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FFTA Long Night 0.64 release!

Started by dck, February 21, 2016, 09:19:33 am

dck

February 21, 2016, 09:19:33 am Last Edit: October 02, 2023, 07:57:02 am by dck
FFTA Long Night is after a long time ready to be played! Although the endgame will be developed at a later patch, the current 0.6 allows access to all the new jobs, abilities and 70% of the game's (all new) encounters!

Here is a general changelog so you know what to expect going in:
  • Reworked jobs: Every job has been changed to keep it as an actual option both for player and AI. The list at the bottom has the detailed changes.
  • Heavily reworked skills: Thunder/fire/ice may be a staple but there were too many skills that did almost nothing other than dealing damage of X flavor. Not everything needs to be a special snowflake and skills aren't changed willy-nilly, but all of them have been looked at and the majority have been modified.
  • Reworked stats: Each race has a shared starting point regardless of job, allowing to swap starting characters to different roles without massive losses in usability. Stats have been scaled down to allow a higher ceiling of endgame fights, without having a real effect on most general encounters. Speed and EV are completely gear driven.
  • No APs: Units master skills upon wielding the item that grants them, although some in particular will never be mastered at all- this allows for broken concepts like double weapon to still be used without enabling ridiculous scenarios. This also allows for more creative formation design that doesn't punish the player by having him do a thousand deployment missions.
  • No job prerequisites: A part of the formation rework demands for the player to be able to expand pronto, and following the secondary reason for the AP removal there was no need for this to remain.
  • No laws: While a decent concept, laws worked against the variety this hack aims to provide and have been removed.
  • Redone gear: Body armor has core values such as EV and speed that make for the bulk of those stats on a character- this of course varies between the three main types, that provide very different levels of defense themselves. Weapon have also been greatly changed, however these are self-explanatory in-game.
    All enemies scale up to your highest level dude. A basic change that was very much needed.[/li]
  • There are four types of combos that have perfect accuracy and cover different ranges, relevant to which class uses them. Combos can never be mastered, and mythril weapons, while weak overall, offer otherwise very rare modifiers to movement and improve positioning in general as to facilitate the combos themselves. The idea is that solving a battle through combos is a conscious commitment that is actually viable, as opposed to an option to randomly deal 999 damage to something because two units happened to be in range and you remembered you had some JPs.
  • MP management: Most skills cost MP and it does not regenerate during fights. There's plenty of skills to help with this, but there's also a bunch that attack enemy MP, as MP damage can now be relevant.
  • Formations redone to a much higher standard of threat. There's still a progression, but since the player has access to more skills and jobs, he can deal with stronger opposition earlier.

As of 0.64, all content unlocked up to story mission 15 is available. Since at that point the player gains access to all character abilities and the best shop gear, there was actually room for a bunch of endgame-ish content too.
The remaining part of the game will differ even further from vanilla, so updates from this version will probably take a while as I work on the unique classes and experiment in general.

Known bugs:
  • Water Veil appears to crash in certain circumstances when using VBA 1.7.2. Using https://mgba.io/ is recommended since there are no known crashes with it.
  • If you manage to get a law card somehow, there's a nonzero chance reading its description will crash the game. However these shouldn't be available anywhere except one type at Ezel's, where nothing should happen.
  • Balms, potions and ambrosia do not consume the item upon usage.
  • Marche starts out with a combo already equipped.
Not bugs:
  • Relics cannot be obtained by players, the item type meant to be enemy only.
  • No clan skill experience can be gained.
  • Certain deployment missions have a combat skill requirement, this is to maintain save compatibility and keep them from completion until later versions when they are set up as battle missions.
  • The "random" skills starting characters know are actually all the skills they could learn swapping starting gear.


NOTE: None of this would've been possible without the outstanding work by bcrobert, Darthatron and TFergusson. The amount of information unearthed, organized and made readily available helped greatly when getting to understand just how exactly to get things done.

NOTE2: This hack started based off the first one I played called FFTA X, the influence of X is still visible in the Shaman, Cultist and Zealot, whose core concepts are maintained and expanded as they are both simple and ingenious.

