Final Fantasy V: Void Divergence - Discussion

Preserved from the legacy forum and rendered as a read-only archive page. Posting is intentionally not supported.

Starterpraetarius5018
Started2018-06-21 20:02 UTC
Posts recovered339
Views in legacy forum124787

current version: 1.658

The main ideas were to make the battles more dynamic and give each character more, well, character.
As a result of that every character has now access to an individualized job list of 21 out of total 31 jobs (freelancer is NOT available)
while each job level now has a permanent impact on a character's stats.
For example klutz Bartz can not be a chemist and Lenna hasn't in her to go Berserker.

More dynamic battles are achieved via !Brave, !Def and field elements.
Move a future turn to now with !Brave or take two turns at a later point with !Def while modifying the field elements to your liking with each skill or ability used.
Changed field elements affect damage, healing and status effect chance.

major features:

  • all party members can be renamed at any time
  • difficulty can be adjusted via in-game menu
  • elements play a larger role extending to every item, ability, status effect and monster
  • rebalance of equipment, spells, abilities and enemies
  • instead of helm, armor and relic you can now equip 3 relics
  • relics add a mix of resistances, weaknesses and power bonuses to same-element attacks
  • spells scale with weapon power keeping them relevant until the end
  • spell lists have been altered, e.g. Fire1/2/3 was reduced to just Fire and there are now new spells replacing the missing spells
  • items are not consumed but introduce a cooldown on !Item, !Mix, !Drink and !Throw
  • auto-heal some HP after battle victory (trade-off for disabled potions)
  • ATB does not proceed until the currently active actor is finished with their turn, but then moves instantly to the next event
  • most importantly - a New Game Plus mode!

Well, just downloaded this and shared it with a few friends that may like it. I'll try to post here from time to time as I run through but for now I wanted to mention that the menu option to turn off experience gains seems to be not working. Turned it on as soon as possible and gained a level the moment I finished my first fight in the pirates cave. Is it supposed to remove exp or jp?

Yeah that is currently bugged.
Likewise turns of confused or berserked characters are currently not happening.

So in Lix there is an odd bug in the house with the bard that teaches charm song. There is a floating exclamation that crashes the game when examined. The pink music box is also just not there but the trigger to use it remains. The bard that teaches charm song is also not there until you use the phantom music box... which also makes the music box show up.

Jordan are you using a sfc rom?

I had the same issue while using a sfc rom and decided to try a smc one and the bug didn't present itself.

You can also see the floating exclamation point during the flashback cutscene in Tule at the beginning of the game.

 

You're not patching this over a pre-translated rom, are you?

The rom I got was unheadered and is an .smc. Only patch I applied was the one provided. Using the latest Bizhawk release running BSNES core. The bug is not present in the flashback scene for me, tried on Snes9x 1.53 and Bizhawk.

Is it still there if you save and reload?
If so, can you send me the save file for that (.srm)

I've no idea what that is - with the given save it has the same behaviour even in an unmodified J rom.O.o

Well, for now I'm just not going to worry about it. That town is basically unimportant in the grand scheme of things and the bug is mostly harmless from what I've seen so far.

Well, this is a fun one. Take my save and get into any battle. Then queue up Twincut, followed by any action on Galuf. Hilarity and a crash will follow. Seems to be the direct result of Faris and Galuf getting their turns at the same time. Once Twincut is selected it moves to Galuf without resolving twincut... then Bartz breaks the world.

 

https://www.twitch.tv/videos/276588144

errr.... I just have to use TwinCut at all there...

2 is not equal to 2... what...

Not sure if it's a bug or if it's the way it's intended (probably not) but if for example I have stuff equipped which makes my maximum HP 400 and then I change my equipment in a way that decreases my maximum HP, my current HP can end up being higher than my maximum HP. Look at Bartz in this screenshot :

 

FFV HP higher than max.png

No, that's ok; you could change your mind about what you equip or try out lots of pieces and then end up losing HP even if you went back to what you had at the start.
It should be reduced at the next battle start though.

Hi got a bug where I changed galuf to a BlackMage, after 1 battle he had unlocked every job.
 

ff5.png

Do you have the "Sage" jewel from the shop equipped on him?
That unlocks all jobs as long as it is equipped.
If you remove it and have at least one level in an "illegal" job you'll suffer uncurable aging.

Illegal jobs being those that are not yet unlocked or those that are generally blocked for that character.

Ahhh, thank you very much I read something about that in the readme files but couldn´t find it anymore
Is it possible to delete posts yourself? Or maybe just keep it for other blind people :)

Nah, keep it.
There's so many small changes even I have to look up half the stuff every time - and noone ever reads READMEs.

Maybe I should've called it DONT_READ_ME_OR_WORLD_WILL_END, it works for buttons.

Mr. Praetarius, I'm back home and I planned on doing an extensive report on the pros and cons from my perspective on this game. I've played through it four times and hit level 99 and mastered 70 abilities 2 times - needless to say, I feel as though I have valuable feedback and suggestions.

Do you want me to private message you or, are you ok with me posting it all here.

I absolutely loved this mod and would hope you would hear me out.

On a side note - I'd love to help you finish this mod if possible.

if you ask me that way, please send per PM, in case there's some stuff I don't want spoiled yet.

Ok, I'll be sending it in a couple hours sir.

Again, thank you so much for this amazing game - it has so much potential

There looks like a lot of "not Final Fantasy-ish" stuff in this game, which will make it interesting to play through. I definitely want to try this out.

Well being waiting for a while for a FFV mod I definitly going to try this out when I will have less games to play.

just a little preview for the first new job to be really added: Blue Bard

FF5_tinker.png

gained with 1st crystal, meant as a support job built around item use

Are you planning on revamping the list of stolen items? Right now it feels like the vast, overwhelming majority of steals are just Potions. Stealing seems like it could have a lot of potential beyond Vanilla what with Politics being a thing. I'd also love a compliment ability for a class other than Thief that allows you to get both the common and rare in a single fight or steal attempt. I always have a nagging feeling that I am missing out on some useful rare items, especially in a rom hack and with your choice to use the snes version we don't get the in-game bestiary.

If Tinker is going to have focus on item use I feel like Thief and the steal list would be a great place to add a little tlc.

In short yes, both drops and steals will have to be changed.
I have a small list of additional weapons and armors that have to go somewhere - and I don't want to stuff everything into the very few shop spaces we have left.

Though I'd like to limit it to one steal type per enemy, either rare or normal, not both.

Plus more potions isn't that bad, they heal more with increasing stack size.

Yeah, it's true that potions aren't bad to have but I had 99 before the fire Crystal. My Thief had an agility lead (obviously) over my party and would go first every fight. Use brave, steal/mug twice and the fight would be over before she lost her next turn. It got silly once she got politics.

 

The whole time to 99 potions I kept wondering where things like antidotes or even bombs were. Downloaded a rom viewer last night and the saturation of potions is silly. Glad to hear you plan to revamp it, I'd suggest early on, at least, making them quite a bit more uncommon because so many NPCs just throw potions at you and they are hidden around town and stuffed in chests to boot.

 

Makes me curious about things like swords as steals and how balanced that is since I think throw also doesn't consume an item, yes?

Only "breaking" (use equipped rod) and GilToss remove ressources permanently in this version.
Easily farmable weapons is kinda dangerous - stacksize reduces cooldown for !throw, up to no cooldown in the 30s.

I would put weapons only as rare drops (first copy guaranteed,
I think 1/16 for every further), maybe as stealable if the weapon is "outdated" for the area the monster first appears in.

v0.575

  • added abilities for Tinker job
  • finished job palettes for new jobs
  • fixed berserk, confuse action behaviour
  • fixed exp options not working as intended
  • fixed bug that made X-Fight and TwinCut randomly crash the game
  • fixed bug that made certain escaping enemies not really escape (also applies to SolCannon self-destruct)
  • fixed interaction with X-magic and Time/Echo spell
  • altered MP calculation to (2xSTR + 1xMAG + base + JobBonus) * (MAG+64) / 64
  • MP soft caps at 200 and 300, hard cap at 400 before %MP abilities which cap at 500
  • adjusted HP/MP curve of player characters
  • decreased general HP growth of enemies by about 15%
  • decreased specific HP% of Sandworm
  • increased general enemy damage output
  • increased effect of difficulty on enemy damage output
  • increased abp gain from exp/128 to exp/32
  • increase power of heal vs undead by 50%
  • modifed delay for actions; 0 tick delays are now possible (most abilities), non-0 delays are now modifed by AGL (Slash, Jump, BuildUp,...)
  • added 2hand-only flag to Anti-Magic bow
  • increased accuracy of Rod from 70 to 80
  • now shows the job's main ability in the abiltiy selection instead of just "ability"
  • singing gets ended when max buffs are reached
  • Blue/Vampire: now works like a 80 power non-elemental drain spell
  • nerfed X-Magic/Shift to quartering missing delay instead of setting to 0, Time/Shift is unchanged set to 0
  • nerfed demi vs heavy to 1/4 instead of 1/2 the usual power
  • demi and psych now respect the power penalty for being used via x-magic
  • SteadyMP only works up to 99 MP (it is steady MP, not steady TURNS!!)
  • changed ribbon to void type
  • changed martial/aid to void type

 

so formal introduction for Tinker
FF5_tinker.png

abilities:
!Tinker - 8 "spells", main ability:

  • Turret: summon turret to deal earth damage to one enemy
  • Load: reduces remaining item cooldown
  • Swap: switch remaining item cooldown with target
  • Shock: summon Bardandels to inflict paralyze on all enemies
  • Guardian: summon IronGolem to negate physical damage (Golem effect)
  • HeRoBot*: summon Prototype to deal lightning damage and HP leak to all enemies
  • Overload: set own item cooldown to 0 at cost of some HP (can be lethal**)

!X-Item - same as !Item but with multitarget and double cooldown

Recycle - passive ability to speed up item cooldown

!Drink, Brawl - same as from other jobs that have those

learned in order:
Brawl, !Tinker, Recycle, !Drink, !X-Item

 

Currently, the new "spell" menus have all their spells always unlocked.
This will change later.
The first 2 of each menu will be always available and the other 6 will be tied to conditions - like you currently need for !Black to buy the spells and for !Blue get hit by them.
Though there will be no double-unlock like in vanilla where you had to e.g. grind BlackMage AND buy all spells.

