Thanks to melonhead's last effort we are finally able to edit text too!
So in this topic we have to post the new spell/class description for all the changes we are making in the patch!
I.e.
the spells aero/aero2/cyclone/new abilities
karsten, zodiac, vincent class and personal text
red mage and blue mage descrition,
description of all the items that will get changed
anything else i can't think of
Might as well include all the little tweaks to the game as well. Stuff like making text speed go faster, changing color of items, etc.
IIRC, some of the genji items are red but are described as black.
And, for anyone who has played FFT Sigma, did the text speed during the 'little money' event seem like the right speed?
Also, I'd like to run this list of 'official class names' by everyone:
Chemist
White Mage
Black Mage
Oracle
Time Mage
Blue Mage
Summoner
Red Mage
I didn't see any problems with the physical classes, but even though it follows tradition, isn't "Mage" kinda bland?
And what were the suggestions in place of 2/3/4 skills? ra, ga, ja is a step up, but is that good enough? Already have:
Teleport, Warp
Aero, Gale, Cyclone
Quote from: "VincentCraven"I didn't see any problems with the physical classes, but even though it follows tradition, isn't "Mage" kinda bland?
Some traditions were meant to be broken ;-;.
I might be the only one, though, but I liked the Wizard/Priest/Blue Mage/Red Mage/Time Mage/Summoner/Oracle idea more.
^Blue Mage, Red Mage, and Time Mage may need new names too.
I'm gonna come up with a more creative name for my class than "Wind Mage"
For Time Mage I have a suggestion.
Chronomancer, Astraler/Alstralist
Ah, Chronomancer sounds nice, it fits the class, as a master of time and space. Chronomancer does mean "One who evokes Time" which certainly sounds proper. Red Mage... Magi-Knight? Blue Mage...
Renverser? Which is just a fancy term for "Reverse" as it uses enemies skills against them that might fit, somewhat...
Ah! Here we are! "Emulator" as it emulates the moves used against it. That might fit it's terms.
Chronomancer sounds nice
Mage Knight for Red Mage? Doesn't sound any better, but it makes more sense.
Beastmaster for Blue Mage sounds fine. Emulator reminds me of the thing I will be using to play FFT.
Okay, so now we have an alternative set of names for the 'Mages.'
i'm quite fond of the old "colored" mages... so i wouldn't change them
anyway the beastmaster was a class like mediator but only effective on monster in FFV...
Well, if you are good with it then it's fine. I just wanted an excuse to not work on describing the skills.
I'm cool with the red/blue/black/white mage names too. Simple and easy, Chronomancer sounds like a superhero name or something.
Quote from: "Austin"I'm cool with the red/blue/black/white mage names too. Simple and easy, Chronomancer sounds like a superhero name or something. 
D: I loved that idea!
Mage Knight would be better if there weren't 5000 other kinds of Knights already...
Chronomancer is like Geomancer they have same "mancer" thing.
By the way I got Chronomancer from an MMORPG.
QuoteBlue Mage...
Renverser? Which is just a fancy term for "Reverse" as it uses enemies skills against them that might fit, somewhat...
Ah! Here we are! "Emulator" as it emulates the moves used against it. That might fit it's terms.
Emulator is the job name for the pseudo-Blue Mage in the new Wild Arms game for PSP. So it could work although I don't see why we just don't stick with Blue Mage though. FFXI still uses that as the name.
That is great news about the text editing. I am excited about this project and will contribute how I can. But there are some technical issues that I think are going to plague all patch attempts, and I'm curious about the progress on solving these issues.
1) Increasing the number of jobs available on the Job circle, and not have to replace existing ones to add new ones.
2) Increasing the number of units to have in your overall party. New special characters and monsters is great, but the current limit on the psx version is so low that people are already having to toss away great party members to make room.
Till these two issues are addressed I don't see how any patch can be particularly revolutionary.
^ uhhh, okay. I had no intention of messing with either, so I guess there is no revolution here.
Yeah right, those 2 things are going to decide whether or not the patch is "revolutionary".
Haha I guess "revolutionary" was a poor choice in words. I apologize. I just really respect the content of the original game, and I feel like it would be a shame to loose some of that content in order to make room for new stuff. There are lots of ways to work around these two issues, I would just really like to see a FFT a patch with more job classes and room for more characters.
I do agree that removing old classes to make room for new classes isn't as nice as simply adding more classes to the wheel; however, the limit of units in the party is only a small matter. Sure, we may end up with 30 special characters, but surely you wouldn't use all of them in one playthrough.
Then again you may play the game in a different manner than I and view the 16 character limit as an annoying handicap. Unfortunately, we can do nothing about these limitations at the present time.
I totally agree with what you said Vincent. The 16 character limit just makes it harder to really experiment with all the characters. And yeah my play style is probably different in that FFT is the only game I have ever played through more than once (and I still haven't quite finished it for the second time).
More than anything I just want to know if these issues are actually being worked on or are they just seen as impossible to change?
Quote from: "Cheetah"I totally agree with what you said Vincent. The 16 character limit just makes it harder to really experiment with all the characters. And yeah my play style is probably different in that FFT is the only game I have ever played through more than once (and I still haven't quite finished it for the second time).
More than anything I just want to know if these issues are actually being worked on or are they just seen as impossible to change?
I'm not sure how many people would even want to be able to use more characters in battles. Like I've said before, they set the limit based on the average size of maps so things don't become too congested. Maybe one more wouldn't hurt much, but they'd need to go through EVERY encounter to add another enemy to compensate, and that's really just not worth it.
NeedsMoreNoise: What I ment was to be able to recruit more characters into your party as a whole, not the number in the battle party. Sorry if that was confusing, I was having trouble figuring out a good wording.