Skill list:
Soldier
  • First Aid: 12 MP, self only, single target. Removes debuffs and high healing based on attack.
  • Mightbreak: 12 MP, range 3, single target. Reduces attack and power.
  • Magicbreak: 12 MP, range 3, single target. 1x weapon damage dealt to MP.
  • Speedbreak: 24 MP, range 3, single target. Delay target.
  • Lifebreak: 36 MP, range 3, single target. Deals missing HP as dark damage.
  • Mug: 24 MP, range 3, single target. 1x weapon damage and steal gil.
  • Provoke: 24 MP, hits surrounding enemies. Causes berserk.
  • Revive: 24 MP, range 1, single KO target. Revives unit with 50% HP.
  • Shieldbearer: Enables shield usage regardless of job.
  • Melee Combo: 1 tile range, adds 15% final damage multiplier if participating.
Paladin
  • Kyrie: 0 MP, range 3, single target. Cleanse undead, dazes those that can't be cleansed.
  • Consecrate: 0 MP, range 1, single target. 100% accuracy, removes fallen unit from fight.
  • Nurse: 12 MP, hits surrounding units. Removes debuffs and high healing based on attack.
  • Defense: 24 MP, range 3, single humanoid target. Adds defense, protect and shell, decaying over several turns.
  • Cover: 12 MP, range 3, single target. Takes damage in place of target until caster's next turn.
  • Prayer: 36 MP, range 2, single target. Deals high holy damage based on attack and dispels beneficial status.
  • Saint Cross: 48 MP, hits surrounding units. Heals non-undead for a medium amount and adds reraise, damages undead.
  • Holy Blade: 48 MP, range 1, single target. Deals 2x weapon damage with holy element.
  • Counter: Counter attacks after being attacked with a weapon.
  • Weapon Def+: Reduces physical damage taken by 40%.
  • Melee Combo: 1 tile range, adds 15% final damage multiplier if participating.
Fighter
  • Rush: 12 MP, range 1, single target. Deals 0.5x weapon damage with 100% accuracy and pushes target back on impact.
  • Blitz: 12 MP, range 1, single target. Deals 0.5x weapon damage with 100% accuracy and ignores reaction ability.
  • Wild Swing: 12 MP, hits surrounding units. Deals 0.5x weapon damage.
  • Beatdown: 24 MP, range 1, single target. Deals 0.5x weapon damage and disables on impact.
  • Far First: 12 MP, range 4, 5 tiles AoE. Deals light damage based on attack.
  • Backdraft: 12 MP, range 1, single target. Deals very high fire damage based on attack with 25% recoil damage.
  • Shockwave: 24 MP, 4 tiles cone. Deals medium earth damage based on attack with 50% less accuracy and immobilizes on impact.
  • Air Render: 24 MP, range 3, single target. Deals medium wind damage based on attack to hp and mp.
  • Bonecrusher: Cannot be mastered. Deals 1.5x damage after being hit with a weapon.
  • Last Berserk: Gain berserk when reaching critical health.
  • Doublehand: Increases damage of normal attack by 20% while holding a one-handed weapon.
  • Melee Combo: 1 tile range, adds 15% final damage multiplier if participating.
Duelist (human and moguri)
  • Draw Weapon: 0 MP, self only. Draws weapon or switches current (weapon needs to be equipped in slot 1).
  • Disarm: 24 MP, range 1, single humanoid target. Deals 0.5x weapon damage and disarms target on impact.
  • Destabilize: 24 MP, range 1, single target. Deals 0.5x weapon damage and reduce target's evasion to 0 on impact.
  • Dirty Fighting: 24 MP, range 1, single target. Deals 1x weapon damage and poisons on impact. Ignores reaction skills.
  • Dagger: 24 MP, range 3, single target. Deals light damage based on attack and disables on impact.
  • Throw Sand: 36 MP, 4 tiles cone. Deals light earth damage based attack and blinds target, 100% accuracy with eye contact, 0% otherwise.
  • Force Guard: 36 MP, range 1, single humanoid target. Deals 0.5x weapon damage with 100% accuracy, causing expert guard status and delaying target.
  • Lunge: 48 MP, range 1, single target. Deals 1x weapon damage and grants the user another turn upon impact, 50% less accuracy.
  • Coup de Grace: 0 MP, weapon range, single target. Deals 0.5x weapon damage and get 10 JP on a killing blow.
  • Counter: Counter attacks after being attacked with a weapon.
  • Ambidexterity: Cannot be mastered. Allows using two weapons.
  • Melee Combo: 1 tile range, adds 15% final damage multiplier if participating.
Shaman
  • Water Veil: 24 MP, full line targeting. Deals medium water damage based on power and silences on impact.
  • Earth Veil: 24 MP, full line targeting. Deals medium earth damage based on power and delays on impact.
  • Fire Veil: 24 MP, full line targeting. Deals medium fire damage based on power and confuses on impact.
  • Frigid Chain: 12 MP, hits surrounding units. Deals light ice damage based on power and stops on impact.
  • Blight: 12 MP, hits surrounding units. Deals medium dark damage based on power and poisons on impact.
  • Oblivion: 48 MP, hits surrounding units. Deals high damage based on power and addles on impact.
  • Mana Vein: 0 MP, self only. Fully recover MP, but become immovilized and dazed, reducing evasion to 0 and delaying next turn.
  • Damage > MP: Incoming damage is directed to MP instead of HP, so long as there is any MP left.
  • Magic Pow+: Increases magical damage by 20%.
  • Magick Combo: 6 tile range, adds 5% final damage multiplier if participating.
White Mage (human, nu mou and viera)
  • Cure: 12 MP, range 4, 5 tiles AoE. Heals a high amount of hp based on power, deals extreme holy damage undead.
  • Cura: 36 MP, range 5, single target. Heals a very high amount of hp based on power, deals massive holy damage to undead.
  • Esuna: 24 MP, range 3, 5 tiles AoE. Cancel debuffs.
  • Life: 24 MP, range 3, single target. Revive target with 50% HP, deals extreme holy damage to undead.
  • Full Life: 36 MP, range 4, single target. Revive target with 100% HP, deals massive holy damage to undead.
  • Auto-Life: 36 MP, range 4, single target. Add reraise to target.
  • Shell: 24 MP, range 4, 13 tiles AoE. Add shell to targets.
  • Protect: 24 MP, range 4, 13 tiles AoE. Add protect to targets.
  • Holy: 36 MP, range 3, 5 tiles AoE. Deals medium holy damage based on power.
  • Turbo MP: Increases damage of any ability with MP cost by 30%, doubles MP cost.
  • Magick Combo: 6 tile range, adds 5% final damage multiplier if participating.
Black Mage (human, nu mou and moguri)
  • Fire: 12 MP, range 3, 5 tiles AoE. Deals medium fire damage based on power.
  • Fira: 36 MP, range 4, single target. Deals high fire damage based on power.
  • Thunder: 12 MP, range 3, 5 tiles AoE. Deals medium lightning damage based on power.
  • Thundara: 36 MP, range 4, single target. Deals high lightning damage based on power.
  • Blizzard: 12 MP, range 3, 5 tiles AoE. Deals medium ice damage based on power.
  • Blizzara: 36 MP, range 4, single target. Deals high ice damage based on power.
  • Aspir: 0 MP, range 4, single target. Deals medium damage to MP and drains it to caster.
  • Mana Infusion: 1 MP, range 4, single target. Transfers MP from caster to target, up to target's current MP.
  • Matra Magic: 36 MP, range 3, single target. Swap target's MP and HP.
  • Return Magic: Returns offensive magic, spell still costs MP.
  • Half MP: Halves cost of all abilities.
  • Magick Combo: 6 tile range, adds 5% final damage multiplier if participating.
Zealot (human and nu mou)
  • Simmer: 0 MP, range 4, single target and caster. Deals 0.5x weapon fire damage and reduces defense and resistance on impact, caster is struck only by damage component.
  • Sky-Fury: 0 MP, range 4, single target and caster. Deals 0.5x weapon lightning damage and inflicts berserk on impact, caster is struck only by damage component.
  • Hoarfrost: 0 MP, range 4, single target and caster. Deals 0.5x weapon ice damage and inflicts slow on impact, caster is struck only by damage component.
  • Quell: 12 MP, range 4, single target and caster. 100% accuracy, dispels both targets.
  • Maledict: 12 MP, range 4, single target and caster. 100% accuracy, damages both targets equal to the user's HP.
  • Reckoning: 12 MP, range 4, single target and caster. 100% accuracy, damages both targets equal to the user's missing HP.
  • Permanence: 12 MP, self only. Use 25% current HP to gain expert guard and astra.
  • Tenacity: 12 MP, self only. Use 25% current HP to gain haste and regen.
  • Absorb MP: Adds the cost of any offensive ability that hits this unit to its MP pool.
  • Concentrate: Increases accuracy by 20%.
  • Melee Combo: 1 tile range, adds 15% final damage multiplier if participating.
Onion Knight
  • Draw Weapon: 0 MP, self only. Draws weapon or switches current (weapon needs to be equipped in slot 1).
  • Melee Combo: 1 tile range, adds 15% final damage multiplier if participating.
Archer (human and viera)
  • Burial: 0 MP, weapon range, single target. 100% accuracy, removes fallen unit from fight.
  • Boost: 0 MP, self only. Next weapon attack does 50% more damage.
  • Take Aim: 12 MP, weapon range. Deals 0.5x weapon damage with 100% accuracy.
  • Aim: Legs: 12 MP, weapon range. Immobilizes target.
  • Phase Arrow: 24 MP, weapon range. Deals 1x weapon damage, on hit dispels and applies reflect on target.
  • Aim: Arm: 24 MP, weapon range. Disables target.
  • Blackout: 24 MP, weapon range. Blinds target.
  • Cupid: 36 MP, weapon range. Charms target.
  • Counter: Counter attacks after being attacked with a weapon.
  • Weapon Atk+: Increases physical damage by 20%.
  • Arrow Combo: 4 tile range, adds 10% final damage multiplier if participating.
Hunter
  • Remedy: 0 MP, range 2. Removes debuffs from target.
  • Capture: 0 MP, weapon range. Captures monster. New less ridiculous formula.
  • Advice: 12 MP, range 2. Improves critical rate of target.
  • Addle: 24 MP, weapon range. Addles monster.
  • Sonic Boom: 24 MP, range 6, 5 tiles AoE. Deals medium damage based on attack and adds confuse to monsters on impact.
  • Sidewinder: 36 MP, weapon range, single target. Deals very high damage based on attack to monsters, and medium damage to non-monsters.
  • Mark: 36 MP, weapon range, single target. Dazes target, reducing evasion to 0 and delaying next turn. Requires a bow.
  • Coup de Grace: 0 MP, weapon range, single target. Deals 0.5x weapon damage and get 10 JP on a killing blow.
  • Ultima Shot: 60 MP, weapon range, single target. Deals 2x weapon damage.
  • Auto-Regen: Gain auto-regen after taking damage.
  • Concentrate: Increases accuracy by 20%.-
  • Remote Combo: 5 tile range, adds 5% final damage multiplier if participating.
Warrior
  • First Aid: 0 MP, self only, single target. Removes debuffs and high healing based on attack.
  • Mightbreak: 12 MP, range 3, single target. Reduces attack and power.
  • Magicbreak: 12 MP, range 3, single target. 1x weapon damage dealt to MP.
  • Speedbreak: 24 MP, range 3, single target. Delay target.
  • Lifebreak: 36 MP, range 3, single target. Deals missing HP as dark damage.
  • Body Slam: 24 MP, range 1, single target. Deals medium damage based on attack and immobilizes target on impact, caster suffers 25% recoil damage.
  • One of Many: 36 MP, weapon range, single target. Deals 1x weapon damage and boosts caster on impact.
  • Downsize: 36 MP, weapon range, single target. Halves target's current HP, 50% normal accuracy.
  • Auto-Regen: Gain auto-regen after taking damage.
  • Shieldbearer: Enables shield usage regardless of job.
  • Melee Combo: 1 tile range, adds 15% final damage multiplier if participating.
Dragoon
  • Wyrmtamer: 0 MP, range 5, single target. 50% chance of taming or enraging dragon, who takes action immediately (regardless of outcome).
  • Wyrmkiller: 0 MP, weapon range, single target. Deals 2x weapon damage to dragons and 1x to non-dragons, dragon goes berserk.
  • Jump: 24 MP, range 6, single target. Deals 1x weapon damage. Requires spear.
  • Lancet: 24 MP, range 1, single target. Deals medium damage based on attack, heals caster for the same amount.
  • Fire Breath: 12 MP, 9 tiles cone. Deals medium fire damage based on power.
  • Lightning Breath: 12 MP, 9 tiles cone. Deals medium lightning damage based on power.
  • Ice Breath: 12 MP, 9 tiles cone. Deals medium ice damage based on power.
  • Bangaa Cry: 24 MP, 9 tiles cone. Deals insignificant damage with 100% accuracy, targets go berserk.
  • Dragonheart: Gain reraise upon reaching critical health.
  • Melee Combo: 1 tile range, adds 15% final damage multiplier if participating.
Defender
  • Draw Weapon: 0 MP, self only. Draws weapon or switches current (weapon needs to be equipped in slot 1).
  • Drop Weapon: 0 MP, range 1, single humanoid target. Disarms target.
  • Respite: 12 MP, self only. Unit falls asleep, gaining regen and auto-life.
  • Expert Guard: 12 MP, range 3, single humanoid target. Target takes no damage until its next turn.
  • Reflect: 24 MP, hits self and surrounding units. Reflects basic color magic and nullifies screen-wide ones.
  • Tremor: 12 MP, hits surrounding units. Deals 0.5x weapon damage with 100% accuracy, knocks back on impact.
  • Mow Down: 36 MP, hits 12 surrounding units. Deals 1x weapon damage, but dazes self, reducing own evasion to 0 and delaying next turn.
  • Meltdown: 0 MP, hits surrounding units. Deal damage equal to own hp, then kill self.
  • Last Berserk: Gain berserk when reaching critical health.
  • Concentrate: Increases accuracy by 20%.
  • Melee Combo: 1 tile range, adds 15% final damage multiplier if participating.
Gladiator
  • Rush: 12 MP, range 1, single target. Deals 0.5x weapon damage with 100% accuracy and pushes target back on impact.
  • Blitz: 12 MP, range 1, single target. Deals 0.5x weapon damage with 100% accuracy and ignores reaction ability.
  • Wild Swing: 12 MP, hits surrounding units. Deals 0.5x weapon damage.
  • Beatdown: 24 MP, range 1, single target. Deals 0.5x weapon damage and disables on impact.
  • Fire Sword: 12 MP, range 2, single target. Deal medium fire damage based on attack.
  • Bolt Sword: 12 MP, range 2, single target. Deal medium lightning damage based on attack.
  • Ice Sword: 12 MP, range 2, single target. Deal medium ice damage based on attack.
  • Ultima Sword: 60 MP, range 2, single target. Deal massive damage based on attack.
  • Bonecrusher: Cannot be mastered. Deals 1.5x damage after being hit with a weapon.
  • Doublehand: Increases damage of normal attack by 20% while holding a one-handed weapon.
  • Melee Combo: 1 tile range, adds 15% final damage multiplier if participating.
White Monk
  • Iron Will: 0 MP, self only. Removes debuffs and heal HP equal to caster's current MP.
  • Whirlwind: 12 MP, hits surrounding units. Deals medium damage based on attack.
  • Pummel: 12 MP, range 2, single target. Deals medium damage based on attack.
  • Chokehold: 24 MP, range 1, single target. Deals insignificant damage, upon impact removes buffs/debuffs/undead and briefly renders unit unconscious, delaying it.
  • Pressure Point: 24 MP, range 1, single target. Randomly apply one of blind, immobilize, disable, berserk or reduce to 1 hp.
  • Jawbreaker: 36 MP, range 1, single target. Deals 1x weapon damage and apply silence on impact.
  • Backbreaker: 36 MP, range 1, single target. Deals massive damage based on attack with 50% of normal accuracy, caster becomes immobilized upon missing.
  • Vital Impact: 48 MP, range 2, single target. Deals damage equal to caster's current hp, caster takes 25% recoil damage.
  • Counter: Counter attacks after being attacked with a weapon.
  • Ambidexterity: Cannot be mastered. Allows using two weapons.
  • Martial Combo: 2 tiles range, adds 12% final damage multiplier if participating.
Bishop
  • Consecrate: 0 MP, range 1, single target. 100% accuracy, removes fallen unit from fight.
  • Holy Sign: 12 MP, range 3, single target. 100% accuracy, removes buffs, debuffs and the undead taint from target.
  • Grace: 24 MP, range 3, single target. Increases defense and resistance, adds astra.
  • Zeal: 24 MP, range 3, single target. Increases attack and power, hastes target.
  • Plague: 36 MP, range 2, 5 tiles AoE. Deals high damage based on power, and adds poison on impact.
  • Smite: 36 MP, range 3, single target. Deals high damage based on power with 100% accuracy.
  • Sanctus: 48 MP, 9 tiles cone. Deals high holy damage based on power.
  • Martyrdom: 0 MP, range 3, single target. Can only hit when caster is under 10 hp. Deals 90% of target's current hp and dazes him, reducing his evasion to 0 and delaying next turn.
  • Return Magic: Returns offensive magic, spell still costs MP.
  • Half MP: Halves cost of all abilities.
  • Magick Combo: 6 tile range, adds 5% final damage multiplier if participating.
