I just finished Midlight's Deep, so I guess I finished most of the content. So, feedback!
Overall, I really enjoyed the rebalancing of the game. I tried FFT 1.3 years ago and it was just way too frustrating to play (got to chapter 4 and just quit). I don't like grinding either, and FFT KO was very playable just going through the required missions and collecting crystals to supplement spending JP. I only grinded during my Midlight's Deep runs to get a few out-of-the-way skills like Fly and Swiftness.
Here are the specific things I liked:
* Improving effectiveness of buffs/debuffs. Really changed which secondary skills I set.
* Placing of new generics instead of Knights and Archers everywhere. Gotta admit, it was probably a bit easier without the Archers, but it was more interesting.
* Placing rare steal-able items on enemies of battles that would otherwise be too easy (ex. Celia/Lede battles, Knights Templar battles)
* Quality of life changes: 100% move-find item, 1 day propositions, etc. Shame the other PSX changes are difficult to move here!
Here are some bugs I encountered:
* As previously mentioned, Balthier's Sky Pirate steal commands are not ranged (except Steal Heart, which is always ranged).
* Barrage is learnable by Mustadio's Engineer class, not Balthier's Sky Pirate class. (Not sure if intentional?)
* Grand Armor has Initial: Reflect, not Initial: Reraise. Armor description says Reraise, but actual gameplay uses Reflect.
* On several items, the text trails off past the text box borders. (ex. Sage's Robe, others)
* Meliadoul's Divine Knight class has Innate: Poach? (Maybe it is intentional?) Not in her class text, but she poaches anything she kills.
* Related to above, several classes "select button" descriptions do not show what Innates they have.
* Contrary to patch notes, Move+3 is still on Cloud's Soldier class and the Dark Knight class. Jump+3 is also on Dark Knight.
* Brave Story IV seems to have the wrong enemies. It doesn't have Cuchulainn and Elibus. It only has the Malboros and Undead Knights. Some other missions are missing some generics, but at least have the special NPCs present.
* A few "end game" items like Acacia Hat and Onion Gloves came equipped on NPCs that joined. Once again, not sure if it was intended it or they just ended up with them equipped because of the item swapping to get the multiplayer items in.
* Orlandeau's dismissal text just shows "x".
* Enemy Archers and Ninjas during the Aliste battle kept trying to shoot/throw at my units from the roof of the castle. But the hit rate was 0% because of the way the roof is designed, so nothing ever hit.
And here are some suggestions/random thoughts:
* In addition to the slowdown patch, the un-stretch patch would be nice. (I played with the livepatch version applied)
* Have the same growth rates across all classes. I never liked thinking I could have "ruined" a good character if I left them in a certain class for too long. I think FFT+ or FFT Complete opts for this, forget which one.
* Have Iaido never break katanas. This wouldn't be too crazy for Midlight's Deep, as the multiplayer modes in the original PSP version let you break/throw items as much as you wanted.
* Patch notes for all the Treasure Hunter changes would be nice!
* Make every NPC join with Phoenix Down and Safeguard learned. Got a little annoyed with having to reclass them to Chemist just to learn these two skills.
* Rapha feels too OP. Not sure about Marach (didn't use him). But all her skills being instant, hitting 1-10 times, and with a greater chance on hitting the target tile... she one-shotted so many end game enemies. She isn't affected as much by Soulbind either, since Soulbind only triggers based on the very last damage amount, not the total damage amount. Plus being female, she gets access to Chantage, Ribbon, etc.
* Not sure how I feel about Cloud. Only Braver/Cross-Slash/Omnislash were viable skills. Everything else was too weak. Climhazzard would be better with a better hit %, range, and/or speed. Reason being, if I'm already that close to a mage, I might as well just kill them with a physical attack. Anyway, even with just those 3 skills though, Cloud felt a little OP. Move+3 and Swiftness, he just wrecked everything... with the exception of the last few floors of Midlight's Deep.
Probably have more thoughts, but it's getting late. Would love to hear what changes you have planned for future patches, if any! And once again, thank you for your hard work on this!