 

*you know: Hero-Bot, He-Robot, not-I-Robot

**1-stack feather from !Item would be 14k self-damage, 50-stack Elixir about 900, mere Potion 192 damage

Awesome update!  I've gotten an unheadered rom that works so now I can try out the hack!

Just beat the boss at the Wind Temple and I'm enjoying the mod thus far.

Two things I would like to mention.

1. At some point you should change around what the people at the House of Beginning say to better reflect how the mod works.

2. At one point the boss hit Bartz for more than enough damage to kill him, but it just dropped him to one hit point.  It was his Claw attack.

Edit: And it seems like Galuf has access to all of the jobs from the Wind crystal.  Was that intentional?

1. I know, that's a huge todo on my list - I just want the main mechanics finished first and some feedback so I know which are the hardest to understand.

2. Was he defending? That (and a certain passive ability) let you survive at 1 HP IF you had over 1/8 health before the hit.

3. Does he wear the sage item from the shop?

1. That sounds like a good way of going about that.

2. He was actually!  That's very interesting, it makes the defend command really useful.

3. No he is not.  I even just checked and removed all his equipment to make sure.

In further observations, it seems like the Crusader class for Bartz is buggy as well; I leveled up in that Job and I learned the ability "".

3. Oh wait, I misread that. I read all jobs period.
He should have access to 7 jobs, but wind crystal technically gives 8.
Everyone else has 5/8 there, he 7 - it just happened, it didn't really watch for when the jobs get available,
just that each char has at least 4 jobs after the first crystal and the jobs fit somewhat thematically.

Job selection can still be changed though.

4. not implemented job.
To figure out which are just check the ability menu, you'll see the job main ability above the section where you select your 3 abilities;
if it is just "!" it is a placeholder job. Otherwise it'll be like !White or whatever the job has

3.  Got it, that makes sense!

4. Okay, I understand that now!  Well, I think I'll be staying away from the placeholder jobs for the time being and wait for them to be updated into fully functional jobs then.

Thank you so much for answering my questions; I've only played a little bit but I'm really liking how combat works in this mod, with the elements and the cooldown on item usage, its really fun!

Nice to see a new mod from one of my favourite FF games. I'll be giving this a go over the weekend and will give some feedback, but congratulations on the project and I hope to see more from the future and thank you as well for the effort put into this. 

Playing some more, and Faris reached level 3 of Tinker and the game proclaimed that she'd learned "dummydummy"

Also, I find it odd that Faris can't become a Blue Mage, considering her bond with Syldra and everything.

Edit: And I don't know how I missed this earlier, but Bartz is a black mage and Fire is not costing any MP while his other spells do cost MP.

are you on v575?

Yes I am.

45 minutes ago, Aegis98 said:

Also, I find it odd that Faris can't become a Blue Mage, considering her bond with Syldra and everything.

Edit: And I don't know how I missed this earlier, but Bartz is a black mage and Fire is not costing any MP while his other spells do cost MP.

Wouldn't that make her more a summoner than a blue?
Or a Tamer/Trainer/Beastmaster?

Fire costs 0 is correct

DUMMYDUMMY is just a text issue - you should still have learnt Recycle there - passive abilities are special snowflakes that need to named 3 times and I forgot one ofc...

Fair points on Faris.  I'm just so used to everyone being able to be Blue Mages and having the learning ability that I kind of miss it.

So noted.

I checked and I did see Recycle there.

single job mode or the sage item from the first shop would be your options then

I think I'll just throw "evade%" out of the status/equip menu, magic evade isn't displayed either, instead I'll display there magic attack since that is not quite as straight forward as the random-dodge stats.
Plus there's tons of stuff evade doesn't work against anyway.

FF5_void_divergence033.pngFF5_void_divergence034.png

v0.611

  • added info dumps to Beginner's House
  • replaced evade% in equip/status with magic attack power
  • added max job levels to status menu
  • added experimental faster dash: hold Y instead of B to run even faster
  • pierce now also makes attacks ignore up to 20 (magic) defense after other reductions like elemental weakness
  • weakness hits against targets with excessive defense bypass some defense
  • poison ticks against heavy targets get more infrequent over time, refreshed by applying poison again
  • renamed MagicAmp to MightAmp
  • MightAmp now also boosts non-elemental magic by 33% and weapon attack by 25%
  • nerfed spellblade additional element factor from 2 to 1.25
  • changed spellblade to actually add its element to the weapon's base element instead of only roling a second element check
  • increased spellblade/tempr from flat +20 to +50% attack bonus
  • added +20 flat attack to spellblade/flare
  • increased double grip bonus for weapon attack from +25% to +33%
  • increased double grip bonus for magic attack from +12% to +17%
  • weapons now also have a weight
  • weight recalculation is now also active during battle
  • fixed in-battle calculation for evade reading wrong values
  • fixed text for newly learned abilities
  • fixed miscalculated status durations, e.g. underflowing paralyzation against bosses for infinite stun
  • fixed certain in battle events not firing if the boss is stunned
  • fixed several issues with the sandworm boss fight like too high HP, not having weaknesses, not giving exp, ...
  • fixed !mix resulting in garbage spells
  • "fixed" exploit with old status that reset old-penalty on equip change to 0; base stats now drop by 1 for player characters each tick
  • decreased SolCanon HP, changed type from Holy+Wasser to Holy+Ice
  • decreased Launcher (SolCanon add) HP, changed type from earth to water
  • enemy resistances become strong resistances on difficulty 1-3 or absorb in New Game Plus
  • Galuf lost access to BlackMage, instead gains Arcanist
  • Faris lost access to TimeMage, instead gains Mimic
  • MP gain from Ethers and Elixirs via !X-Item is now reduced to 33%
  • shields can now not only remove their element from weaknesses but also upgrade the resistance to greater resistance

Dang, the upgrades to resistances on higher difficulties sounds pretty cool. Wasn't really feeling it too much playing it on the hardest difficulty in the previous version

As a sidenote: "greater resistance" was "immunity" in the original version.

Regular resistance modifes damage with atk -25%, def +50% (vanilla had just atk -50%, this was never on any enemy, only on heroes)
greater resistance modifes damage with atk -50%, def +50% (vanilla had atk = 0)

in the damage = (atk - def) * M calculation

v0.635 v0.637

  • added abilities for Assassin job
  • winning a (non-repeatable!) boss encounter on difficulty1 now awards a "Shard"
  • having shards in your inventory increases gained exp by ~3%
  • enemies have a 12% chance (33% for heavy enemies) to forcibly end hide status
  • fraction-type damage spells are now subject to difficulty (unchanged on 4, less on 1-3, more on 5-6)
  • fraction-type damage spells are now halved by shell status and by Opal Bracelet
  • added a monster damage modifier by difficulty: 150% - 1, ..., 100% - 4, 75% - 6
  • constant damage attacks deal double damage in new game plus
  • replaced Dispel/Anti-Magic Bow with Hunter Bow: 17 atk
  • added Hunter Bow and Amber jewel (lightning element relic) to tule shop
  • reduced price for amber from 380 to 135
  • reduced magic bonus for amber from 3 to 2
  • reduced HP and damage of WingRaptor
  • renamed Blue/Vampire to Blue/Leech
  • Jump: reduced 2x damage bonus to 1.5x but now applies to all physical weapons
  • Jump: fists, lances, katanas get +25% attack
  • critical hits are no longer exclusive to katanas, fists and bows; instead all attacks that deal physical damage can deal critical hits
  • damage for critical hits decreased from 200% or 250% with ability to 150%/200%
  • base critical chance is now 10%, increased by certain weapons; crit rate bonus stacks when dual wielding

Assassin

FF5_assassin.png

learns skills in order:
!Hide, !Ambush, Evade, Two Handed, Inner Eye

Inner Eye - innate, weapon attacks that would miss instead produce a grazing hit of reduced damage (stat/2, level/4 for damage calculation)

!Ambush - like !Fight but gets a damage bonus if used after !Hide BEFORE an enemy "sees" the user; no damage bonus against undead.
If an enemy sees you they can drag you out of hiding before you chose to, in that case you are obviously not hidden anymore for bonus purposes.
If you leave hide on your own you can retain the bonus until an enemy attacks or at least targets you - misses end the bonus as well.