Templar
  • Astra: 12 MP, range 4, 5 tiles AoE. Adds immunity to next status effect.
  • Silence: 12 MP, range 4, 5 tiles AoE. Impedes spellcasting on targets.
  • Haste: 12 MP, range 4, single target. Doubles target's speed.
  • Rasp: 24 MP, range 4, 5 tiles AoE. Deals medium damage to MP based on attack.
  • Adversity: 24 MP, range 4, single target. Lowers weapon attack and user gains boost.
  • Intercession: 36 MP, three tiles in front of user. Deals high fire damage based on power, healing user with the last strike.
  • Warcry: 36 MP, hits surrounding units. Hastebreaks targets, slowing normal speed and stopping hasted ones.
  • Damnation: 48 MP, hits surrounding units. Deals high dark damage based on attack with 100% accuracy and lowers defense and resistance.
  • Absorb MP: Adds the cost of any offensive ability that hits this unit to its MP pool.
  • Weapon Atk+: Increases physical damage by 20%.
  • Melee Combo: 1 tile range, adds 15% final damage multiplier if participating.
Psion (nu mou and moguri)
  • Haste: 12 MP, range 4, single target. Doubles target's speed.
  • Slow: 12 MP, range 4, single target. Halves target's speed.
  • Quicken: 36 MP, range 3, single target. Target acts immediately.
  • Stop: 36 MP, range 3, single target. Target cannot act.
  • Shatter Mind: 36 MP, range 2, single target. Lowers target's power, resistance and confuses him.
  • Demi: 48 MP, range 3, single target. Deals 50% of target's current hp, with 50% of normal accuracy.
  • Gift of Life: 0 MP, range 2, single target. Pay 90% current HP to heal target fully and remove debuffs.
  • Mana Storm: 0 MP, hits 12 surrounding enemy units. Deal damage equal to caster's current MP, consume all MP.
  • Last Haste: Gain haste upon reaching critical health.
  • Magick Combo: 6 tile range, adds 5% final damage multiplier if participating.
Alchemist
  • Astra: 12 MP, range 4, 5 tiles AoE. Adds immunity to next status effect.
  • Contagion: 12 MP, range 4, 13 tiles AoE. Poison targets.
  • Drain: 24 MP, range 4, single target. Deals medium dark damage based on power, drain it as health for caster.
  • Aero: 24 MP, range 3, 5 tiles AoE. Deals medium wind damage based on power.
  • Water: 36 MP, range 4, single target. Deals high water damage.
  • Seal Magick: 36 MP, range 4, single target. Deals high MP damage, silence target on impact.
  • Overchannel: 0 MP, self only. Fully recover MP 50% of the time, lose all of it the other 50%.
  • Damage > MP: Incoming damage is directed to MP instead of HP, so long as there is any MP left.
  • Turbo MP: Increases damage of any ability with MP cost by 30%, doubles MP cost.-
  • Magick Combo: 6 tile range, adds 5% final damage multiplier if participating.
Forest Ranger
  • Burial: 0 MP, weapon range, single target. 100% accuracy, removes fallen unit from fight.
  • Sylvan Pact: 0 MP, range 1, single target. Addle self in order to tame a monster with 100% accuracy. Monster takes action immediately.
  • Offer Rest: 12 MP, range 4, single target. Immobilize target and self with 100% accuracy.
  • Offer Truce: 12 MP, range 4, single target. Disable target and self with 100% accuracy.
  • Illude: 12 MP, range 4, single monster target. Put target in hibernation and delay him.
  • Conceal: 12 MP, self only. Become invisible until next action.
  • Boldness: 24 MP, range 4. Increase attack and power, next attack does 50% more damage.
  • Regrowth: 48 MP, range 1, single target. Resurrect unit with 100% HP, 100% MP and astra.
  • Counter: Counter attacks after being attacked with a weapon.
  • Weapon Def+: Reduces physical damage taken by 40%.
  • Arrow Combo: 4 tile range, adds 10% final damage multiplier if participating.
Dream Strider
  • Alacrity: 0 MP, self only. Silence self, take next action immediately.
  • Mind Fortress: 0 MP, self only. Dispel self, add shell and protect.
  • Trance of Ire: 0 MP, self only. Berserk self, take next action immediately.
  • Overpower: 36 MP, weapon range, single target. Deals 1x weapon damage, shifts resistances on impact.
  • Stare: 24 MP, line of 3 tiles. Confuses targets, 100% accuracy with eye contact, 0% without.
  • Devil Gaze: 24 MP, line of 3 tiles. Blinds and silences targets, 100% accuracy with eye contact, 0% without.
  • Enthrall: 36 MP, line of 3 tiles. Does 1x weapon MP damage and charms targets, 100% accuracy with eye contact, 0% without.
  • Great Slumber: 36 MP, line of 3 tiles. Puts targets asleep and delays them, 100% accuracy with eye contact, 0% without.
  • Counter: Counter attacks after being attacked with a weapon.
  • Doublehand: Increases damage of normal attack by 20% while holding a one-handed weapon.-
  • Melee Combo: 1 tile range, adds 15% final damage multiplier if participating.
Professor
  • Blank Slate: 24 MP, full map. Dazes every unit on the map, reducing evasion to 0, and resetting turn order.
  • Normalize: 24 MP, full map. Cancel buffs, debuffs and undead from every unit.
  • Acuity: 24 MP, full map. Increase power and attack of every unit.
  • Zero Division: 36 MP, full map. Confuse, poison and add random status effects to every unit.
  • Addition: 48 MP, hits 12 surrounding enemy units. Heals caster for 50% of his current HP, then deal it as damage to surrounding enemies.
  • Subtraction: 48 MP, hits 12 surrounding friendly units. Damages caster for 50% of his current HP, then heal allies for the same amount.
  • Mana Conduit: 48 MP, hits 12 surrounding friendly units. Damages caster for 25% of his current HP, recovers the same amount of MP to allies in range.
  • Ultima Blow: 60 MP, range 1, single target. Deals massive damage based on power.
  • Weapon Def+: Reduces physical damage taken by 40%.-
  • Shieldbearer: Enables shield usage regardless of job.
  • Magick Combo: 6 tile range, adds 5% final damage multiplier if participating.
Paragon
  • Draw Weapon: 0 MP, self only. Draws weapon or switches current (weapon needs to be equipped in slot 1).
  • Proper Form: 0 MP, self only. Increases defense.
  • Un, Deux!: 0 MP, range 1, single target. Deals two hits of 0.5x weapon damage, which ignore reaction abilities.
  • Trois...: 24MP, range 1, single target. Daze and reduce target's defense, lowering evasion to 0 and delaying next turn.
  • Quatre!: 36 MP, range 1, single target. Deals 2x weapon damage with 50% of normal accuracy, caster loses form (lowered defense) upon missing.
  • Swallowtail: 24 MP, hit 12 surrounding units. Deals 0.5x weapon damage.
  • Piercethrough: 24 MP, line of two tiles. Deals 1x weapon damage.
  • Nighthawk: 24 MP, range 3, single target. Deals 1x weapon damage.
  • Bonecrusher: Cannot be mastered. Deals 1.5x damage after being hit with a weapon.
  • Shieldbearer: Enables shield usage regardless of job.
  • Melee Combo: 1 tile range, adds 15% final damage multiplier if participating.
Elementalist
  • Earth Heal: 24 MP, range 6, single target. Heals a high amount based on power and adds regen to target, earth elemental.
  • Earth Spike: 0 MP, range 3, single target. Deals high earth damage based on power with 50% of normal accuracy.
  • White Flame: 24 MP, range 6, 5 tiles AoE. Heals a medium amount based on power and cleanses debuffs, fire elemental.
  • Combustion: 0 MP, range 3, single target. Deals high fire damage based on power with 50% of normal accuracy.
  • Shining Air: 24 MP, range 6, single target. Deals light wind damage based on power with 100% accuracy, confuses target.
  • Choking Mist: 0 MP, range 3, single target. Deals high wind damage based on power with 50% of normal accuracy.
  • Sliprain: 24 MP, range 6, single target. Deals light water damage based on power with 100% accuracy, silences target.
  • Tidal Surge: 0 MP, range 3, single target. Deals high water damage based on power with 50% of normal accuracy.
  • Magic Pow+: Increases magical damage by 20%.
  • Magick Combo: 6 tile range, adds 5% final damage multiplier if participating.
Red Mage
  • Firaga: 24 MP, full map. Deals light fire damage based on power to all enemies.
  • Thundaga: 24 MP, full map. Deals light lightning damage based on power to all enemies.
  • Blizzaga: 24 MP, full map. Deals light ice damage based on power to all enemies.
  • Barrier: 24 MP, hits self and surrounding units. Adds Protect and Shell status.
  • Reflect: 24 MP, hits self and surrounding units. Reflects basic color magic and nullifies screen-wide ones.
  • Infatuate: 36 MP, range 1, single humanoid target. Charms and dooms target, 100% accuracy with eye contact, 0% without.
  • Amnesia: 36 MP, range 1, single target. Addles target, 100% accuracy with eye contact, 0% without.
  • Double Attack: Casts two of any red spell.
  • Half MP: Halves cost of all abilities.
  • Magick Combo: 6 tile range, adds 5% final damage multiplier if participating.
Summoner (viera and moguri)
  • Ifrit: 24 MP, range 3, 13 tiles AoE. Deals medium fire damage based on power.
  • Ramuh: 24 MP, range 3, 13 tiles AoE. Deals medium lightning damage based on power.
  • Shiva: 24 MP, range 3, 13 tiles AoE. Deals medium ice damage based on power.
  • Searing Rain: 24 MP, range 3, 13 tiles AoE. Lowers defense and resistance of targets.
  • Swarm: 24 MP, range 4, single target. Deals medium dark damage based on power and poisons on impact.
  • Meteorite: 36 MP, range 4, single target. Deals high earth damage based on power.
  • Madeen: 36 MP, hits 12 surrounding units. Deals high holy damage based on power.
  • Chocobo Rush: 36 MP, full line targeting. Deals medium damage based on power.
  • Absorb MP: Adds the cost of any offensive ability that hits this unit to its MP pool.
  • Magick Combo: 6 tile range, adds 5% final damage multiplier if participating.
Black Monk
  • Block Pain: 12 MP, self only. Fully heal and haste self, at the price of doom.
  • Vulnerate: 12 MP, range 1, single target. Lowers defense.
  • Vile Claw: 24 MP, range 3, single target. Deals medium damage based on attack and poisons on impact.
  • Ether Talon: 24 MP, range 3, single target. Deals medium damage based on attack to MP and lowers power and resistance on impact.
  • Spirit Fang: 24 MP, range 2, single target. Deals medium damage based on attack and drains it as MP for the caster.
  • Ensnare: 24 MP, range 1, single target. Stops target.
  • Warp Strike: 36 MP, range 1. Deals 1x weapon damage and slows target.
  • Ultima Fist: 60 MP, range 1. Deals massive damage based on attack.
  • Ambidexterity: Cannot be mastered. Allows using two weapons.
  • Martial Combo: 2 tiles range, adds 12% final damage multiplier if participating.
Sniper
  • Study Prey: 0 MP, self only. Slow self to increase critical and gain 50% extra damage on next attack.
  • Taunt: 12 MP, weapon range, single target. Makes enemy go berserk.
  • Conceal: 12 MP, self only. Become invisible until next action.
  • Beso Toxico: 24 MP, weapon range, single target. Deals 1x damage and poisons on impact.
  • Mark: 36 MP, weapon range, single target. Dazes target, reducing evasion to 0 and delaying next turn. Requires a bow.
  • Doom Archer: 48 MP, weapon range, single target. Deals 2x weapon damage, but fully heals target's MP regardless of contact. Requires a bow.
  • Throw Sand: 36 MP, 4 tiles cone. Deals light earth damage based attack and blinds target, 100% accuracy with eye contact, 0% otherwise.
  • Overpower: 36 MP, weapon range, single target. Deals 1x weapon damage, shifts resistances on impact.
  • Concentrate: Increases accuracy by 20%.
  • Remote Combo: 5 tile range, adds 5% final damage multiplier if participating.
Mog Knight
  • Moon Spirit: 12 MP, self only, single target. Removes debuffs and high healing based on attack.
  • Battle Spirit: 0 MP, self only, single target. Adds defending and astra.
  • Drake Spirit: 0 MP, self only, single target. Morphs into a dragon.
  • Rush: 12 MP, range 1, single target. Deals 0.5x weapon damage with 100% accuracy and pushes target back on impact.
  • Blitz: 12 MP, range 1, single target. Deals 0.5x weapon damage with 100% accuracy and ignores reaction ability.
  • Wild Swing: 12 MP, hits surrounding units. Deals 0.5x weapon damage.
  • Mog Lance: 24 MP, range 3, single target. Deals 1x weapon damage.
  • Ultima Charge: 60 MP, range 1, single target. Deals 2x weapon damage.
  • Concentrate: Increases accuracy by 20%.
  • Shieldbearer: Enables shield usage regardless of job.
  • Melee Combo: 1 tile range, adds 15% final damage multiplier if participating.
Gunner
  • Desperado: 0 MP, self only. Swap HP and MP.
  • Gilshot: 12 MP, weapon range, single target. Deals 0.5x weapon damage with 100% accuracy.
  • Ethershot: 24 MP, weapon range, single target. Deals 1x weapon damage to HP and MP.
  • Fireshot: 24 MP, range 4, 5 tiles AoE. Deals medium fire damage based on attack.
  • Boltshot: 24 MP, line of 5 tiles. Deals medium lightning damage based on attack.
  • Iceshot: 24 MP, range 3, 13 tiles AoE. Deals medium ice damage based on attack.
  • Gravishot: 36 MP, weapon range, single target. Deals 25% of target's current HP with 100% accuracy.
  • Double Attack: Fire twice in one turn!
  • ???: Mystery support ability.
  • Bullet Combo: 3 tiles range, adds 10% final damage multiplier if participating.
Firebreather
  • Enthusiasm!: 24 MP, range 4, single target. Delay ally to take an instant action.
  • Exhaust: 24 MP, 4 tiles cone. Deals medium fire damage based on power and slows on impact.
  • Incandescence: 24 MP, range 1, single target. 100% accuracy, heats target's metal weapon to disarm, disable and deal medium fire damage. Cannot be used if weapon is not metal.
  • Cursed Flame: 36 MP, range 1, single target. Deals medium damage and shifts elemetal resistance on impact.
  • Mana Burn: 48 MP, range 1, single target. Uses power to deal HP damage up to target's current MP, may fall short without enough power.
  • Sunscorch: 48 MP, range 4, single target. Deals very high fire damage based on power.
  • Extinction: 48 MP, range 3, 13 tile AoE. Deals high fire damage based on power.
  • Rekindle: 0 MP, self only. 50% of the time fully heal up and get reraise, die the other 50%!
  • Damage > MP: Incoming damage is directed to MP instead of HP, so long as there is any MP left.
  • Magic Pow+: Increases magical damage by 20%.
  • Magick Combo: 6 tile range, adds 5% final damage multiplier if participating.
Cultist
  • Kyrie: 0 MP, range 3, single target. Cleanse undead, dazes those that can't be cleansed.
  • Undead: 0 MP, range 3, single humanoid target. Turn into undead with 100% accuracy.
  • Dark-Pact: 24 MP, range 3, single humanoid target. Removes target's undeath but charms him.
  • Drain: 24 MP, range 4, single target. Deals medium dark damage based on power and drains it as HP for the caster.
  • Grudge: 24 MP, hits 12 surrounding units. Deals dark damage equal to life lost, heals undead.
  • Ritual: 36 MP, hits 12 surrounding dead units. Resurrects every unit in range as an undead with 50% health and charms the hostiles.
  • Black Ingot: 36 MP, range 3, single humanoid target. Deals 30 damage and dooms on impact.
  • Sever Link: 36 MP, range 3, single humanoid target. Removes undeath from target, petrifying him.
  • Doublehand: Increases damage of normal attack by 20% while holding a one-handed weapon.-
  • Melee Combo: 1 tile range, adds 15% final damage multiplier if participating.
Cardcaptor (Ezel)
  • Fate of One: 0 MP, full map, single target. Selects one unit at random from any team, increases its stats, hastes it and grants an immediate turn.
  • Reversal Slash: 12 MP, line of 2 tiles. Reverses normal weapon damage and applies a random status effect on impact.*
    *Ezel now has his own unique spear, which heals instead of doing damage and has very high base stats.
  • Minor Fortuna: 24 MP, 12 surrounding friendly units. Grants astra and expert guard to self and allies.
  • Gambit: 36 MP, range 3, single target. 50% chance to fully heal or petrify the target.
  • Return Magic: Returns offensive magic, spell still costs MP.
  • Bonecrusher: Deals 1.5x damage after being hit with a weapon.
Runeseeker (Babus)
  • March Orders: 36 MP, 12 surrounding friendly units. Hastes self and allies.
  • Stillness: 36 MP, 12 surrounding enemy units. Slows enemies with 100% accuracy.
  • Shadowflare: 36 MP, range 4, single target. Deals high dark damage based on power.
  • Demi: 48 MP, range 3, single target. Deals 50% of target's current hp, with 50% of normal accuracy.
  • Return Magic: Returns offensive magic, spell still costs MP.
  • Bonecrusher: Deals 1.5x damage after being hit with a weapon.