Overall, I really enjoyed the rebalancing of the game. I tried FFT 1.3 years ago and it was just way too frustrating to play (got to chapter 4 and just quit). I don't like grinding either, and FFT KO was very playable just going through the required missions and collecting crystals to supplement spending JP. I only grinded during my Midlight's Deep runs to get a few out-of-the-way skills like Fly and Swiftness.
Here are the specific things I liked:
* Improving effectiveness of buffs/debuffs. Really changed which secondary skills I set.
* Placing of new generics instead of Knights and Archers everywhere. Gotta admit, it was probably a bit easier without the Archers, but it was more interesting.
* Placing rare steal-able items on enemies of battles that would otherwise be too easy (ex. Celia/Lede battles, Knights Templar battles)
* Quality of life changes: 100% move-find item, 1 day propositions, etc. Shame the other PSX changes are difficult to move here!
Here are some bugs I encountered:
* As previously mentioned, Balthier's Sky Pirate steal commands are not ranged (except Steal Heart, which is always ranged).
* Barrage is learnable by Mustadio's Engineer class, not Balthier's Sky Pirate class. (Not sure if intentional?)
* Grand Armor has Initial: Reflect, not Initial: Reraise. Armor description says Reraise, but actual gameplay uses Reflect.
* On several items, the text trails off past the text box borders. (ex. Sage's Robe, others)
* Meliadoul's Divine Knight class has Innate: Poach? (Maybe it is intentional?) Not in her class text, but she poaches anything she kills.
* Related to above, several classes "select button" descriptions do not show what Innates they have.
* Contrary to patch notes, Move+3 is still on Cloud's Soldier class and the Dark Knight class. Jump+3 is also on Dark Knight.
* Brave Story IV seems to have the wrong enemies. It doesn't have Cuchulainn and Elibus. It only has the Malboros and Undead Knights. Some other missions are missing some generics, but at least have the special NPCs present.
* A few "end game" items like Acacia Hat and Onion Gloves came equipped on NPCs that joined. Once again, not sure if it was intended it or they just ended up with them equipped because of the item swapping to get the multiplayer items in.
* Orlandeau's dismissal text just shows "x".
* Enemy Archers and Ninjas during the Aliste battle kept trying to shoot/throw at my units from the roof of the castle. But the hit rate was 0% because of the way the roof is designed, so nothing ever hit.
And here are some suggestions/random thoughts:
* In addition to the slowdown patch, the un-stretch patch would be nice. (I played with the livepatch version applied)
* Have the same growth rates across all classes. I never liked thinking I could have "ruined" a good character if I left them in a certain class for too long. I think FFT+ or FFT Complete opts for this, forget which one.
* Have Iaido never break katanas. This wouldn't be too crazy for Midlight's Deep, as the multiplayer modes in the original PSP version let you break/throw items as much as you wanted.
* Patch notes for all the Treasure Hunter changes would be nice!
* Make every NPC join with Phoenix Down and Safeguard learned. Got a little annoyed with having to reclass them to Chemist just to learn these two skills.
* Rapha feels too OP. Not sure about Marach (didn't use him). But all her skills being instant, hitting 1-10 times, and with a greater chance on hitting the target tile... she one-shotted so many end game enemies. She isn't affected as much by Soulbind either, since Soulbind only triggers based on the very last damage amount, not the total damage amount. Plus being female, she gets access to Chantage, Ribbon, etc.
* Not sure how I feel about Cloud. Only Braver/Cross-Slash/Omnislash were viable skills. Everything else was too weak. Climhazzard would be better with a better hit %, range, and/or speed. Reason being, if I'm already that close to a mage, I might as well just kill them with a physical attack. Anyway, even with just those 3 skills though, Cloud felt a little OP. Move+3 and Swiftness, he just wrecked everything... with the exception of the last few floors of Midlight's Deep.
Probably have more thoughts, but it's getting late. Would love to hear what changes you have planned for future patches, if any! And once again, thank you for your hard work on this!