflict Invite.

Fencer (Lavian and Alicia?)
Fencers would be masters of evasion, with innate Weapon Guard (Parry) and Concentrate and the ability to use Mantles and Shields. They'd only be able to equip Clothes, so their HP would be low, and they would need to focus on their Evasion. They would only get a few skills, but they are primarily used to distract enemies and evade their attacks, a la Vikings, but with less, but steadier damage.

Queensguard (Agrias)
Agrias would retain her Vanilla skillset, with 1.3's MP costs and changes. Agrias would gain some basic white magic and Paladin skills in her primary skillset, meaning she is a primarily defensive melee unit, with the ability to expend her MP on either her offensive skills, or her defensive magic. Thus, Agrias has many skills that can be used in various situations, primarily limited by her MP and PA/MA.

Bloodletter (Gafgarion)
Focusing in skills that damage himself and enemies, and skills that drain HP/MP, Gafgarion is a solid unit with the ability to use heavy armor, and his trademark sword, the Blood Sword. To that end, Gafgarion can both sustain his skills and heavy damage himself, using a combination of the two to sap away at enemies. Gafgarion can also use the Berserker's Deathstrike to attempt to instantly slay an enemy.

Machinist (Mustadio)
Mustadio is a unit that becomes more dangerous as enemies grow stronger. His skills deal damage based on an enemy's parameters, and the higher they are, the more effective his skills become. He can deal damage with his skills based on enemy HP, enemy MP, and his own HP. Further, he gains access to a few Assassin skills to slowly sap away enemy stats. However, the stronger the enemy he's facing, the more likely he is to die, since he can only use light armor, and if he dies, many sidequests are closed off. Use with caution!

Seer (Rafa and Malak)
As was intended in the last version of Newtype, Rafa and Malak must work together on the battlefield to decimate enemy forces. That said, that makes their splitting during Chapter 3 all the harder for both units in battle, since one of them alone is nearly useless. Rafa and Malak each get 4 skills. Rafa gets Benediction, Petrol Rain, Tempest, and Blessing. Malak gets Corruption, Inferno, Release, and Empower. Each of their skills works with their respective counterpart for maximum effectiveness. Corruption inflicts Zombie, which Benediction will instantly destroy, Petrol Rain inflicts Oil on an area that Inferno will deal more damage in thanks to Oil, Release will inflict Float on enemies, which Tempest will deal more damage to and Blessing will restore the MP needed for Malak to Empower himself. If the ARH is cooperative, I'll see if I can do the Sword Sage idea.

Holy Dragoon (Meliadoul)
See above posts.

Knight Devout (Cid)
Cid is able to do various things in battle- use Thunder magic, imbue his weapon with various elements and statuses- and issue orders to all allies to do things such as Defend. Cid is a varied unit, who can use Swords and Books to great effect, and can ravage enemies with certain Harbinger skills. Thus, Cid is an offensive unit with the ability to prepare the party for devastating attacks.

Leading Man (Balthier)
Balthier will remain mostly as he was in the last version of Newtype, except he can innately Dual Wield the Fomalhaut, and he can steal various items. He also gains access to his Quickenings and the Tactical Arts Dervish and Disarm through the Mist Crest. Thus, Balthier can take action from a variety of ranges, but his stronger skills will be taxing on his limited MP pool.
  • Modding version: PSX & WotL
"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!"
  • Discord username: eternal248#1817

ffta707

I think it would be cool to customize a new Mustadio job, other than Mechanist.

Eternal

Story ENTD Changes (Ideas):

WARNING: Do not read if you don't want spoilers for certain changed battles. Thus, the handy spoiler tags. 8)[/spoiler]

Lenalia Plateau
The party follows the wounded Miluda to Lenalia, where she is the only one there and it is storming. Out of her pain and anguish and Delita's pain, Undead form around the field. The Undead are neutral and attack both Miluda and the party.

-Miluda (Death Corps; 7 levels higher than the party)
-2 (Ghosts; Neutral)
-2 (Skeletons; Neutral)
-1 (Ahriman; Neutral)
-Delita (Guest Cadet; Job Level 6)

Windmill Shed
-Wiegraf (Death Corps; 3 levels higher than the party)
-Boco (Golden Chocobo; has all Chocobo Skills)
-2 Scholars (Female)
-2 Snipers (Female)
-Delita (Guest Cadet; Job Level 7)

Fort Zeakden
The party approaches Zeakden, where Teta is shot. Out of anger, Delita and Ramza duel Algus- alone. Thus, only Ramza enters the battle.

-Algus (Sniper; 5 levels higher than the party; ??? Stats)
-Delita (Guest Cadet; Job Level 7; Auto-Berserk; Dual-Wielding Fists)

OK, opinions thus far, guys?
  • Modding version: PSX & WotL
"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!"
  • Discord username: eternal248#1817