Why do I create abilities that require their own rule book...

v0.665

  • added abilities for Oracle job
  • changed default walk speed to regular dash, B = max dash, Y = slow walk
  • magic damage is now subject to magic evade (or phys.evade/4 for player if that is higher) and accuracy (level, weight, agl, vit, mag)
    the damage is not subject to randomness; minimum is 50%, maximum 130%
  • altered handling for multi damage attacks from "best resistance" to splitted damage
  • removed damage variance from monster attack
  • you can now always equip 2 weapons for dual wield but if the dual wield ability is not known you receive another -25% damage penalty
  • renamed the ability Politics to Pillage
  • sylph-type moves (deal damage and heal party by damage/4) are now subject to element; if the damage is absorbed the party is not damaged
  • increased accuracy of Finesse/Weaken
  • steadyMP no longer gives MP before the 1st turn
  • added skill unlocking via owned bomb count to !Tinker
  • added skill unlocking via total job levels to !Martial and !Finesse
  • sleep status of "heavy" enemies is now cured by poison ticks and live loss
  • mute no longer prevents casting, instead cuts magic accuracy in half - this also directly affects magic damage
  • changed formula for Golem-type walls to (100+PARAM1*VIT)*(d(lv+2)*d(MAG+2)/4)/256, with d(x) as diminishing values for 30+

Oracle

FF5_oracle.png

learns skills in order:
!Recover, !Predict, Turbo MP, !Fate, Enigma

Enigma - innate, grants chance to dodge spells like aegis shield, though at 20% instead of 33% and does not stack, shield takes priority

!Predict - 8 spells; each can be only used once per battle, execution requires a cast time of about 2 turns (double of !Jump), all 8 are unlocked by default

  • Deluge: deals water/ice ground-type damage to all enemies
  • Hurricane: deals wind damage to all enemies, extra strong against heavy enemies
  • Plague: deals level-based poison damage to all enemies, can inflict poison and blind
  • Dark Fog: can inflict poison, blind, mute, paralyze, stop to all enemies
  • Starfall: deals high random-type ice/earth damage to all enemies
  • Calamity: deals high fire/earth damage to all enemies, sets terrain elements to earth/fire
  • Blessing: heal entire party, cures poison and blind
  • Judgment: deals high holy/bolt damage to all enemies, heal party based on damage dealt

!Fate - single target offensive spell but the effect changes based on the caster's name;
potential effects include:

  • magic damage (regular, def piercing or own HP based)
  • HP drain to self or party
  • one or more of various status effects: blind, poison, mini, toad, petrify, mute, berserk, charm, paralyze, sleep, old, slow, stop

 

What does this Oracle variant have in common with the vanilla Oracle? {NULL}
 

Spoiler

The original was - at least for me - not usable.
Spells seemed to be choosen at random but weren't, they are decided by the caster's MP single digit, with a couple of the spells killing your party.
Damage was also not dependant on your own stats, only the single digit HP of the target mattered; that +1 is a direct damage multiplier - and guess what: most monster start with xxx0 HP.
No thanks, regular magic damage but with higher power and a delay with no action to kill my party seems much more appropriate to me.

 

Noticed something odd. Steal adds an element to the field. I think it's either the item stolen or the... bottle-element? if it fails.

Seems pretty fun so far. In the ship graveyard running with a Knight, Tinker, Thief, and Black Mage so far. Only died once, because I had run straight to the wind temple without going to town and fought the boss with Bartz wearing a ruby. Not the best idea.

Steal should have the poison element - though that doesn't affect the action itself; the upgraded form uses your weapon's element because there it is part of the attack.

I hope you read the beginner's house, it should explain the most important new things.

I'm half sad that a visit to the town is almost required - and half not because that way the chance is higher that people get some info from the info dump beginner's house.
This way Raptor is the most likely candidate to win the "hardest boss in the game" award :/

 

Btw. which scan HP display is preferable?
just the total HP, not hinting at things like HP break points

FF5_doped_dragon.png

or a proper split into effective HP and number of remaining segments (LP)

FF5_void_divergence055.png

there was quite a bit of confusion over the HP values so far...
like the boss has 3k left, was hit for 2x 2k (x-magic) and then another x-fight - and he was only down to 1k HP.
Turns out the first point of reference was about 500 HP from the next threshold, so 3.5k damage wasted from the x-magic.

The thing is, if I managed to steal a potion it then adds ice on top.

Oh, right - well that's a quirk of how I added the element icon addition;
I just read what is displayed in the top dialog.
So when it says "[ice]Potion stolen" it sees the [ice] and adds that to the list.

I was at one point thinking about having Gilgamesh break the 4th wall and just shout his preferred elements in his banter to change the field to his needs.

16 hours ago, praetarius5018 said:

Btw. which scan HP display is preferable?

I'd say the second one with the split values looks much better, as you can process the information quicker by checking how many "lives" the boss has left

Well, technically you're not supposed to bother with the boss live mechanic.
That's mostly for me so I can give more max HP and reduce the abuse power of certain skills and status effects.

In other news, next job'll be Crusader, gained at the first crystal the starter set of jobs to 8:
FF5_crusader.png

learns skills in order:

Endure, !Esemte, !Slash, Heal Amp, Pierce

!Esemte - again a set of 8 skills, this time the gimmick is that they are cast from HP (in %, not absolute numbers; the most expensive one costs 14%)

  • Cruzfire: physical attack that hits all enemies
  • Recover: Cure but a bit weaker
  • Execute: single target physical attack
  • Shout: hits all enemies for some ice VIT-based damage and lowers their magic power
  • Size Up: very weak physical attack that reduces defenses and evasion
  • Growth: maxHP x2 (same as one mix outcome, not stackable)
  • Shield Bash: single target physical attack, only strong with shield equipped; then it gains damage bonus based on defense
  • Cover: toggle Cover on or off on self

new skills are unlocked based on current HP; get hit too much and you may forget how to heal

(if you still can't guess what this references, blame Atlus for the inspiration)

v0.710

  • added abilities for Crusader job
  • can now speed up spell animations by holding any of the 4 face buttons
  • changed HP display in !Scan, now displays HP per segment instead of total value
  • scan now shows if the target is undead
  • reverted save anywhere
  • changed the way defense is used in damage calculation from (atk - def) * m to (atk - defA) * m * (250 - defB) / 256
    for player defA=defB = regular def
    for monster defB is globally 100 if neutral and defA = (VIT * defB) / 256; VIT for monster is their unmodified level, capped at 70
  • reduced weakness damage from x2 to x1.5
  • increased attack power of weapons by about 80%
  • adjusted defense modifying effects
    defense piercing moves now ignore 50% defense and have -25% attack (works out to a break even on neutral defense)
    defense halving spells now decrease defense by an amount that would result in the target taking 20% more damage compared to before for each cast, capped at 0 defense
    axes treat defense as if one extra cast of guard off was used
    changed spellblade/tempr from 25% defense ignoring to flat -20
    changed spellblade/flare from 100% defense ignoring to only 50%
    elemental absorb keeps def = 0 but also gets atk/2
  • moved shop items around, including adding a wind type shield to the first shop
  • added several previously unobtainable items to shops, including slayer knife, legend jewel, hero shield, ...
  • adjusted several item prices
  • shields no longer add defense or magic defense; all standard elemental shields have fixed 15% evade
  • HP leak now provides damage numbers
  • HP leak is now blocked if the damage part of the original attack was absorbed
  • status effect duration for stop, stun and doom is now affected by the weakness to said element; e.g. if weak to water doom gives 15 "seconds" instead of 30
  • fixed certain status durations getting cut in half
  • single target physical skills can now use the regular weapon attack animation instead of a pseudo spell animation
  • changed Potion heal from 50-1250 to 60-1200, heal at 3x (starting value) is up from 64 to 75; old value = new value was at 68x
  • changed Hi-Potion heal from 120-2500 to 250-3000
  • increased attack power for unarmed attacks with brawl ability
  • increased cooldown for Hi-Potions from 5 to 7
  • replaced potion in beginner house with hi-potion
  • increased time for the karnak castle escape from 10:00 to 15:03 minutes
  • fixed a bug that made goblin punch apply the temper bonus twice
  • fixed a bug that turned damage randomly to 4 digits
  • fixed a bug that caused softlock on killing stopped enemies
  • fixed a bug that made physical skills target magic defense
  • fixed a bug in the end of turn calculation that could cause a variety of bugs, like soft potions not working or crashing the game
  • fixed a bug that granted shards on escape from random encounters after beating a boss
  • fixed startup time of !Jump
  • flagged Gilgamesh's jump attack properly as earth elemental
  • finesse/weaken now also lowers magic evade
  • heavy type enemies now add 2 field icons per action
  • enemies affected with mini/toad now keep their names
  • fixed an issue with displaying 4 enemy type names; ignored 4th+ name (only space for 3 names anyway)
  • altered monster speed curve by level, difficulty, species modifier
  • increased gold drop from monster in main game, reduced for ng+
  • increased monster exp gain at low levels, decreased for high levels
  • monster attack power modifier no longer varies by difficulty
  • increased influence of level on monster damage from 5 to 8 and reduced early game damage

I just wanted to say that I'm playing the game and having a great time and wanted to thank you for making this. It's a wonderful hack. Thank you!

Thank you for your making!

By the way , I want to save anywhere. Please tell me which value of address in Binary Editor I should change.

2B291 10 F1 -> EA EA
2CFFF D0 09 -> 80 09

however, you're on your own then.
I've managed to permanently lose job crystals with this by saving and loading in the 2nd crystal room,
the shards disappear and the script continues as if you have collected them, but the jobs do not appear in the job menu.

It's awesome! Thank you so much. and I understood the problem.Thank you for your instruction. It really helped!!