Enemy skill list:
Famfrit
  • Breath of God: 24 MP, hits surrounding units. Deals medium damage based on power.
  • Lightspeed: 12 MP, range 1. Halves the unit's current hp with 100% accuracy, ignores reaction skill.
  • Slow: 12 MP, range 4, single target. Halves target's speed.
  • Reveal: Detects hidden units.
  • Bonecrusher: Deals 1.5x damage after being hit with a weapon.
Ultima
  • Logos 12 MP, range 3, single target. Dazes target with 100% accuracy, reducing evasion to 0 and delaying next turn, also lowers power and attack.*
    *Ultima crystals can only attack in melee and are accompanied by a team of slow but immensely strong humanoid golems.
  • Reveal: Detects hidden units.
Adrammelech
  • Solar Flare: 48 MP, range 4, single target. Deals very high fire damage based on power with 100% accuracy.
  • Soul Sphere: 0 MP, range 3, single target. Deals very high damage to MP with 100% accuracy and drains it to caster.
  • Howl of Rage: 12 MP, hits 12 surrounding units. Hastebreak surrounding units and haste self.*
    *Howl of Rage will never be used unless all of Adrammelech's dragons are dead, out of range or incapacitated in a way he considers them enemies, such as charmed.
  • Reveal: Detects hidden units.
  • Bonecrusher: Deals 1.5x damage after being hit with a weapon.
Exodus
  • Fruit of Life: 48 MP, range 2, single target. Adds reraise and regen.
  • Mana Infusion: 0 MP, range 2, single target. Transfers MP from caster to target, up to target's current MP.*
    *Exodus supports Babus in this fight by reapplying his reraise and recharging MP, but the fruits can only take two hits before they break.
  • Reveal: Detects hidden units.
Mateus
  • : .
  • : .
  • Reveal: Detects hidden units.
  • Bonecrusher: Deals 1.5x damage after being hit with a weapon.
Llednar
  • Omega: 0 MP, range 1, single target. Deals overkill damage with 100% accuracy, but user becomes dazed, losing evasion and having the next turn delayed.
  • Damnation: 48 MP, hits surrounding units. Deals high dark damage based on attack with 100% accuracy and lowers defense and resistance.
  • Life Render: 60 MP, range 2, single target. Deals 90% of target's current hp with 100% accuracy and dazes him, reducing evasion to 0 and delaying next turn.
  • Heart Render: 60 MP, range 2, single target. Deals 1x weapon damage to MP with 100% accuracy and dooms target.
  • : .
  • : .
  • Monkey Grip: Hold two-handed weapons with one hand.
  • Strikeback: Stops normal attacks and counter attacks.
-Llednar's ability pool changes depending on the fight, only having his full set in the last story encounter and endgame fights.
Goblins
Goblin
  • Pummel: 12 MP, range 2, single target. Deals medium damage based on attack.
  • One of Many: 36 MP, weapon range, single target. Deals 1x weapon damage and boosts caster on impact.
Red Cap
  • Mutilate: 12 MP, range 3, single target. Deals medium damage based on power and drains it to caster.
  • Dwindle: 12 MP, range 14, 13 tiles AoE. Dispels all units in range.
  • Counter: Counter attacks after being attacked with a weapon.
  • Weapon Atk+: Increases physical damage by 20%.
  • Weapon Def+: Reduces physical damage taken by 40%.
Flans
Jelly
  • Fire: 12 MP, range 3, 5 tiles AoE. Deals medium fire damage based on power.
  • Fira: 36 MP, range 4, single target. Deals high fire damage based on power.
  • Sacrifice: 0 MP, range 1, single target. Kill self to remove all debuffs and fully heal target.
Ice Flan
  • Blizzard: 12 MP, range 3, 5 tiles AoE. Deals medium ice damage based on power.
  • Blizzara: 36 MP, range 4, single target. Deals high ice damage based on power.
  • Water: 36 MP, range 4, single target. Deals high water damage.
Cream
  • Thunder: 12 MP, range 3, 5 tiles AoE. Deals medium lightning damage based on power.
  • Thundara: 36 MP, range 4, single target. Deals high lightning damage based on power.
  • Acid: 12 MP, range 3, single target. Applies a random debuff to target.
Pudding
  • Auto-Life: 36 MP, range 4, single target. Add reraise to target.
  • Sanctus: 48 MP, 9 tiles cone. Deals high holy damage based on power.
  • Absorb MP: Adds the cost of any offensive ability that hits this unit to its MP pool.
  • Damage > MP: Incoming damage is directed to MP instead of HP, so long as there is any MP left.
  • Geomancy: Increases target weakness to any element by one stage.
  • Weapon Atk+: Increases physical damage by 20%.
  • Weapon Def+: Reduces physical damage taken by 40%.
Bombs
Bomb
  • Flame Attack: 24 MP, range 4, single target. Deals medium fire damage based on power.
  • Blowup: 12 MP, hits surrounding units. Deals very high fire damage based on power, then kill self
Grenade
  • Chill: 24 MP, hits surrounding units and self. Deals medium ice damage based on power.
  • Reflex: Nullifies any basic attack.
  • Block Arrows: Nullifies attacks made with bows.
  • Counter: Counter attacks after being attacked with a weapon.
  • Weapon Atk+: Increases physical damage by 20%.
  • Weapon Def+: Reduces physical damage taken by 40%.
Dragons
Icedrake
  • Ice Breath: 12 MP, 9 tiles cone. Deals medium ice damage based on power.
  • Mighty Guard: 12 MP, range 3, single target. Increases defense and resistance.
Firewyrm
  • Fire Breath: 12 MP, 9 tiles cone. Deals medium fire damage based on power.
  • Guard-Off: 12 MP, range 3, single target. Lowers defense and resistance.
Thundrake
  • Lightning Breath: 12 MP, 9 tiles cone. Deals medium lightning damage based on power.
  • Dragon Force: 12 MP, range 1, single target. Increases defense, resistance, power and attack.
  • Dragonheart: Gain reraise upon reaching critical health.
  • Reflex: Nullifies any basic attack.
  • Geomancy: Increases target weakness to any element by one stage.
  • Weapon Atk+: Increases physical damage by 20%.
  • Weapon Def+: Reduces physical damage taken by 40%.
Lamias
Lamia
  • Kiss: 12 MP, range 1, single target. Charms and dooms target.
  • Hand Slap: 24 MP, range 1, single target. Deals 1x weapon damage and dazes target, reducing evasion to zero and delaying next turn.
  • Prowl: 36 MP, self only. Gain haste and boost.
Lilith
  • Twister: 24 MP, range 3, 5 tiles AoE. Halves the current HP of targets.
  • Water: 36 MP, range 4, single target. Deals high water damage.
  • Seal Magick: 36 MP, range 4, single target. Deals high MP damage, silence target on impact.
Medusa
  • Marble Gaze: 36 MP, line of 6 tiles. Petrifies targets, 100% accuracy with eye contact, 0% without.
  • Prowl: 36 MP, self only. Gain haste and boost.
  • Return Magic: Returns offensive magic, spell still costs MP.
  • Weapon Atk+: Increases physical damage by 20%.
  • Weapon Def+: Reduces physical damage taken by 40%.
Spiders
Antlion
  • Sandstorm: 12 MP, hits surrounding units. Deals medium earth damage based on power, blinds on impact.
  • Spit Rock: 24 MP, range 4, single target. Deals medium earth damage based on attack, immobilizes target on impact.
Dune Lion
  • Suffocate: 12 MP, range 1, single target. Dazes target with 100% accuracy, reducing evasion to 0 and delaying next turn.
  • Taint Blood: 36 MP, range 1, single target. Deals 2x weapon damage with 50% accuracy, poisons target on impact.
  • Counter: Counter attacks after being attacked with a weapon.
  • Weapon Atk+: Increases physical damage by 20%.
  • Weapon Def+: Reduces physical damage taken by 40%.
Turtles
Toughskin
  • Pommel Crash: 24 MP, range 1, single target. Deals medium damage based on attack and confuses on impact.
  • Matra Magic: 12 MP, range 4, single target. Swap target's MP and HP.
  • Iron Will: 0 MP, self only. Removes debuffs and heal HP equal to caster's current MP.
Blade Biter
  • Seize Weapon: 24 MP, range 1, single target. Deals 1x weapon damage with 100% accuracy and disarms target.
  • Resonate: 24 MP, hits 12 surrounding enemy units. Disables enemies in range with 100% accuracy.
  • Bonecrusher: Deals 1.5x damage after being hit with a weapon.
  • Block Arrows: Nullifies attacks made with bows.
  • Weapon Atk+: Increases physical damage by 20%.
  • Weapon Def+: Reduces physical damage taken by 40%.
Tonberry
  • Knife: 12 MP, range 2, single target. Deals 90% of target's current HP with 100% accuracy.
  • Karma: 24 MP, range 1, single target. Deals damage based on how many units the target has ko'd.
  • Vodoo: 36 MP, range 1, single target. Deals overkill damage with 100% accuracy, but user becomes dazed, losing evasion and having the next turn delayed.
  • Counter: Counter attacks after being attacked with a weapon.
  • Weapon Atk+: Increases physical damage by 20%.
  • Weapon Def+: Reduces physical damage taken by 40%.
Panthers
Red Panther
  • Rend: 12 MP, range 1, single target. Deals medium physical damage and lowers defense on impact.
  • Poison Claw: 24 MP, range 1, single target. Deals medium physical damage and poisons on impact.
  • Prowl: 36 MP, self only. Gain haste and boost.
Coeurl
  • Hastebreak: 24 MP, range 3, single target. Slows normal targets and stops hasted ones.
  • Tail Wag: 24 MP, range 1, single target. Charms target.
  • Blaster: 36 MP, range 3, single target. Petrifies target with 50% normal accuracy.
  • Prowl: 36 MP, self only. Gain haste and boost.
  • Counter: Counter attacks after being attacked with a weapon.
  • Reveal: Detects hidden units.
Malboros
Malboro
  • Bad Breath: 12 MP, range 3, single target. Confuses, poisons and adds a random status effect with 100% accuracy.
  • Un, Deux!: 0 MP, range 1, single target. Deals two hits of 0.5x weapon damage, which ignore reaction abilities.
Big Malboro
  • Worse Breath: 24 MP, 9 tiles cone. Deals medium damage based on power with 100% accuracy and poisons targets.
  • Worst Breath: 36 MP, hits 12 surrounding units. Deals high damage based on power with 100% accuracy and poisons targets
  • Block Arrows: Nullifies attacks made with bows.
  • Last Berserk: Gain berserk when reaching critical health.
129 73 125 1a2
  • Weapon Atk+: Increases physical damage by 20%.
  • Weapon Def+: Reduces physical damage taken by 40%.
Ahriman
Floateye
  • Stare: 24 MP, line of 3 tiles. Confuses targets, 100% accuracy with eye contact, 0% without.
  • Devil Gaze: 24 MP, line of 3 tiles. Blinds and silences targets, 100% accuracy with eye contact, 0% without.
Ahriman
  • Enthrall: 36 MP, line of 3 tiles. Does 1x weapon MP damage and charms targets, 100% accuracy with eye contact, 0% without.
  • Great Slumber: 36 MP, line of 3 tiles. Puts targets asleep and delays them, 100% accuracy with eye contact, 0% without.
  • Reflex: Nullifies any basic attack.
  • Weapon Atk+: Increases physical damage by 20%.
  • Weapon Def+: Reduces physical damage taken by 40%.
Undead
Zombie
  • Drain Touch: 12 MP, range 1, single target. Deals medium dark damage based on attack and drains it to caster.
  • Miasma: 24 MP, range 4, 5 tiles AoE. Deals medium dark damage based on power and poisons on impact.
Vampire
  • Zombify: 12 MP, range 1, single target. Kills target with 100% accuracy and turns it undead. Can be prevented with status immunity.
  • Shadowflare: 36 MP, range 4, single target. Deals high dark damage based on power.
  • Black March: 48 MP, full map. Resurrects every dead unit in the map as an undead with 100% health and charms the hostiles.
  • Strikeback: Stops normal attacks and counter attacks.
  • Counter: Counter attacks after being attacked with a weapon.
  • Weapon Atk+: Increases physical damage by 20%.
  • Weapon Def+: Reduces physical damage taken by 40%.
Fairies
Sprite
  • Clay Imp: 24 MP, range 6, single target. Deals light earth damage based on power with 100% accuracy, disables target.
  • Meteorite: 36 MP, range 4, single target. Deals high earth damage based on power.
  • White Wind: 24 MP, range 3, 5 tiles AoE. Heals targets equal to caster's current HP.
Titania
  • Holy: 36 MP, range 3, 5 tiles AoE. Deals medium holy damage based on power.
  • Angel Whisper: 24 MP, range 3, single target. Heals a very high amount of HP based on power and grants reraise, deals massive holy damage to undead.
  • White Wind: 24 MP, range 3, 5 tiles AoE. Heals targets equal to caster's current HP.
  • Auto-Regen: Gain auto-regen after taking damage.
  • Absorb MP: Adds the cost of any offensive ability that hits this unit to its MP pool.
  • Weapon Atk+: Increases physical damage by 20%.

