General Gameplay
-Story Battle enemy levels will scale to the player party level.
-Story Battle enemy equipment will scale based on story progression
-All Jobs are available. This also applies to enemies - Human enemies will have random second abilities in random battles
-Gained JP UP has been removed, however JP costs have been reduced
-Move Find Item is now an Innate Ability for all Jobs
-Soldier Office can now rename anyone
-Monster HP/PA/MA Multipliers have been increased
-Faith is no longer used. All magic skill sets have been completely rebalanced in regards to this.
-Removed zodiac compatibility
-JP scroll glitch fixed
-Removed permanent brave/faith alteration
-Magic and Summoning damage balanced
-Broken/Stolen items can be bought back at Fur Shop
-All monsters can use Beast master moves
-Secret Hunt is no longer a requirement for entering the Fur Shop
-Growth rates are now the same for all generic Jobs
-Modified all generic Job stat Multipliers
-Many monster skills have had their effectiveness increased
-Enemies should no longer be learning Equip Abilities (i.e Wiegraf getting Equip Axe, thus becoming a total Joke)
-New enemy team compositions in story battles
[Ongoing] -Minimum movement for all jobs is now 4
-Monsters now have normalized speed
-Weapon Equip support skills have been removed
-No more Spillover JP
Job Changes
Squire-Can equip shields
-Can learn Weapon Guard
-Dash and Throw Stone have been given damage scaling
-Generic Squires can no longer learn Accumulate but can now learn Wish
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[Ramza]Cheer Up now adds Regen
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[Ramza]Accumulate now costs 12 MP and adds Protect
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[Ramza]Yell now costs 12 MP and adds Haste
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[Ramza]Scream now costs 16 MP and adds Wall
Chemist-Auto Potion now ignores Hi-Potions, and X-Potions
Knight-Innate Ability: Maintenance
-Can no longer learn Weapon Guard
-Can now learn Counter
-Can no longer equip Robes
-Has two new skills, Thrusting Strike and True Strike
Archer-Can no longer equip Crossbows
-Charge has been replaced with a new skill set called Trickshot
Monk-Chakra now heals the user only
-Chakra now heals based on MA, does not recover MP
-Revive vertical height increased from 0 to 3
-Repeating Fist now does consistent damage
-Revive can no longer fail
-Can no longer learn Counter
-Can no longer learn Martial Arts
-Has 3 new abilities, Hail Strike / Cinder Strike / Voltage Strike
Priest-Can equip Rods
Wizard-Can equip Staves
-Poison now does damage equal to a tier 1 spell and has a chance to apply Poison
Time Mage-Can equip Rods
-Can equip Books
Summoner-Immune to Silence
-Summons are now evadable
-Can no longer learn Half of MP
Thief-Immune to Don't Move
-Can no longer learn Move +2 or Jump +2
Mediator-Has been replaced by Hunter
-Uses Guns and Crossbows to dispatch their enemies
-Innate Ability: Two Swords
-Innate Ability: Secret Hunt
-Can equip guns
-Can equip dual crossbows
Oracle-Immune to Frog
-Can no longer learn Pray Faith / Doubt Faith / Foxbird
-Success rates on spells have been improved
Geomancer-Innate Ability: Any Ground
-Innate Ability: Move on Lava
-Immune to Darkness
-Geomancy now uses the same equation as other offensive magic
-Geomancy no longer applies status effects
Lancer-Jump increased from 4 to 6
-Can no longer equip Robes
Samurai-Innate Ability: Two Hands
-Innate Ability: Equip Change
-No longer Draws Out, instead has a 35% chance of drawing out equipped Katana on attacking an enemy
-Katanas can no longer break
-Can no longer learn Two Hands
-Can no longer learn Blade Grasp
Ninja-Innate Ability: Throw Item
-Can no longer learn Two Swords
-Can no longer learn Abandon
-Can no longer equip Knives or Flails
Calculator-Has been replaced by Devout
-Uses Poles and Armor to subdue opponents
-Uses skills based on Karmic energy
-Damage Split now returns 25%, reduced from 50%
Bard-Has been replaced by Spellsword
-Combines Swords and Knight Swords with Mana to produce damaging attacks
Dancer-Has been replaced by Cultist
-Uses cursed forgotten magic to destroy non-believers
Mime-Removed
Items
-Crossbows are now Two Swords capable
-Balanced the weapon power of all crossbows to compensate for dual wielding
-Increased the weapon power of all books
-Cloud's Materia Blade has had it's weapon power increased
-More items are available at the start of the game, with modified weapon powers
-Guns have had their weapon power increased
-Poles now use the formula PA*WP
-Shoes now provide minor evasion bonuses
-Many items have had their spell effects remove (i.e Ice Brand etc.)
-Healing no longer damages undead
-Undead ignore Phoenix Downs
-Many items have been made to be not rare, and now appear in shops in the endgame at high prices.
-Remedy price increased by 10x
-Hats now provide half of previous MP amounts
-Ninja Blades now have drastically reduced weapon power to make up for dual wielding
-Potion now heals for 30 HP, Hi-Potion 60 HP, X-Potion 120 HP
-Phoenix Downs now have the capability of healing 1-30 HP
-All Katana draws now do damage and no longer add status effects or healing
-Many clothes and robes have had their PA/MA/SP bonuses reduced or removed
-Ethers now appear in Chapter 2, and Hi-Ethers appear in Chapter 4 and are more expensive
-Many items have been changed or rebalanced with better availability for some weapon types
New rare end game weapons coming soon!Misc
-Swordskills now cost MP
-Swordskills are now evadable as magic attacks
-Malak and Rafa's skills now use normal spell formulas and target one unit only
-Some of Cloud's Limit skills have had their damage altered
-Poison and Regen now do 1/8th of max health per tick
-All Mage Jobs now have MA Multipliers of 120
-All physical damaged based Jobs now have PA Multipliers of 100
-Silence now wears off with a CT of 50
-Poison now lasts for 50 CT, increased from 36
-Attack UP now increases damage by 20%
-Martial Arts bonus has been reduced from 50% to 25%
-Enemies such as Wiegraf, Gafgarion, Izlude, Zalmo etc. now have innate Defence UP, Magic Defence UP, and Maintenance