This looks awesome. Going to hold off playing until future updates, but I'll definitely be checking this out!

v0.766

  • added abilities for Arcanist job
  • failure to inflict a status effect now instead generates "status damage" equivalent to status chance / 4
  • status damage is reset to 0 the next time a status effect succeeds
  • existing status damage is added to the raw chance to suffer a status effect
  • status damage is shared across all status effects and unique for each unit
  • greatly increased effect of status resistance (from equip or monster species) on chance to suffer from a status effect
  • monster no longer have any native specific status resistance
  • when a monster receives a non-self inflicted status effect it gains the status resistance to that ailment
  • after losing a live, monster lose status resistance to some types; if remaining lives are odd, those of fire, ice, bolt and wind type, else the rest
  • changed monster skill circle from non-elemental "remove from battle" effect to a regular ice-type death effect
  • x-zone, doom and HP-to-1 share the resistance with regular death effect
  • reflect ring now only grants wall status for one reflect
  • wall status duration gets reduced by half each time a spell is reflected
  • simplified rule for spell reflection; now only white/black and time spells are reflectable except those that create physical phenomenon (quake, comet,..), HP/MP steal and dispel
  • against spell damage monster now use p.evade or m.evade whichever is lower instead of always m.evade; m.evade is intended as generic status resistance
  • increased accuracy of Finesse/Weaken from 127 to 255
  • increased accuracy of Esemte/Size Up from 100 to 127
  • fixed stomps defense pierce property
  • fixed twincuts damage property (75% damage instead of 50% attack x 200% damage = no change)
  • reduced X-Magic power from 13/16 to 3/4
  • mute now also reduces magic base damage by 25% and magic heal power by 50%
  • white/heal and white/dispel are now affected by masscast; animations had to be changed
  • added a delay to the first monster turn; 30 atb ticks for fixed encounters (bosses) and [10..70] for random formations (each monster gets its own penalty)
  • berserk status no longer alters monster ai
  • berserk status now makes the target give and take 50% more damage
  • new icons for earth and belt - blame BlackLiquidSorrow
  • increased rate at which BraveBlade loses attack from 1 per escape to 20 on the first escape and 15 on subsequent escapes to a minimum of 1 attack power
  • reduced Merugene's HP and removed her (scannable) weakness, now only neutral to those elements
  • changed HP calculation from baseHP*(VIT+32)/32 to baseHP*(VIT+40)/64
  • increased baseHP by level from (Lv1..30..99) 120..1534..2066 to 200..2000..3000
  • reduced monster STR/MAG stat growth (Lv60 base is down from 57 to 43)
  • reduced monster AGL growth (Lv60 base is down from 36 to 31)
  • reduced monster EXP growth (Lv60 base is down from 883 to 501)
  • white/pure now cures HP leak and status damage
  • white/blink and !image now only give 1 image instead of 2
  • reduced cost of white/blink from 17 to 12
  • changed GilToss damage to 130 power VIT based physical earth spell

Next up is the Arcanist, gained at the 4th crystal.

FF5_arcanist.png

learns skills in order:

!Psych, !Arcane, Y-Magic, !Mystic, MindUp

!Arcane - a set of 8 spells, this time the gimmick is that they only perform well under certain conditions

  • ChainBolt: attack power increases with number of targets
  • GrimWail: damage increases if target has status ailment
  • L4 Arctic: affects enemies with level dividable by 4, ice elemental flare
  • Slay: x4 damage against human enemies
  • Ancient: level based damage, chance to inflict old
  • Sludge: level based damage, chance to inflict poison
  • OddFlare: affects enemies with odd remaining health, casts flare
  • XXXX: instantly kill target if at or below 3000 HP

!Mystic - same deal, for technical reasons I can only use exactly 8 spells per spell set, so... yeah...

  • SineShot: power fluctuates along a sine curve based on passed ATB ticks in current battle
  • Synchro: try to inflict most status ailments that plague your team on the target (only blind, poison, mini, toad, petrify, mute, berserk, charm, paralyze, sleep, old, slow, stop)
  • L3 Toxic: affects enemies with level dividable by 3, poison elemental flare
  • Crusher: deals damage equal to target's max HP - current HP (same as the blue spell of this name)
  • VoidElem: party gains one-time shield (1/4 damage) against any element the caster was at least resistant to; does not apply against attacks with pierce passive or those absorbed
  • Twilight: punches someone in the face when they mention a book level based damage, chance to inflict sleep
  • EvenNuke: affects enemies with even remaining health, casts wind elemental counterpart to flare
  • Cleanse: remove status damage and HP leak (same effect as white/pure has now)

new skills are unlocked just by gaining total job levels, the job is imo hard enough to master, doesn't need a more involved unlock process

well how much new jobs remain to be done in the game?

5 are missing.

And I've concepts for them already.
Just not 100% I can make all those mechanics or if I have enough usable ability ids...

Lord

Spoiler

Basically Kaiser from Bravely Second.

Sets powerful (de)buffs that affect everyone, player and mosnter alike.
Might also get MMBN like element traps in the form of "laws".

Dark Knight

Spoiler

Physical attacks that get stronger the less HP he has.

!Stomp from knight to draw attention.
Maybe a taunt that enrages enemies.

Vampire

Spoiler

Undead healer.
That idea was so dumb I just have to try it.

Gets also some elements from FF5A necro but in usable.
You know, the part where you have to hunt certain enemy types to learn new (non-summon) spells melded with their !Oath to summon 1 of 4 random enemies to immitate a spell.
So with this version you beat certain enemies and you gain them as summon spells.

Story for that: I was at one point contemplating that there are not many good healer options besides white and maybe red mage. So I wanted to add another one.
I thought what kind of "gimmick" this one would get - white mage is the default/boring choice, red mage burns extra mp with his x-magic, chemist can't multitarget and has crippling cooldowns, blue mage needs white wind which comes very late and is hard to get and also requires the caster to be at good HP, any !animal user is just pure RNG for healing, summoner requires you to be able to deal damage with sylph (poison!), time mage has heal over time but no burst heal... so "undead" immediatly shot into my head. And since undead take damage from normal healing that was an angle I simply had to try.

Magus

Spoiler

Caster that taps into the power of the void... to be a total pacifist?

all spells cost regular MP & MAX MP
-Hex, remove status resistances; 50% chance for each status
-Shred, lowers element resistances from absorb to immune to resistance to neutral
-Drain Sphere, gives *everyone* auto-HP leak; stacks with regular HP leak
-Enervate, lowers maxHP by 100 (not below 5k) and all stats by 2-3 (not below half initial value)
-GigaNova, terrain set and LOCKED to void, nobody gets damaged - why would the planet exploding hurt anyone?
-LifeMark, target is marked; if killed while that LifeMark is active, player party gets healed by 1/8 of victim's maxHP
-BombMark, target is marked; if killed while that BombMark is active, remaining monsters get damaged by 1/3 of victim's maxHP (but not below 1)
-Amp Mark, target is marked; attacking the target over and over leads to increasing damage (alternating +1 Stat and +1 Level in M formula?)
---only one mark can be active at the same time
---you can mark your own party members; the effect still hits the sides mentioned above

Sage

Spoiler

Basically a red mage that gets DnD meta magic instead of X-Magic. Like spellblade but for spells.

 

the old ones will be in the game ?

or all new jobs?

yes

no

is the edit button broken?

I have a suggestion:

Instead of bundling the old Dejap translation with this, use this one:

http://www.romhacking.net/hacks/3687/

The GBA script results in a much better translation that's more inline with current Final Fantasies.  :)

Changing the translation is not an option since... 750 updates?

Also its not the original Dejap translation.

It seems that the ABP is assigned constantly instead of increase. If you change the character’s position should rise ABP. The problem is the fourth position, no the character.

Can you tell me steps to reproduce that issue?

At first, I thought it was random, but I found out that I passed only when I flee from the battle.

If you want, i upload an image so you can see it.

By the way, the fourth character always has the ABP from the battle instead of increase.

v0.780

  • altered several weapon elements, there should now be less off-type weapons (e.g. swords that aren't fire)
  • changed harps from fraction damage to regular damage
  • added new icons for certain relics
  • altered icons, names, stats and effects of relics
  • relic icon should now indicate whether it has a hidden effect or not
    -amulet grants either absorb or increased element resistance
    -rune grants that element's status resistances
    -rings hold all remaining effects
    -genji equipment is the only exception to the status resistance rule
  • increased weight and defense of lategame effectless relics by about 20%
  • added "Field" behind the field icons in battle for clarity
  • altered sorting rule to make axes and hammers treated as the same type (technically they already were)
  • fixed a bug in the abp gain for the 4th character
  • fixed a bug that dropped total exp to 0 on escape

I signed up just to say that your work on this is impressive. The field effects are a lot more interesting than in the inspiration (just changing it from 3 slots w/3 chars to 5 w/4 chars makes it a lot less unforgiving), the added elemental variety makes caster jobs a lot more versatile, and so far the boss battles have been pretty fun and a decent challenge. Also I love how I can disable XP gain so I can just grind for ABP or items/blue magic without becoming overleveled. Having the consumable items have a cooldown and effects that vary on amount is a pretty bold idea on paper but works nicely in practice.

If I could suggest something, some sort of item-based substitute to !Scan would be wonderful, even if it consumes a turn like any other item. At a certain point it's kind of a waste of a slot and at times it's a bother to go check the element chart externally when enemies have element combos, so it'd be a decent compromise for being lazy or not playing on a PC. Kinda like Etrian V that gives you the option to use a turn in exchange for not using your union gauge on scans.

Some sort of ancient cave would elevate this to masterpiece tier, but don't take me too seriously, I think every story-based or linear/semi-linear game with good combat can benefit from one. I understand if you think it's like the worst suggestion ever, though, those things aren't easy to implement at all, even if there's already one for FF5 in particular, I don't think it'd be compatible at all after so many changes.