Due to character limit constraints, the stat dump has been moved to the next post!
  • Modding version: Other/Unknown
  • Discord username: adri#1824

dck

February 23, 2016, 07:20:01 pm #1 Last Edit: August 14, 2018, 04:52:49 am by dck
Detailed stat growth of each job for those interested:
Soldier       (Human)
Equipment:    Sword, Great Sword, Shield, Helmet, Hat, Armor, Clothing, Shoes, Armlets, Accessory
Requirements: None

Move:   4     Jump:   2
Evade:  0


HP:  45 / 5.0
MP:  36 / 1.0
ATK:  75 / 4.0
DEF: 100 / 5.0
POW:  75 / 1.0
RES: 100 / 3.0
---------------------------------
Paladin       (Human)
Equipment:    Knight Sword, Great Sword, Shield, Helmet, Armor, Shoes, Armlets, Accessory
Requirements: None

Move:   3     Jump:   2
Evade:  0


HP:  45 / 6.0
MP:  36 / 1.0
ATK:  75 / 3.0
DEF: 100 / 6.0
POW:  75 / 2.0
RES: 100 / 4.0
---------------------------------
Fighter       (Human)
Equipment:    Blade, Great Sword, Helmet, Hat, Armor, Clothing, Shoes, Armlets, Accessory
Requirements: None

Move:   3     Jump:   2
Evade:  0


HP:  45 / 4.0
MP:  36 / 1.0
ATK:  75 / 5.0
DEF: 100 / 4.0
POW:  75 / 1.0
RES: 100 / 2.0
---------------------------------
Duelist       (Human)
Equipment:    Knife, Rapier, Hat, Clothing, Shoes, Armlets, Accessory
Requirements: None

Move:   4     Jump:   4
Evade:  0


HP:  45 / 5.0
MP:  36 / 1.0
ATK:  75 / 4.0
DEF: 100 / 4.0
POW:  75 / 1.0
RES: 100 / 4.0
---------------------------------
Shaman        (Human)
Equipment:    Katana, Hat, Clothing, Shoes, Armlets, Accessory
Requirements: None

Move:   3     Jump:   2
Evade:  0


HP:  45 / 2.0
MP:  36 / 2.0
ATK:  75 / 4.0
DEF: 100 / 2.0
POW:  75 / 4.0
RES: 100 / 5.0
---------------------------------
White Mage    (Human)
Equipment:    Staff, Hat, Robe, Shoes, Armlets, Accessory
Requirements: None

Move:   4     Jump:   2
Evade:  0


HP:  45 / 3.0
MP:  36 / 3.0
ATK:  75 / 2.0
DEF: 100 / 4.0
POW:  75 / 3.0
RES: 100 / 6.0
---------------------------------
Black Mage    (Human)
Equipment:    Rod, Hat, Robe, Shoes, Armlets, Accessory
Requirements: None

Move:   4     Jump:   2
Evade:  0


HP:  45 / 2.0
MP:  36 / 5.0
ATK:  75 / 2.0
DEF: 100 / 2.0
POW:  75 / 5.0
RES: 100 / 5.0
---------------------------------
Zealot        (Human)
Equipment:    Spear, Hat, Clothing, Shoes, Armlets, Accessory
Requirements: None

Move:   3     Jump:   2
Evade:  0


HP:  45 / 7.0
MP:  36 / 0.0
ATK:  75 / 4.0
DEF: 100 / 3.0
POW:  75 / 1.0
RES: 100 / 2.0
---------------------------------
Onion Knight  (Human)
Equipment:    Sword, Blade, Saber, Knight Sword, Great Sword, Broad Sword, Knife, Rapier, Katana, Staff, Rod, Mace, Spear, Instrument, Knuckles, Soul, Shield, Helmet, Hat, Armor, Clothing, Robe, Shoes, Armlets, Accessory
Requirements: None

