Hi chocolatemoose. After trying a few other ffta2 mods and not really clicking with their handling of MP and other things, I've found your mod (even though it wasn't listed in the pinned thread) and I must say I quite like your approach to balance!
A pity about the bugs on Bishop and Alchemist, unable to learn abilities, with the jobs showing as "Mastered". I can see a third bangaa class that I haven't unlocked is also affected.
I'm not personally a fan of the concept changes on the jobs (space mage, beastmaster>geomancer, mistwalker, merchant, etc) since I believe even if left as their original concepts they could have been balanced out (while potentially getting different weapons or skillsets if needed), but then again, that's personal taste whether or not certain game concepts should stay closer to vanilla in a mod like this.
I did still have some frustrations that I have with vanilla in the early game. For example the nu mou getting "stuck" with no abilities to learn early on and just 2/3 jobs available for some time, while others all have some jobs and/or equipment combination that will let them keep learning abilities and switch jobs around. I would prefer a better selection of abilities to choose at the very start of the game, and easier requirements to unlock some initial advanced jobs (just to have a selection of like at least 4 or 5 jobs that are easily available early for every race).
Money also feels a little tight early on (and I imagine, as usual, it'll feel infinite later on), so I would prefer an "exponential" growth on equipment prices, with early equips being very cheap, mid equipment prices being still kinda cheap, and then later stuff and endgame stuff getting immensely expensive kinda suddenly.
Feel free to ignore all these "I would prefer", I know they are not objectively better solutions, just personal preferences.
I might wait before playing more, hoping you will at some point get the time to work on this again and potentially find a fix for the jobs that can't learn skills.
A pity about the bugs on Bishop and Alchemist, unable to learn abilities, with the jobs showing as "Mastered". I can see a third bangaa class that I haven't unlocked is also affected.
I'm not personally a fan of the concept changes on the jobs (space mage, beastmaster>geomancer, mistwalker, merchant, etc) since I believe even if left as their original concepts they could have been balanced out (while potentially getting different weapons or skillsets if needed), but then again, that's personal taste whether or not certain game concepts should stay closer to vanilla in a mod like this.
I did still have some frustrations that I have with vanilla in the early game. For example the nu mou getting "stuck" with no abilities to learn early on and just 2/3 jobs available for some time, while others all have some jobs and/or equipment combination that will let them keep learning abilities and switch jobs around. I would prefer a better selection of abilities to choose at the very start of the game, and easier requirements to unlock some initial advanced jobs (just to have a selection of like at least 4 or 5 jobs that are easily available early for every race).
Money also feels a little tight early on (and I imagine, as usual, it'll feel infinite later on), so I would prefer an "exponential" growth on equipment prices, with early equips being very cheap, mid equipment prices being still kinda cheap, and then later stuff and endgame stuff getting immensely expensive kinda suddenly.
Feel free to ignore all these "I would prefer", I know they are not objectively better solutions, just personal preferences.
I might wait before playing more, hoping you will at some point get the time to work on this again and potentially find a fix for the jobs that can't learn skills.