Still pretty great stuff. If it's already this good at an early version without too much balance and missing some jobs, when it's more complete it's gonna be ridiculously good. Good job, really.

5 hours ago, Magpie said:

If I could suggest something, some sort of item-based substitute to !Scan would be wonderful, even if it consumes a turn like any other item. At a certain point it's kind of a waste of a slot and at times it's a bother to go check the element chart externally when enemies have element combos, so it'd be a decent compromise for being lazy or not playing on a PC. Kinda like Etrian V that gives you the option to use a turn in exchange for not using your union gauge on scans.

I can see where you're coming from - same with !Brave, really - but there's a tiny problem with that:
I don't have any items left to use.
The game is capped at 255 different items and they are already used.
Weapons, relics, consumables all fall under that.

The most I could do is replace something;
want to get rid of tents? cabins? Omega medal? Dragon crest? 3 summons?

5 hours ago, Magpie said:

Some sort of ancient cave would elevate this to masterpiece tier, but don't take me too seriously, I think every story-based or linear/semi-linear game with good combat can benefit from one. I understand if you think it's like the worst suggestion ever, though, those things aren't easy to implement at all, even if there's already one for FF5 in particular, I don't think it'd be compatible at all after so many changes.

I wanted more to go the FJF route, that's what the single job option is for.

5 hours ago, Magpie said:

Still pretty great stuff. If it's already this good at an early version without too much balance and missing some jobs, when it's more complete it's gonna be ridiculously good. Good job, really.

Then start giving me some feedback - what works, what doesn't?
There's already too many options for me to have an overview of which combinations are just way OP or what's 100% useless.
Does a job get usable too late (too hard to unlock skills in contrast to !White) or is it too dominant early?
Stuff like that.

2 minutes ago, praetarius5018 said:

I can see where you're coming from - same with !Brave, really - but there's a tiny problem with that:
I don't have any items left to use.
The game is capped at 255 different items and they are already used.
Weapons, relics, consumables all fall under that.

The most I could do is replace something;
want to get rid of tents? cabins? Omega medal? Dragon crest? 3 summons?

Oh! That does make sense. Cabins seem kinda redundant with the current design unless I'm missing some extra effect, so they could be a candidate for replacement.

7 minutes ago, praetarius5018 said:

Then start giving me some feedback - what works, what doesn't?

There's already too many options for me to have an overview of which combinations are just way OP or what's 100% useless.
Does a job get usable too late (too hard to unlock skills in contrast to !White) or is it too dominant early?
Stuff like that.

I think the main thing is that while bosses are interesting and fun, regular encounters aren't any more exciting than in the base game. Since health regenerates to a degree, it has two interesting effects, one positive and one negative: the positive being that grinding is super convenient, the negative being that once you have gotten some levels and skills, you might as well reduce encounters and just go fight the boss because enemies aren't really draining your resources in any significant way, nor are particularly exciting. The most interesting fight were the Gigases because they hit like trucks at that point so it required me to actually brain to get the stuff in time.

As for the jobs, it's hard to tell because I'm still kind of focusing in my favorites and leveling them up at this point, but I've noticed:

!Brave -> It's great to borrow a turn now, but it's usually one of the first skill slots to go because it's more preferable to !Def and potentially get more than one extra turn eventually. It also kinda burns when the enemy gets to act between your !Brave-d turns (Byblos was a particular repeat offender).

Mages -> They feel more practical and manageable than in the regular game, so far Lenna with !Red, !Time and !X-Magic is doing very good damage and utility but not really overwhelmingly so, so I'd say so far so good. On the other hand I made Lenna be the "omnimancer" so gotta prioritize, thus I'm kinda nerfing myself there.

Summoner -> I find the summons are a bit on the cheap side, although they aren't doing all that much damage either unless the field is primed, so I guess it's okay? At least at this point of the game (just about to fight the Cannon) and having Faris as the summoner it seems fair in damage terms and I like stuff that makes use of the field. Although I feel shiva/ramuh/ifrit should all cost like 25MP or even up to 50MP either way.

Tinker -> I just love this class, and since I tinkered with it the most I can give the most in-depth analysis. No...pun intended, by the way.

I just love classes that do things with items in general so I'm biased, but it's really interesting and makes heavy item usage (since every consumable item is pretty much a new skill for the team) a viable strategy. The item-related commands are great, although I feel that Load has like no noticeable effect at times. Like I was having Galuf doing like 3 consecutive casts of Load on himself and the the item bar seemed to remain the same. ...unless that's some quirk of the underlying ATB. I don't use Shock very much but I know I should. HeRoBot is just great. The hit itself is meh but the HP Leak is so useful and seems to have a good rate. Guardian I'm finding myself not using very often, and I keep forgetting what WingBoot does. (Doesn't help FFV was terrible at conveying information during battle). !X-Item doesn't feel overly powerful, since attack items aren't affected, and healing is good but you can't seem to be able to mass-revive with Phoenix Downs, and stuff like elixirs have a reasonably high recharge time...so feels fair. Overload is ridiculous (but I love it), poor Galuf like imploded at one point and I'm wary of it at the moment, but at the same time when I am far enough in the game it feels like that amount of health is going to be borderline negligible. I honestly wouldn't mind if !X-Item an elixir + Overload results in like 9000 damage. (On the other hand it'd be hilarious to abuse Overload in that one fight with Galuf, maybe with !Throw)

The leveling method for !Tinker is kind of wacky though, because you only have a bomb for a few hours of game, then you become able to buy them so you can max them out in no time. Making bombs for more elements would be a solution but are already dealing with the uint8 item limit so...yeah. And also it'd kinda run over !Throw's territory as well. Making bombs more expensive would make it just a grind, like it'd be to limit them to steal-able items or enemy drops. It's hard to suggest something better, but then again !Tinker isn't terribly overpowered at this point of the game, so maybe it's fine?

Crusader -> I didn't play much with this one yet, but !Esemte is...a mixed bag. At low levels or damaged it only gives you Cruzfire and maybe Recover, but Cruzfire is...terrible. The damage is pretty low and it refuses to target more than 1-2 enemies, and doesn't even carry !SpellSwd elements. Execute seems like just a regular attack unless it has some instakill ability that I never managed to trigger.

The fire-based recover I kinda love as a concept. Having healings in more elements is useful for managing field effects, so it's nice to have. As for the other !Esemte skills they sound like great utility in general and I like Shield Bash as a general concept as well. I have to see how the damage scales with the later.

Tamer -> I just wanted to go grab !Control but then I saw Mastery and I'm intrigued, still leveling it up but it can make it a viable job if you can potentially spam your pokemon. I'll get back to you on this one.

Mystic -> It's a bit of a pain to figure out which passives will give you a !Fight to use !SpellSwd with, but the added elements and effects make it worth having a !Fight for sure. Damage is pretty excellent but it's not like one-shotting bosses or anything, at this point in the game it feels strong but not terribly so, at least. Huge improvement, personally.

!Blue -> I mean it's blue magic it's ok if it's a bit on the crazy side. Although the modified spells are actually kind of interesting, Exploder not killing you is kind of exploitable but at the same time you need to plan it up well to not die anyway, specially since the ATB quirk can let enemies act during extra turns, so it's balanced in an odd sort of way, specially with the big cooldown on phoenix downs and that it's kinda inevitable someone will lack !Item at some point. It's still pretty risky even if potent. Snowstorm doesn't hit super hard but it's nice to have that extra elemental variety and possibility of blinding. Crusher I just got so I didn't try it properly yet, but sounds potentially useful. The nerf to White Wind I didn't get to experience yet, but sounds reasonable. And having Aqua Rake actually be water-elemental is just nice. Having less stuff be immediately breakable with Lv.5 Death is also good, imo.

Bosses and "LP": I would have done the same, honestly.

So yeah the classes themselves seem well-thought and none of those I tried, at least up to this point, feels like an instawin button, the infinite consumables sound like a boon but it's a huge handicap in battle (and I like it a lot), field effects are good, most things feel generally under control. But the random encounters are kinda meat roadblocks that rarely do anything interesting or threatening. And then you reach a boss and you gotta actually use your brain which has been on standby for most of the dungeons and scenes, so it goes from 0 to 100.

Sorry to double post but after a bit of grinding I found myself in this situation:

For some reason and suddenly, Bartz's health keeps dropping to 0 after every fight, so he dies every second fight (since you can't raise his health unless using a tent). Tried reloading, tents/inns but it keeps happening even if I change jobs. Not sure what triggered it but ouch.

This is in 0.780.

 

out5.png

Can you send me your .srm savefile so I can check?

ok, 2 bugs fixed (v0.782)

  • fixed a bug that sometimes made hero1 drop to 0 health after battle
  • fixed a bug in summon spell animations

...wow that was fast. I can confirm it's fixed, thank you!

As well as the summon thing (although I didn't think it was a bug, at least with the ones I have it looked kinda intentional like channeling the power of the summon or something).

 

finally some comments from my side, better late than never

On 30.11.2018 at 1:46 AM, Magpie said:

I think the main thing is that while bosses are interesting and fun, regular encounters aren't any more exciting than in the base game.

Interestingly, other people voiced the opposite opinion - that randoms were the harder fights than the bosses.