Move:   4     Jump:   4
Evade:  0


HP:  45 / 4.0
MP:  36 / 2.0
ATK:  75 / 3.0
DEF: 100 / 4.0
POW:  75 / 3.0
RES: 100 / 4.0
---------------------------------
Archer        (Human)
Equipment:    Bow, Gun, Hat, Clothing, Shoes, Armlets, Accessory
Requirements: None

Move:   3     Jump:   2
Evade:  0


HP:  45 / 4.0
MP:  36 / 1.0
ATK:  75 / 4.0
DEF: 100 / 4.0
POW:  75 / 2.0
RES: 100 / 3.0
---------------------------------
Hunter        (Human)
Equipment:    Great Bow, Hat, Clothing, Shoes, Armlets, Accessory
Requirements: None

Move:   4     Jump:   4
Evade:  0


HP:  45 / 4.0
MP:  36 / 1.0
ATK:  75 / 3.0
DEF: 100 / 4.0
POW:  75 / 1.0
RES: 100 / 4.0
---------------------------------
Warrior       (Bangaa)
Equipment:    Sword, Broad Sword, Shield, Helmet, Hat, Armor, Clothing, Shoes, Armlets, Accessory
Requirements: None

Move:   4     Jump:   2
Evade:  0


HP:  60 / 5.0
MP:  24 / 1.0
ATK:  90 / 4.0
DEF: 100 / 5.0
POW:  60 / 1.0
RES: 100 / 3.0
---------------------------------
Dragoon       (Bangaa)
Equipment:    Sword, Spear, Helmet, Armor, Shoes, Armlets, Accessory
Requirements: None

Move:   3     Jump:   6
Evade:  0


HP:  60 / 5.0
MP:  24 / 1.0
ATK:  90 / 3.0
DEF: 100 / 4.0
POW:  60 / 3.0
RES: 100 / 5.0
---------------------------------
Defender      (Bangaa)
Equipment:    Knight Sword, Broad Sword, Helmet, Armor, Shoes, Armlets, Accessory
Requirements: None

Move:   3     Jump:   2
Evade:  0


HP:  60 / 6.0
MP:  24 / 1.0
ATK:  90 / 3.0
DEF: 100 / 6.0
POW:  60 / 2.0
RES: 100 / 4.0
---------------------------------
Gladiator     (Bangaa)
Equipment:    Blade, Broad Sword, Helmet, Hat, Armor, Clothing, Shoes, Armlets, Accessory
Requirements: None

Move:   3     Jump:   2
Evade:  0


HP:  60 / 4.0
MP:  24 / 1.0
ATK:  90 / 5.0
DEF: 100 / 4.0
POW:  60 / 1.0
RES: 100 / 2.0
---------------------------------
White Monk    (Bangaa)
Equipment:    Knuckles, Hat, Clothing, Shoes, Armlets, Accessory
Requirements: None

Move:   4     Jump:   4
Evade:  0


HP:  60 / 4.0
MP:  24 / 3.0
ATK:  90 / 3.0
DEF: 100 / 3.0
POW:  60 / 1.0
RES: 100 / 3.0
---------------------------------
Bishop        (Bangaa)
Equipment:    Staff, Rod, Hat, Robe, Shoes, Armlets, Accessory
Requirements: None

Move:   4     Jump:   2
Evade:  0


HP:  60 / 3.0
MP:  24 / 4.0
ATK:  90 / 2.0
DEF: 100 / 2.0
POW:  60 / 5.0
RES: 100 / 5.0
---------------------------------
Templar       (Bangaa)
Equipment:    Knight Sword, Spear, Helmet, Hat, Armor, Clothing, Shoes, Armlets, Accessory
Requirements: None

Move:   3     Jump:   2
Evade:  0


HP:  60 / 5.0
MP:  24 / 2.0
ATK:  90 / 3.0
DEF: 100 / 3.0
POW:  60 / 2.0
RES: 100 / 3.0
---------------------------------
White Mage    (Nu Mou)
Equipment:    Staff, Hat, Robe, Shoes, Armlets, Accessory
Requirements: None

Move:   4     Jump:   2
Evade:  0


HP:  30 / 3.0
MP:  48 / 3.0
ATK:  60 / 2.0
DEF:  70 / 4.0
POW:  90 / 3.0
RES: 130 / 6.0
---------------------------------
Black Mage    (Nu Mou)
Equipment:    Rod, Hat, Robe, Shoes, Armlets, Accessory
Requirements: None

Move:   4     Jump:   2
Evade:  0


HP:  30 / 2.0
MP:  48 / 5.0
ATK:  60 / 2.0
DEF:  70 / 2.0
POW:  90 / 5.0
RES: 130 / 5.0
---------------------------------
Psion         (Nu Mou)
Equipment:    Rod, Hat, Clothing, Shoes, Armlets, Accessory
Requirements: None

Move:   3     Jump:   2
Evade:  0


HP:  30 / 3.0
MP:  48 / 5.0
ATK:  60 / 2.0
DEF:  70 / 3.0
POW:  90 / 3.0
RES: 130 / 2.0
---------------------------------
Zealot        (Nu Mou)
Equipment:    Spear, Hat, Clothing, Shoes, Armlets, Accessory
Requirements: None

Move:   3     Jump:   2
Evade:  0


HP:  30 / 7.0
MP:  48 / 0.0
ATK:  60 / 4.0
DEF:  70 / 3.0
POW:  90 / 1.0
RES: 130 / 2.0
---------------------------------
Alchemist     (Nu Mou)
Equipment:    Mace, Hat, Clothing, Shoes, Armlets, Accessory
Requirements: None

Move:   3     Jump:   2
Evade:  0


HP:  30 / 3.0
MP:  48 / 3.0
ATK:  60 / 2.0
DEF:  70 / 2.0
POW:  90 / 5.0
RES: 130 / 4.0
---------------------------------
Forest Guard  (Nu Mou)
Equipment:    Bow, Hat, Clothing, Shoes, Armlets, Accessory
Requirements: None

Move:   3     Jump:   4
Evade:  0


HP:  30 / 4.0
MP:  48 / 1.0
ATK:  60 / 4.0
DEF:  70 / 4.0
POW:  90 / 2.0
RES: 130 / 3.0
---------------------------------
Dream Walker  (Nu Mou)
Equipment:    Soul, Shield, Helmet, Armor, Shoes, Armlets, Accessory
Requirements: None

Move:   3     Jump:   2
Evade:  0


HP:  30 / 5.0
MP:  48 / 2.0
ATK:  60 / 4.0
DEF:  70 / 3.0
POW:  90 / 1.0
RES: 130 / 3.0
---------------------------------
Professor     (Nu Mou)
Equipment:    Mace, Shield, Hat, Clothing, Shoes, Armlets, Accessory
Requirements: None

Move:   4     Jump:   2
Evade:  0


HP:  30 / 6.0
MP:  48 / 4.0
ATK:  60 / 2.0
DEF:  70 / 2.0
POW:  90 / 2.0
RES: 130 / 5.0
---------------------------------
Paragon       (Viera)
Equipment:    Great Sword, Rapier, Shield, Helmet, Hat, Armor, Clothing, Shoes, Armlets, Accessory
Requirements: None

Move:   4     Jump:   2
Evade:  0


HP:  45 / 5.0
MP:  36 / 1.0
ATK:  90 / 4.0
DEF:  70 / 5.0
POW:  90 / 1.0
RES:  70 / 3.0
---------------------------------
Elementalist  (Viera)
Equipment:    Katana, Hat, Clothing, Shoes, Armlets, Accessory
Requirements: None

Move:   3     Jump:   2
Evade:  0


HP:  45 / 2.0
MP:  36 / 2.0
ATK:  90 / 4.0
DEF:  70 / 2.0
POW:  90 / 4.0
RES:  70 / 5.0
---------------------------------
Red Mage      (Viera)
Equipment:    Rapier, Hat, Clothing, Shoes, Armlets, Accessory
Requirements: None

Move:   3     Jump:   2
Evade:  0


HP:  45 / 3.0
MP:  36 / 3.0
ATK:  90 / 2.0
DEF:  70 / 3.0
POW:  90 / 3.0
RES:  70 / 4.0
---------------------------------
White Mage    (Viera)
Equipment:    Staff, Hat, Robe, Shoes, Armlets, Accessory
Requirements: None

Move:   4     Jump:   2
Evade:  0


HP:  45 / 3.0
MP:  36 / 3.0
ATK:  90 / 2.0
DEF:  70 / 4.0
POW:  90 / 3.0
RES:  70 / 6.0
---------------------------------
Summoner      (Viera)
Equipment:    Instrument, Hat, Robe, Shoes, Armlets, Accessory
Requirements: None

Move:   3     Jump:   2
Evade:  0


HP:  45 / 4.0
MP:  36 / 2.0
ATK:  90 / 2.0
DEF:  70 / 2.0
POW:  90 / 4.0
RES:  70 / 4.0
---------------------------------
Archer        (Viera)
Equipment:    Bow, Gun, Hat, Clothing, Shoes, Armlets, Accessory
Requirements: None

Move:   3     Jump:   2
Evade:  0


HP:  45 / 4.0
MP:  36 / 1.0
ATK:  90 / 4.0
DEF:  70 / 4.0
POW:  90 / 2.0
RES:  70 / 3.0
---------------------------------
Black Monk    (Viera)
Equipment:    Knuckles, Hat, Clothing, Shoes, Armlets, Accessory
Requirements: None

Move:   4     Jump:   4
Evade:  0


HP:  45 / 4.0
MP:  36 / 3.0
ATK:  90 / 3.0
DEF:  70 / 4.0
POW:  90 / 1.0
RES:  70 / 2.0
---------------------------------
Sniper        (Viera)
Equipment:    Great Bow, Hat, Clothing, Shoes, Armlets, Accessory
Requirements: None

Move:   4     Jump:   4
Evade:  0


HP:  45 / 4.0
MP:  36 / 1.0
ATK:  90 / 3.0
DEF:  70 / 4.0
POW:  90 / 1.0
RES:  70 / 4.0
---------------------------------
Summoner      (Moogle)
Equipment:    Instrument, Hat, Robe, Shoes, Armlets, Accessory
Requirements: None

Move:   3     Jump:   2
Evade:  0


HP:  30 / 4.0
MP:  48 / 2.0
ATK:  75 / 2.0
DEF:  70 / 2.0
POW:  90 / 4.0
RES: 100 / 4.0
---------------------------------
Mog Knight    (Moogle)
Equipment:    Blade, Broad Sword, Shield, Helmet, Hat, Armor, Clothing, Shoes, Armlets, Accessory
Requirements: None

Move:   3     Jump:   2
Evade:  0


HP:  30 / 6.0
MP:  48 / 1.0
ATK:  75 / 3.0
DEF:  70 / 6.0
POW:  90 / 2.0
RES: 100 / 4.0
---------------------------------
Gunner        (Moogle)
Equipment:    Gun, Hat, Clothing, Shoes, Armlets, Accessory
Requirements: None

Move:   3     Jump:   2
Evade:  0


HP:  30 / 4.0
MP:  48 / 1.0
ATK:  75 / 4.0
DEF:  70 / 4.0
POW:  90 / 2.0
RES: 100 / 3.0
---------------------------------
Duelist       (Moogle)
Equipment:    Knife, Rapier, Hat, Clothing, Shoes, Armlets, Accessory
Requirements: None