Fact is, I don't really care much about the random battles at this point. You have around 50 boss fights during the whole playthrough, that should be enough imo, no need to pad everything with pseudo-required grinding of random battles.
They are just there to give you ressources: exp, abp, blue magic, items (with first copy of rare drops now guaranteed)

 

Summoner was one of the harder cases to make interesting; going by animations it comes with 3 "fire spells" in Ifrit, Phoenix, Bahamut and not many summons that lend themselves to anything that isn't damage. And ofc it has competition in the black mage for basically the same position.

Anyway, I feel like 25 MP would be way too expensive. Summons now do lose some damage against multiple targets (in vanilla they always dealt 100% damage) but not as much as regular black magic spells, against 8 targets they would deal hardly double damage (25% vs 47%);
Ifrit has 92 power at 9 MP, Fire is 100 power and free; in general with no extra effects I want 100 power at 0 MP (baring other modifiers same damage as !Fight) and about 1.2~1.5% more damage per MP (mostly just eye balled).
The stronger increase from field effect is just a way to provide an alternative to X-Magic since that would just be the automatic go-to option for optimization.

 

Load (and Time/Renew is 1:1 the same) may not show a difference if the remaining cooldown exceeds 20 "turns" since that is the max I can show but the cooldown can go up to 255 e.g. if you use a 1-stack elixir.

WingBoot is basically a mini-haste; it sets the weight to 0 which would otherwise increase the length between 2 turns.

Overload was the one skill I am most wary of turning OP; 2 users of X-Item elixirs and Overloading each other? ehhh... no, thx

The issue with bombs is that they are really only meant to allow any party composition to deal with the 6 Puroboros bomb boss - any other use past that is just incidental.
Making it not multi-target by default would just break the purpose of the item.

 

On 30.11.2018 at 1:46 AM, Magpie said:

Crusader -> I didn't play much with this one yet, but !Esemte is...a mixed bag. At low levels or damaged it only gives you Cruzfire and maybe Recover, but Cruzfire is...terrible. The damage is pretty low and it refuses to target more than 1-2 enemies, and doesn't even carry !SpellSwd elements. Execute seems like just a regular attack unless it has some instakill ability that I never managed to trigger.

The fire-based recover I kinda love as a concept. Having healings in more elements is useful for managing field effects, so it's nice to have. As for the other !Esemte skills they sound like great utility in general and I like Shield Bash as a general concept as well. I have to see how the damage scales with the later.

All physical techs should use the SpellSwd effects, just not show them in the animation.
They also do not suffer from damage reduction based on number of targets - so I had to set the power and accuracy (more AGL helps) lower to compensate for full damage against 8 targets situations.
In general I had a simple overall problem during the entire job design process:
because of technical stuff, spell/skill sets need to have exactly 8 spells/skills.
Physical skillsets basically only need 2 skills, one hit-all and one hit-one hard move - or I could even skip one of those to mix it up - everything else is just bonus; changing weapons takes care of the element part.
Magic skillsets need only one spell no matter the target amount thanks to the damage penalty - but element is fixed, so I need one spell for every element the set should cover;
and I don't want (up to) 8 spells that are just element swaps and otherwise identical. That would be plain boring.
tl;dr:
I had problems creating a whole 8 skills for physical sets without useless bloat and trouble keeing it down to 8 for magic.
E.g. recently Arcanist got 2 full sets (so 16 spells) and I still had to drop about 10 spell ideas...

So if a few physical skills are less useful? sadly to be expected.

Execute is only 5% stronger than base, but it uses STR/AGL instead of whatever your weapon normally uses which is more useful for characters that had a lot of AGL heavy jobs in the past.

 

On 30.11.2018 at 1:46 AM, Magpie said:

Mystic -> It's a bit of a pain to figure out which passives will give you a !Fight to use !SpellSwd with, but the added elements and effects make it worth having a !Fight for sure.

The passive itself doesn't matter.
Skills should be added in the order: !Item, !Fight, !Brave, !Scan

 

Snowstorm profits/suffers from the quirk of spells with status effects; the only spell types that can deal damage and inflict status are level-based instead of MAG-based.
And that formula has no variable for spell power but instead has a fixed value for all level-based spells (mostly used by monsters, so changing that wouldn't be too smart);
formulas can only have 3 parameter and they are needed for accuracy, status chance and inflicted status.

 

15 hours ago, praetarius5018 said:

finally some comments from my side, better late than never

Interestingly, other people voiced the opposite opinion - that randoms were the harder fights than the bosses.

Fact is, I don't really care much about the random battles at this point. You have around 50 boss fights during the whole playthrough, that should be enough imo, no need to pad everything with pseudo-required grinding of random battles.
They are just there to give you ressources: exp, abp, blue magic, items (with first copy of rare drops now guaranteed)

Thank you for your time.

Interesting, I see myself steamrolling most random encounters but dying a few times against the bosses until I kinda figure out a valid strategy. I see your point though, I guess I can just proceed as now, grinding and getting their resources and disabling them when I'm ready to hit the bosses.

15 hours ago, praetarius5018 said:

Summoner was one of the harder cases to make interesting; going by animations it comes with 3 "fire spells" in Ifrit, Phoenix, Bahamut and not many summons that lend themselves to anything that isn't damage. And ofc it has competition in the black mage for basically the same position.

Anyway, I feel like 25 MP would be way too expensive. Summons now do lose some damage against multiple targets (in vanilla they always dealt 100% damage) but not as much as regular black magic spells, against 8 targets they would deal hardly double damage (25% vs 47%);
Ifrit has 92 power at 9 MP, Fire is 100 power and free; in general with no extra effects I want 100 power at 0 MP (baring other modifiers same damage as !Fight) and about 1.2~1.5% more damage per MP (mostly just eye balled).
The stronger increase from field effect is just a way to provide an alternative to X-Magic since that would just be the automatic go-to option for optimization.

Hm I get your logic. I'm at the second world right now and I think it's pretty fun to set the field up for a full blast of <elemental summon>. Sylph I never see myself using, it's been reliably doing like 200 damage (thus almost no healing), same with Remora, as I think the Tinker's paralyzing is more efficient overall. But the elemental blasting at full power feels pretty satisfying to do and I generally feel it works better than the CC version of it (where you could only summon at 3/3 field charge and it wasn't really better than just physical attacks. Sadly that's a bit of a concern I have about CC in general, it totally misuses its tactical options by making physical beat up everything just fine).

15 hours ago, praetarius5018 said:

Load (and Time/Renew is 1:1 the same) may not show a difference if the remaining cooldown exceeds 20 "turns" since that is the max I can show but the cooldown can go up to 255 e.g. if you use a 1-stack elixir.

WingBoot is basically a mini-haste; it sets the weight to 0 which would otherwise increase the length between 2 turns.

Overload was the one skill I am most wary of turning OP; 2 users of X-Item elixirs and Overloading each other? ehhh... no, thx

The issue with bombs is that they are really only meant to allow any party composition to deal with the 6 Puroboros bomb boss - any other use past that is just incidental.
Making it not multi-target by default would just break the purpose of the item.

Oooh I see. So when it doesn't have an effect it's because that's just how much the bar can represent?

Which makes me wonder, does the cooldown increase per use? I found myself using two X-elixirs on the Cannon and when I tried to overload poor Galuf just popped out of existence with 32K self-inflicted damage, which totally clashes with the 1500 or so I normally get when just using one (also meaning what I said earlier was totally wrong, so...yeah).

I see about the bomb as well. Well, I guess they are nice to have at 99 stack, it sure does help with grinding stuff like bombs (the enemy) before leaving world 1.

15 hours ago, praetarius5018 said:

All physical techs should use the SpellSwd effects, just not show them in the animation.

They also do not suffer from damage reduction based on number of targets - so I had to set the power and accuracy (more AGL helps) lower to compensate for full damage against 8 targets situations.
In general I had a simple overall problem during the entire job design process:
because of technical stuff, spell/skill sets need to have exactly 8 spells/skills.
Physical skillsets basically only need 2 skills, one hit-all and one hit-one hard move - or I could even skip one of those to mix it up - everything else is just bonus; changing weapons takes care of the element part.
Magic skillsets need only one spell no matter the target amount thanks to the damage penalty - but element is fixed, so I need one spell for every element the set should cover;
and I don't want (up to) 8 spells that are just element swaps and otherwise identical. That would be plain boring.
tl;dr:
I had problems creating a whole 8 skills for physical sets without useless bloat and trouble keeing it down to 8 for magic.
E.g. recently Arcanist got 2 full sets (so 16 spells) and I still had to drop about 10 spell ideas...

So if a few physical skills are less useful? sadly to be expected.

Execute is only 5% stronger than base, but it uses STR/AGL instead of whatever your weapon normally uses which is more useful for characters that had a lot of AGL heavy jobs in the past.

 

Interesting, so !Esemte actually has synergy with !SpellSwd? I'll give it another shot then, would fit well with the current thingy I got going on with Bartz and save a slot for Galuf. (I kinda like the utility for !Esemte so had him do stuff like SizeUp and such. I like debuffs, heh).

Your reasoning isn't bad, either, yeah it's better to have a bunch of element+secondary effect than just elements for sure. I also like how some spells are essentially free, but doesn't quite give you full elemental coverage, so you aren't quite prepared for all situations if you aren't caring for MP. Kinda reminds me of the "Etrian Odyssey design logic" (from some interview: give your party options, but not all the options so you kinda feel like you are missing something for the ideal setup.) but it's nice for the caster classes to have at least one attack option if you aren't replenishing your power, which helps not needing to carry a !Fight all the time.

To be fair, I like what you did with both the black and white magic options. More elements is great, and I think it's way better to have just one spell of each type that scales as you go than a variety of redundant spell levels for the same element. And having some elemental variety in white magic can help making a challenge run where you can't get !Black on your white mage have them do something that isn't just Holy or healing and twiddle their thumbs otherwise. It also makes red mages a bit more interesting, since you can choose to Smite a single target or multitarget Bolt for when it's multiple.

I got to try out the Arcanist recently and I actually really like the options, got Lenna doing that full-time and it can be tricky but worth it. Makes me kinda wonder what was left in the cutting room floor, heh. Stuff like GrimWail or ChainBolt and SineShot are totally up my alley.

15 hours ago, praetarius5018 said:

The passive itself doesn't matter.

Skills should be added in the order: !Item, !Fight, !Brave, !Scan

 

Snowstorm profits/suffers from the quirk of spells with status effects; the only spell types that can deal damage and inflict status are level-based instead of MAG-based.
And that formula has no variable for spell power but instead has a fixed value for all level-based spells (mostly used by monsters, so changing that wouldn't be too smart);
formulas can only have 3 parameter and they are needed for accuracy, status chance and inflicted status.

 

That's strange, I totally thought some skills would be biased to give one or another command, like magic-related ones gave you !Item first while physical ones gave you !Fight first...at least that seems to work reliably, like stuff like Bulwark or Pierce conveniently giving me !Fight while stuff like Recycle or TurboMP giving me !Item. Huh, I wonder if I had other ones set up and didn't notice.

Also I see, I decided to give !Blue to Bartz and noticed his damage with Snowstorm wasn't great but was a lot higher than I expected from his build and gear. I guess those are the compromises that come with having to build over the existing base. On the other hand if it's gonna get better over time, it's not so bad because even mostly fighters will be able to get something from it. Gotta try how it goes with a herodrink or something.

Well, all in all, and despite the manual's claims to have no balance, I think the changes are generally well thought out and very fun. I'm having as much fun as with something like a legit Etrian Odyssey game. I'm usually pretty open to romhacks but wow. I really like your style and can't wait to see the full class set.

-------

Oh, talking blue magic, I've been trying to learn DoomClaw from the "Torrents" (heh, cheap romanizations) because I missed my usual learn spot earlier in the game due to time constraints, but they never seem to be able to hit with it and have been trying for a few hours...with turbo. It's because it's a bad choice of enemy for it or is something wrong with it? Should I go for Gilgamesh instead and stop bothering? I normally have it at this point in the vanilla version so I don't know if I'm wasting my time with these.

EDIT: I've been trying controlling the RockMinds but while DoomClaw seems to work when using against enemies, it's never hitting anyone in my party, so I think something is wrong with it. I tried even stripping of all gear in case something was giving me resistance or something, but nothing seems to work.

3 hours ago, Magpie said:

Sylph I never see myself using, it's been reliably doing like 200 damage (thus almost no healing)

give it a poison field, maybe poison boost from a venom rod or the like and a weak to poison enemy, maybe some poison type relics - maybe not enough to replace a pure healer but certainly an aid

 

3 hours ago, Magpie said:

Oooh I see. So when it doesn't have an effect it's because that's just how much the bar can represent?

Which makes me wonder, does the cooldown increase per use? I found myself using two X-elixirs on the Cannon and when I tried to overload poor Galuf just popped out of existence with 32K self-inflicted damage, which totally clashes with the 1500 or so I normally get when just using one (also meaning what I said earlier was totally wrong, so...yeah).

I can see where 16k would come from (maxed out cooldown) but 32k?
also, no, the cooldown should stay the same for the same moves

 

4 hours ago, Magpie said:

Your reasoning isn't bad, either, yeah it's better to have a bunch of element+secondary effect than just elements for sure. I also like how some spells are essentially free, but doesn't quite give you full elemental coverage, so you aren't quite prepared for all situations if you aren't caring for MP. Kinda reminds me of the "Etrian Odyssey design logic" (from some interview: give your party options, but not all the options so you kinda feel like you are missing something for the ideal setup.) but it's nice for the caster classes to have at least one attack option if you aren't replenishing your power, which helps not needing to carry a !Fight all the time.

Yeah, kinda like that; note how !Black e.g. can't deal too well with regular poison type undead (=weak to wind and light): no light damage spell and the wind spell is HP drain which gets reversed.
Where as that is basically the main domain of !White with wind, light and cure spells.

Alternatively to using the free spell, you could defend and gain some MP while subverting the usual trope of full-time squishy mages.
This is in contrast to the other 3 stats which have direct defense benefits. (AGL = evade, VIT = HP&dmg reduction, STR = can easier equip heavier relics = more def)

 

4 hours ago, Magpie said:

I got to try out the Arcanist recently and I actually really like the options, got Lenna doing that full-time and it can be tricky but worth it. Makes me kinda wonder what was left in the cutting room floor, heh. Stuff like GrimWail or ChainBolt and SineShot are totally up my alley.

-Feedback, damage (water+bolt) based on caster current MP
-Meltdown, fire+wind, damage based on single digit of target HP and own MP (similar to FF5 predict)
-AntiFlow, invert slow <-> haste on all
-GigaNova, terrain set and LOCKED to void, nobody gets damaged...
-Drain Sphere [name too long], gives *everyone* auto-HP leak (only while terrain is 5/5 poison?); stacks with regular HP leak
-Balancer, takes HP of living party members and distributes them evenly

I know I had more but I seem to have deleted those notes.

 

4 hours ago, Magpie said:

Well, all in all, and despite the manual's claims to have no balance, I think the changes are generally well thought out and very fun. I'm having as much fun as with something like a legit Etrian Odyssey game. I'm usually pretty open to romhacks but wow. I really like your style and can't wait to see the full class set.

There's also availability of items, or the fun out of battle stuff:
is it ok to allow 4x dash speed? (3x speed gave me a land boat that could enter a town, that was a fun journey)
or the terrain obstacles - you've infinite antidots, are the poison bushes still relevant? is regular terrain damage too harsh now that you can't really heal it out of battle?
what about the time limit in karnak escape? (why can I now imagine a FF5+Super Metroid combo-randomizer?)

Or the (15) NG+ mode(s)? Well... they don't really need to be balanced.

 

4 hours ago, Magpie said:

Oh, talking blue magic, I've been trying to learn DoomClaw from the "Torrents" (heh, cheap romanizations) because I missed my usual learn spot earlier in the game due to time constraints, but they never seem to be able to hit with it and have been trying for a few hours...with turbo. It's because it's a bad choice of enemy for it or is something wrong with it? Should I go for Gilgamesh instead and stop bothering? I normally have it at this point in the vanilla version so I don't know if I'm wasting my time with these.

EDIT: I've been trying controlling the RockMinds but while DoomClaw seems to work when using against enemies, it's never hitting anyone in my party, so I think something is wrong with it. I tried even stripping of all gear in case something was giving me resistance or something, but nothing seems to work.

all attacks that target their own side auto-hit/succeed so that should explain what the controlled torrent could hit other monster but for the rest...
DoomClaw has 70% base accuracy, Torrent has decent MAG which should help with landing status effects...
do other status effects by enemies succeed at all?

1 hour ago, praetarius5018 said:

give it a poison field, maybe poison boost from a venom rod or the like and a weak to poison enemy, maybe some poison type relics - maybe not enough to replace a pure healer but certainly an aid

Hmm I think I got a good way to set up poison with my party that I got just now, I'll try it out!

1 hour ago, praetarius5018 said:

I can see where 16k would come from (maxed out cooldown) but 32k?

also, no, the cooldown should stay the same for the same moves

Strange. Although this was during the Cannon fight and Galuf, specifically Galuf, was acting kind of strange. He was getting one-shotted by the missiles while everyone else was getting obvious "final fantasy gravity" damage. That save I sent earlier was just before fighting the cannon so you should be able to get there from it, if you want to give it a check. Pretty sure it was 32K too, since it was the first (and only time so far) I've seen a number higher than 9999 (from XXXX). I think what I did was use one elixir, Swap the gauge with Lenna, and later on used another and tried to Overload. It's like his damage was getting doubled, I assume? Strangely that only seemed to be the case in that fight.

 

1 hour ago, praetarius5018 said:

Yeah, kinda like that; note how !Black e.g. can't deal too well with regular poison type undead (=weak to wind and light): no light damage spell and the wind spell is HP drain which gets reversed.

Where as that is basically the main domain of !White with wind, light and cure spells.

Alternatively to using the free spell, you could defend and gain some MP while subverting the usual trope of full-time squishy mages.
This is in contrast to the other 3 stats which have direct defense benefits. (AGL = evade, VIT = HP&dmg reduction, STR = can easier equip heavier relics = more def)

That....actually makes a lot of sense. And yeah back row and !Def makes them surprisingly durable, and since you are encouraged to !Def to replenish some MP, it kind of works out nicely.

 

1 hour ago, praetarius5018 said:

-Feedback, damage (water+bolt) based on caster current MP

-Meltdown, fire+wind, damage based on single digit of target HP and own MP (similar to FF5 predict)
-AntiFlow, invert slow <-> haste on all
-GigaNova, terrain set and LOCKED to void, nobody gets damaged...
-Drain Sphere [name too long], gives *everyone* auto-HP leak (only while terrain is 5/5 poison?); stacks with regular HP leak
-Balancer, takes HP of living party members and distributes them evenly

I know I had more but I seem to have deleted those notes.

Huh, those are kind of interesting. Pity the engine is limited in that specific way. Kinda have to wonder how GigaNova would react with the few void spells you can get.