Move:   4     Jump:   4
Evade:  0


HP:  30 / 5.0
MP:  48 / 1.0
ATK:  75 / 4.0
DEF:  70 / 4.0
POW:  90 / 1.0
RES: 100 / 4.0
---------------------------------
Firebreather  (Moogle)
Equipment:    Mace, Hat, Clothing, Shoes, Armlets, Accessory
Requirements: None

Move:   3     Jump:   4
Evade:  0


HP:  30 / 4.0
MP:  48 / 3.0
ATK:  75 / 2.0
DEF:  70 / 3.0
POW:  90 / 4.0
RES: 100 / 2.0
---------------------------------
Cultist       (Moogle)
Equipment:    Soul, Hat, Clothing, Shoes, Armlets, Accessory
Requirements: None

Move:   3     Jump:   2
Evade:  0


HP:  30 / 4.0
MP:  48 / 2.0
ATK:  75 / 3.0
DEF:  70 / 3.0
POW:  90 / 3.0
RES: 100 / 3.0
---------------------------------
Black Mage    (Moogle)
Equipment:    Rod, Hat, Robe, Shoes, Armlets, Accessory
Requirements: None

Move:   4     Jump:   2
Evade:  0


HP:  30 / 2.0
MP:  48 / 5.0
ATK:  75 / 2.0
DEF:  70 / 2.0
POW:  90 / 5.0
RES: 100 / 5.0
---------------------------------
Psion         (Moogle)
Equipment:    Rod, Hat, Clothing, Shoes, Armlets, Accessory
Requirements: None

Move:   3     Jump:   2
Evade:  0


HP:  30 / 3.0
MP:  48 / 5.0
ATK:  75 / 2.0
DEF:  70 / 3.0
POW:  90 / 3.0
RES: 100 / 2.0
  • Modding version: Other/Unknown
  • Discord username: adri#1824

Jumza

I'm looking forward to this! The system you've worked out for abilities is actually a very interesting idea! I'm excited to see it in action :)
  • Modding version: PSX
Nyzer: Alma teleports out of her own possessed body.
Raijinili: Remember that you're telling a modding community that the game they love could use some fixing.

Eternal

I'm glad to see that more people are getting interesting in modding FFTA! It looks like you're doing a great job, keep it up!

Some thoughts:

-I (being the debuff fetishist around here) love how you've redone debuffs to make them more useful. My only concern is that they sound like they'll be -too- accurate now and that they'll cripple fights. Mind you, this is just in theory and not practice, since the mod's not out yet, but I'd be interested in hearing about how your tests go.

-Quite frankly, No AP is what scares me the most out of your changes. No AP means that, at most, if I'm understanding correctly, a unit can learn one active ability at a time. That seems -extremely- limiting and, frankly, unfun. Am I just misunderstanding this? If so, let me know!

-I like your Combo rework, and honestly, it's how Vanilla should have done Combos to begin with.

Now, onto your job ability reworks:

SOLDIER:
-Why do the Breaks and Mug cost so much MP? Mug, especially, never seems particularly useful. Do the Breaks also deal damage in your mod?

PALADIN:
-What is Drop Weapon's accuracy? Is it buffed like all other debuffs have been? If so, that sounds like it could be pretty broken, especially since it's 0 MP. I could see a Paladin just running around disarming everything and causing fights to become a breeze. Also, why do Defense and Cover consume so much MP? They're fairly niche skills (Cover less so), but an MP cost only serves to make them -less- useful, IMO. Further, as much as I want to love Saint Cross, AoE Reraise sounds like it could become problematic.

FIGHTER:
-Has 2 tile knockback been tested? When I tried doing that in A2 (which I know is a different game, but they share many mechanics), it simply wouldn't work. Also, you may wish to make Backdraft deal non-elemental damage to make the player unable to heal from the recoil effect with Fire absorption gear. I know you mentioned making that kind of gear less accessible, but it's still something to consider.

DUELIST:
-I like Disarm and Draw Weapon, but I'd probably take them away from Paladin if you intend to keep them. By removing them from Paladin, you'd remove the overlap on having both Paladin and Duelist having two of the same abilities. Otherwise, I really like the concept of this job and it reminds me a lot of FFTA2 GG Fencer. :)

SHAMAN:
-Fire Veil sounds very, very broken. Linear Confusion is really good, as it can easily cripple enemies and enemies in FFTA line up more than you'd think.

WHITE MAGE:
-I feel that Reraise needs a buff if Saint Cross will remain as it is. I could see myself just using Saint Cross on the first few turns in battle to Reraise my entire party while they're close instead of using the Reraise spell. I know the Reraise spell is in a good skillset, but this is just something to consider.

BLACK MAGE:
-I really like the Black Mage's MP-based theme. Fun stuff!

ZEALOT:
-A very interesting job concept, but I'm concerned that the enemy AI won't use it properly. It reminds me a lot of Dark Knight though, which I really enjoy. I'm excited to see what you come up with to improve the job!

ARCHER:
-Burial is a very "Why didn't I think of that?" idea. I really like it. So much so that I may ask if I can use it in FFTA GG, heh. Very good idea!

DRAGOON:
-I'd be very interested in learning how you increased the cone size. That'd be quite a useful change for other mods to make as well.

DEFENDER:
-Are there meant to be two Mow Downs?

WHITE MONK:
-Monk sounds like a badass job now. Lots of fun moves, though Chokehold sounds rather broken to me. Again, though, it's tough to say without any testing.

TEMPLAR:
-AoE Haste is pretty broken. Trust me, I've been there, haha.

FOREST RANGER:
-Interesting concept. I really like its variety of skills and its ability to tame fey.

DREAM STRIDER:
-Glad to see someone else enjoys the concept of a job that uses eyesight as a means to attack, though I never figured out how to make it enjoyable. Your version looks very fun, though. Just be careful with Sleep, as it's a very dangerous debuff in the FFTA series.

PROFESSOR:
-Interesting theme. Like FFTA2 Scholar, but not. Addition sounds fun, as does Normalize.

RED MAGE:
-Sounds interesting, but kinda broken. Full-map skills get broken no matter how you balance them, simply because of how they are. If things like Geomancy still exist, that alone will make them ridiculously good. Their ability to just stay in one spot (thereby decreasing their wait time, and thus, their Speed), and blast things with magick is really potent. I recently had a problem with that for a job I made in FFTA2 GG. Just a word of friendly caution, is all.

SNIPER:
-Fair warning that the Elementalshift effect is bugged. It makes any elemental changes -permanent- and they can't be changed unless the Elementalshift effect is used on a target again.

MOG KNIGHT:
-Drake Spirit is kickass. I'm glad someone else liked the transform-into-a-dragon concept. Especially with Moogles, that's pretty awesome.

CULTIST:
-Always a fan of Necromancer jobs. Sounds like it'll be fun!

Ultimately, everything sounds pretty fun, and I look forward to seeing your work. If you need any help or want to bounce around ideas, I'm always around. Let me know if you need anything, and welcome to FFH! :D
  • 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

dck

Thanks Jumza, I can say I'm pretty hyped to see it released myself as well.

Lots of interesting stuff in Eternal's post, too. I'll try to address most of it.

@debuff accuracy:
This is more of an equalizing measure than anything else. I found the way the AI uses debuffs generally good, but they will very often go for shots that a player would never consider.
Since I know nothing about how to address this at at the AI level itself, the better way I found is to keep the incentive for positioning the player has and play with which status effects are available/ the mp drain on sustaining them or spamming them. The AI already deals well with this, but now they have a much lower chance of wasting their action.
Many status effects in LN are quite strong, but can't really be sustained without multi-character cooperation or are very conditional. And the odds of the AI landing a status that changes the way the battle plays out are much higher, which didn't happen much in vanilla.

As a tl;dr, the main goal is to have the player's characters interact with each others and the enemy at a more organic level, as opposed to having hard lockdown options where the player wins by default.


@no AP:
Ha, that should've probably been explained better yes. You master abilities once you touch an item that teaches it, and some cannot be mastered at all and need to keep the source if you want them (combos, double weapon, secret abilities etc).
It sounds a bit extreme but I think the reasoning is solid and hopefully it'll play fine.


@soldier:
Well breaks are range 3 and although the power and mind can be changed, MP damage and delaying enemies isn't a joke. Mug is a "ranged" melee attack on a job that can use greatswords, so I think it's alright.


@paladin:
Drop weapon has melee attack accuracy yeah. There are sources of draw weapon on every race, four of them without the item command, and characters can be very competent without a weapon in some circumstances. It's a strong melee debuff, but I think others like the evasion negators can be a lot more devastating.
A fun thing I learned when making decisions about drop weapon is that in vanilla you can use it with a greatbow :D.

Def and cover cost a bunch of MP because they can be used to protect a friend in a pinch. Although to be fair I was considering the permadeath version when I set those up. In general though, costs are set up so that the big skills aren't something you default into but something you choose over having other less costly skills available.
And yes, Saint Cross can be a bit silly, but damn if the AI doesn't use it just beautifully.


@fighter:
Yeah multi-knockback does work, you can even have three tiles kb but there is no animation that calls for the repositioning without dealing damage, so you get a 0 damage displayed and that's ugly :P.
It does have a problem though, knocking past solid objects or from one tile away of the map's limit freezes the game. I'm keeping it to see if I may fix that, though if I can't it may have to go.


@duelist:
Glad to hear so. DUE is the only source of disarm and drawing for moogles though, so it'll probably stay even if I don't love the same-race overlap myself.


@shaman:
The thing I like about confusion is that first you apply it, then it has to roll to see if it works every turn. Sure it's strong and veils are strong in general, but I'm more worried about earth veil chain-delaying than confusing enemies with ease.
Thanks to your comment I noticed the damage power was way off for veils though!


@white mage:
To be fair I feel white mages will be too dominant as they are. Mass healing is quite scarce and other sources of the effects they have, like resurrection and buffs, are far more restrictive. True that it leaves reraise in a weird place though.


@black mage:
One of my favorites as well! Took embarrassingly long to figure out how to set up mana infusion though.


@zealot:
Haven't really dedicated design of new skills much time since I started polishing descs and such, but from what I've seen they do use the basic ones well enough. The buffs are a bit too complex for the AI but restricting them to certain scenarios should do.


@archer:
Ha, it is one of the things I've wanted changed for a long time, initially it was meant to exorcise resurrecting undead but blocking resurrection of anything seemed a lot more interesting.
A word of caution though, the eliminated unit is gone. This is of no relevance used on the enemy, but using it on your own units destroys as if they died on a Jagd. I tried a combination of different targeting filters (KO'd and if KO'd check friendliness) and it doesn't work. So do watch out for that.


@dragoon:
Sure, it's just a matter of setting up parameters for a normal cone ability, then set the horizontal AoE to either 3 for a 9 tiles area, or 5, 6 ,7 etc for an increasingly large cone effect.


@defender:
Nah one was meltdown :P.


@monk:
I love monk classes so there's so favoritism here for sure. I think chokehold will be alright though, being basically a melee Mark that stops further status effects.


@templar:
Eh, still willing to give it a shot. It costs a bit and sure it doubles your speed, but doubling your speed now is comparatively a lot less ridiculous than it was in vanilla.


@dream strider:
I have doubts, but I hope the melee focus and high range on skills keeps it enjoyable. I think Slumber is the only source of player sleep though, because yeah sleep was pretty silly.


@red mage:
Geomancy is no longer a thing humanoids have access to (a bunch of passives that cheated the AI are unavailable) and sure enough I'm certain full map attacks will be a bit of a headache to set up in ways that don't either dominate the fight or become the most unfun thing to fight ever. I have some ideas for this however.


@elementalshift:
Huh, thanks for the heads up! It can be safely removed from the AI arsenal then, since it was never meant for them. Need to redo targeting so it only hits enemies.


Thanks for the kind words and the in-depth look at the changes thus far, hopefully in a couple weeks the entire thing can be put to the test to see how it holds up!
Also new picture!

  • Modding version: Other/Unknown
  • Discord username: adri#1824

dck

Hope there's no problem doubleposting the updates, it's easier to keep track of that than huge edited posts:

Finished rewriting all the new tooltips for new skills, it's just over a hundred of them so I'm currently cleaning them up and making sure they make sense. New jobs are already fully set up with the exception of the job "dogtag" pictures, which I'm leaving for a bit later.

Hopefully over the weekend I can finish job growths and focus on setting items appropriately, really looking forward to the formations and new monsters development.

Not to break the tradition here's a picture, too :P!

  • Modding version: Other/Unknown
  • Discord username: adri#1824

bcrobert

March 02, 2016, 12:47:55 pm #6 Last Edit: March 02, 2016, 12:53:24 pm by bcrobert
I'm interested in this "instantly mastered or never mastered" mechanic. How exactly did you get it to work that way?

EDIT. I'm also impressed with the general feel of your classes. I can see that a lot of thought went into these concepts and I'm looking forward to seeing the release.
My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

Believe it or not, I'm still working on this game.

dck

Glad to hear the classes seem sound, here's hoping they'll live up to it when the release hits. Which come to think about it, should be next weekend (I hope).

Regarding the skill learning changes, I'd noticed the lowest amount of AP the game hands out is 10, and that paired with the limits on values would make it really hard to keep certain skills actually unlearnable. Instead I fiddled with how the game handles different AP costs and got lucky with how it handles 0 cost; as it turns out, skills that cost 0 are added permanently to the character's pool once he's come in contact with any item that teaches them.

After that I got lucky again and it turned out Darthatron had already unearthed the one source of AP I did not know how to modify, random battles :P.

There are probably problems with this. Main ones that you may not be able to steal those skills as they do not get a *Mastered sign, or that if all the skills of a given job cost 0, said job always has the mastered job star on the selection screen. None of this was of relevance to me though, as there is no way to steal skills and the combo rework that this change allowed added a minimum of one skill that can't be mastered to every job.

Regarding development this week, most of the time I've had for FFTA was spent on throwing together the new stat distribution and the new values/gimmicks on gear. While not terribly interesting, it certainly is necessary, but luckily I'm already getting some pretty good ideas for formations and how far I can push things with a couple new tricks. There's a lot more room for variation in enemy power levels with the rescaled humanoid stats, too, which oughta come in handy for the new monsters, bosses etc.

Thus as a slight deviation from tradition, here's a moving picture!
https://u.pomf.is/xtsqjn.mp4
  • Modding version: Other/Unknown
  • Discord username: adri#1824

bcrobert

March 04, 2016, 01:31:33 am #8 Last Edit: March 04, 2016, 05:44:08 am by bcrobert
Ah, so I assume the unlearnable skills are the result of every mission and random battle handing out zero AP? That's dirty, but I love the creative manipulation of the system. Little ideas like that can add up to make for a fun hack. :)

EDIT. On a completely unrelated note, will you be avoiding missables? I'm a perfectionist. :P
My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

Believe it or not, I'm still working on this game.

dck

March 04, 2016, 06:30:19 am #9 Last Edit: March 07, 2016, 04:24:46 pm by dck
Haha, yes, since I don't know much about proper editing yet I tend to make do with relatively ugly tricks so long as they are not noticeable from the user's side :P.
For example all the new tooltips are actually just uncompressed tooltips that had been made redundant or obsolete by skill changes. Currently I'm trying to decide what to do with item descriptions however, as I'd like to keep the unused ones for general enemy-related use (monster descs, skills etc) and there's so many changes that single entries for each don't seem feasible.
Considering to make a few "generic" ones for certain items that share some characteristics but I like the silly flavorful descs so I'm not sold on that idea yet.

And yes, I haven't set up the mission rewards yet but I don't intend to leave missable items since that wasn't very fun in the base game.

EDIT: Can't record a new one at the moment, so here's the first black monk skill that came to be https://u.pomf.is/cfyyxs.mp4

EDIT2: As it turns out the item restructuration is being a right jerk and although the numbers are in a place I like, there's still some work involved in getting the tooltips up.
I'll still probably get to start working on formations later this upcoming week, but it seems like a pretty bad idea to rush something as important as that, so it might well push release back to the 20th or something close to that.

The silver lining, I would say, is that so far the game doesn't require information other than what is readily available while playing to know what things do. This is a thing that I personally value a lot since I tend to forget and re-check things all the time, so hopefully I can play my cards right and have it stay like that.

EDIT3: Dear diary today as I had literally finished up the new generic tooltips for items I couldn't afford single entries for, a way to sidestep it altogether occurred to me.
Didn't want to sleep anyway.
  • Modding version: Other/Unknown
  • Discord username: adri#1824

bcrobert

Quote from: dck on March 04, 2016, 06:30:19 am
EDIT3: Dear diary today as I had literally finished up the new generic tooltips for items I couldn't afford single entries for, a way to sidestep it altogether occurred to me.
Didn't want to sleep anyway.


Diary wants details. What was the sidestep you missed out on? Does it involve pointers? Because...pointers. :P
My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

Believe it or not, I'm still working on this game.

dck

Ha, well the good news is I do know how to use pointers now, even if I'm rather clumsy with it still!
The even better news is I disregarded this knowledge completely when it came to this particular problem! :P What I realized was that I can just extend entries that demand extra size by cannibalizing the immediately adjacent ones.

One might think this would be unsustainable at any large scale, but given the raw amount of unused entries I have due to mechanical changes it certainly is holding up very well.
Or at least the ~110 items with changed properties were fitted quite nicely within the entries used for laws and law cards.

And among those 100+ items there's of course room for fun! https://u.pomf.is/geeapj.mp4
  • Modding version: Other/Unknown
  • Discord username: adri#1824

dck

Figured I'd drop a small update. Although it took forever the items are now ready, and stat-wise etc I think the overall feel of everything is good- still open to changes but I think it's good enough for a first stab.

No progress has been done yet on formations because although items were finished a couple of days ago, when implementing the bases for new bosses and monsters I realized the way statuses were being applied (checking EV instead of res) made it impossible to have actual immunities, neither gear nor job resistance based.
That doesn't matter much for the player, since there's no sources of immunity on his side (and an overwhelming majority of humanoid/monster enemies will be the same) but it's important when making units that need to be dealt with in different ways, so as to let variety shine.

Luckily I found a system to have any skill effect check against resistance and immunities AFTER going through the EV check, which effectively allows me to have any effect be resistible, if need be. So I spent the dead hours I had for FFTA last couple of days fixing most skills for the new standard and all of that.

Hopefully the stuff surrounding missions and formations goes smoothly this upcoming week so the tentative release date can be maintained.
  • Modding version: Other/Unknown
  • Discord username: adri#1824

bcrobert

UNDEAD RING! INFINITE HAPPY FACES!!!
My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

Believe it or not, I'm still working on this game.

dck

Well, as it turns out the changes needed for the types of quest chains I had in mind were far trickier than expected, particularly in terms of restrictions.
Somewhat annoyed by having to postpone release again, but at least it lets me consolidate decisions so updating doesn't break saves later. Content plan for the "demo" would be the first 15 story missions with the ~40 extra encounters you'd have available by then; if I can confirm that changes to make new chains are functional there shouldn't be a lot of new problems arising since so such a great portion of work has been taken care of already.

With easter just around the corner I can't really guess at any release date though.
  • Modding version: Other/Unknown
  • Discord username: adri#1824

dck

Today figured I needed to get comfortable with tile molester to fix some item setups since I have no clue where their sprites are called -this was quickly followed by confusion when attempting to get said tiles to even get close to align, mild desperation when I saw what the job dogtags look like and then joy when noticing the title screen was within the grasp of mortal men.

It was a bit annoying to throw together and space since the title doesn't load certain tiles, and the secondary/tertiary sets of shadows are literally embedded on the background image (and are compressed so they look like this), but overall I'm happy enough with the end result: https://u.pomf.is/wkesto.png

You can still see the "Final Fantasy Tactics" on the background but the huge beige ADVANCE was what annoyed me the most, so at least by now I won't try to remove it since it'd further distort the background image and I rather like it. Also don't mind the lack of colors and green square, I need to get used to the palette and the other is a marker for the version number.
  • Modding version: Other/Unknown
  • Discord username: adri#1824

Jumza

  • Modding version: PSX
Nyzer: Alma teleports out of her own possessed body.
Raijinili: Remember that you're telling a modding community that the game they love could use some fixing.

dck

April 01, 2016, 08:27:13 am #17 Last Edit: April 01, 2016, 02:40:26 pm by dck
And then I was coloring it and loaded the rom I thought "boy, this does look pretty good but I don't remember the palette being this desaturated" then I noticed I had somehow switched to TV mode, went back to LCDa and it became ffta: tropical edition.
TV - LCDa


Also thought I'd give the dogtags a shot now that I'm more familiar with TM; it takes goddamn forever but I guess it is doable, not sure if all 16 new jobs will have them on the initial release though, because 16 is a huuuge number.

EDIT: well scratch that, it's not doable at all. Some parts of the letters on the dogtags are based on the background sprite they use. Maybe I can eventually make it look for the changed tags somewhere else, but modifying the image already there isn't an option as far as I can tell.

EDIT2: aand then I had to roll back to before I touched them at all. Apparently somewhere along the road the transparencies for certain animations broke and were crashing the game, here's a picture of getting TM to paste the title screen between roms https://u.pomf.is/ddveey.png
  • Modding version: Other/Unknown
  • Discord username: adri#1824

bcrobert

Aw...sucks that dogtags aren't cooperating. That would be a specifically nice touch.
My FFTA hacking tools: http://ffhacktics.com/smf/index.php?topic=9559.0

Believe it or not, I'm still working on this game.

dck

April 18, 2016, 01:44:07 pm #19 Last Edit: April 18, 2016, 06:37:12 pm by dck
It's funny looking back how I actually believed formations would be the fastest thing to get done. Even when I'm not doing anything particularly fancy to them they still take a lot of checking to make sure they work as intended and sort of fit the power curve.

A positive side result of this is I there's not a lot of rushing and I think particularly story missions like totema fights are pretty cool. Story-wise development is done up to exodus, though given the ridiculous amount of side missions up to that point (with their rewards and battles to set up) I'll probably end the first release after ultima's battle which is when the shop first updates.
When that'll happen is anyone's guess!
  • Modding version: Other/Unknown
  • Discord username: adri#1824