 

1 hour ago, praetarius5018 said:

There's also availability of items, or the fun out of battle stuff:

is it ok to allow 4x dash speed? (3x speed gave me a land boat that could enter a town, that was a fun journey)
or the terrain obstacles - you've infinite antidots, are the poison bushes still relevant? is regular terrain damage too harsh now that you can't really heal it out of battle?
what about the time limit in karnak escape? (why can I now imagine a FF5+Super Metroid combo-randomizer?)

Or the (15) NG+ mode(s)? Well... they don't really need to be balanced.

Ah I see. I think 4x is perfectly fine, you got places to go and turboing your emulator gives you speed of light (and that includes super-fast input reading). Although are you supposed to run with boats and stuff? Because running seems to have no effect on vehicles right now.

I'd say the poison bushes or Lenna getting poisoned are indeed kinda redundant. Poison on the field is a bit of a relic of the past where it was actually the most lethal status to obtain at a game's start, nowadays it's just limited to battle, which might just be the best solution. I'd opt for just healing all status after battle, because even wounded can be easily fixed once you have your first phoenix down, which kinda makes it redundant to revive.

The time limit in Karnak was very tight, I had to retry a few times to get all the items, and ended up having only like 3 seconds to spare. A randomizer would be fun and would break the monotony of the linear route. Something like the recent free enterprise thing would be great but I can see how much work that'd be.

I didn't try NG+ yet. I'm interested but also internally groaning at having to do the part without the wind crystal again. I kinda wish one could just start there every time with the first batch of classes already unlocked and the most important/missable loot. This time it was fun because I was playing with completely new and fun mechanics, but the next time it's gonna be a pain. That's kind of my major issue with rpgs, I guess that's why I love the concept of ancient cave so much, lets you replay things but you don't have to wait 2 hours to unlock <some feature or game mechanic that's locked by the plot>.

But I digress, I'm interested in giving those a shot.

2 hours ago, praetarius5018 said:

all attacks that target their own side auto-hit/succeed so that should explain what the controlled torrent could hit other monster but for the rest...

DoomClaw has 70% base accuracy, Torrent has decent MAG which should help with landing status effects...
do other status effects by enemies succeed at all?

Yeah stuff like old, poison and other effects seem to work, got berserked by that one blue magic earlier in this version and pretty sure i got poisoned earlier today. I got a save nearby if you need, kept going a bit further on another slot, will go back if it's a fixable thing.

50 minutes ago, Magpie said:

Huh, those are kind of interesting. Pity the engine is limited in that specific way. Kinda have to wonder how GigaNova would react with the few void spells you can get.

Eh, if I let this argument count 10 out of Arcanist's spells wouldn't exist or Brave, half the Tinker's arsenal, Blue/Crusher, Time/Shift, some more I'm forgetting.

I just had to draw the line somewhere (the number of active and passive abilities has a similar restriction as items) - and at least 2 of those spells may appear on a different job at one point.

 

55 minutes ago, Magpie said:

Ah I see. I think 4x is perfectly fine, you got places to go and turboing your emulator gives you speed of light (and that includes super-fast input reading). Although are you supposed to run with boats and stuff? Because running seems to have no effect on vehicles right now.

I'm not entirely sure on the internal workings, but the issue with 3x was probably that I ended moving something like a half pixel which throws the collision detection of.
And then we get this:

FF5_void_divergence031.png

I could then leave the map through an unintended exit on the south and then enter the first town as a ship.
Most fitting was that the NPC color palette was ever so slightly thrown off that everyone fittingly had pale faces.

 

As for running itself - you should be able to run anywhere that isn't the world map, even with vehicles.
I guess for the later that is only the canal.

 

59 minutes ago, Magpie said:

I'd say the poison bushes or Lenna getting poisoned are indeed kinda redundant. Poison on the field is a bit of a relic of the past where it was actually the most lethal status to obtain at a game's start, nowadays it's just limited to battle, which might just be the best solution. I'd opt for just healing all status after battle, because even wounded can be easily fixed once you have your first phoenix down, which kinda makes it redundant to revive.

I don't auto clear status after battle as it can be used to set up certain strategies.
Maybe you want to keep one char dead so they get behind in levels because of Lv5 death,
maybe you want to start a certain boss battle under a ton of status effects to transfer them via Arcanist,
or maybe you're crazy enough to do a solo char run here.

Don't ask me - there are minds out there that have created strategies upon hearing which I could only think "wtf - how??"

 

1 hour ago, Magpie said:

I didn't try NG+ yet. I'm interested but also internally groaning at having to do the part without the wind crystal again. I kinda wish one could just start there every time with the first batch of classes already unlocked and the most important/missable loot. This time it was fun because I was playing with completely new and fun mechanics, but the next time it's gonna be a pain. That's kind of my major issue with rpgs, I guess that's why I love the concept of ancient cave so much, lets you replay things but you don't have to wait 2 hours to unlock <some feature or game mechanic that's locked by the plot>.

In this NG+ you keep all you have except plot items and the party members (and names); so job change etc. stays enabled from the start.
In fact the job cap rises from 30 levels to 70.

It was mostly my solution to the problem "I've beaten Shinryu and gotten the strongest weapon - but there's nothing to use it on..."

 

1 hour ago, Magpie said:

I got a save nearby if you need, kept going a bit further on another slot, will go back if it's a fixable thing.

Ok, please send again.

1 hour ago, praetarius5018 said:

Eh, if I let this argument count 10 out of Arcanist's spells wouldn't exist or Brave, half the Tinker's arsenal, Blue/Crusher, Time/Shift, some more I'm forgetting.

I just had to draw the line somewhere (the number of active and passive abilities has a similar restriction as items) - and at least 2 of those spells may appear on a different job at one point.

Oh I see. Well, that's the spirit then!

 

2 hours ago, praetarius5018 said:

I'm not entirely sure on the internal workings, but the issue with 3x was probably that I ended moving something like a half pixel which throws the collision detection of.

And then we get this:

FF5_void_divergence031.png

I could then leave the map through an unintended exit on the south and then enter the first town as a ship.
Most fitting was that the NPC color palette was ever so slightly thrown off that everyone fittingly had pale faces.

 

As for running itself - you should be able to run anywhere that isn't the world map, even with vehicles.
I guess for the later that is only the canal.

 

Hah, I guess they were in awe of your naval skills. And yeah, gotcha, I was thinking of the whole world map. Well it's no big deal anyway.

 

2 hours ago, praetarius5018 said:

I don't auto clear status after battle as it can be used to set up certain strategies.

Maybe you want to keep one char dead so they get behind in levels because of Lv5 death,
maybe you want to start a certain boss battle under a ton of status effects to transfer them via Arcanist,
or maybe you're crazy enough to do a solo char run here.

Don't ask me - there are minds out there that have created strategies upon hearing which I could only think "wtf - how??"

Oh you are right on that. I usually don't try those strategies so I kinda forget they are a thing, my bad.

 

2 hours ago, praetarius5018 said:

In this NG+ you keep all you have except plot items and the party members (and names); so job change etc. stays enabled from the start.

In fact the job cap rises from 30 levels to 70.

It was mostly my solution to the problem "I've beaten Shinryu and gotten the strongest weapon - but there's nothing to use it on..."

I see, well it sure is worth a shot then. And yeah getting the best gear from a superboss when there's nothing else left to provide a challenge is a surprisingly common RPG trope, sadly.

Anyway here's the save: https://my.mixtape.moe/hcrisj.srm I believe the one near Casa Exdeath is the first slot.

 

Hello, first thing first is that so far loving the mod.

Here to report a few things that i think are not intended so far in the mod.

1) Bartz HP drop to 0 once a new battle begin
a) I'm at the part where you save the moogle from the undead T-rex enemy and during that dungeon everytime i would enter a battle Bartz HP would just drop to 0. I thought it was a Hero slot problem so i swapped him around and it would repeat for whatever slot he is (I think Exdeath really wants Bartz dead)

2) The Undead T-rex Boss
a) Speaking of the Boss in that dungeon, during our fight he decided to smack 3 party members for 7k damage just out of nowhere, is that intended? Still managed to beat said boss

Concluding my post i decided to continue playing despite Bartz HP dropping to 0 and it kept persisting throughout the game.

Thank you.

Is that with 0.780 or 0.782?

0.780, didn't notice there was a 0.782 since i downloaded it at the previous patch.

New one will fix that hopefully.

About DoomClaw, been testing a little more but even stripped of all gear it still doesn't want to land on my characters. I'll (patiently) wait until next version if it's an actual thing, kinda bugs me to not have it learned by this point.

Math, just... math >.<
Base chance for the spell is 70% to hit. With your VIT and their MAG that is reduced to 55% chance to hit at all.

Then they need to succeed the status chance which ... ended up in the single digits (high VIT compared to MAG, element resist, unfavorable field)

This could theoretically succeed (something like 0.1%) but in reality it doesn't seem like the possible RNG states can reflect that.

You should try a higher difficulty setting (increases enemy MAG), fill the field with poison element or even give yourself a weakness to poison.

I finally managed after an absurd amount of attempts with difficulty 1, full poison field and poison weakness. That was kind of weird, but it's finally done, I can finally continue with a clear conscience, haha.

I've had a bug where occasionally it becomes impossible to open the menu. Had it happen once in Tule shortly after going through the beginner house, and then once in the ship graveyard. I haven't played through much, but this bug seems pretty crippling when it happens. Fighting battles, and other things don't restore the ability to open menu, nor does changing areas or anything else that I've seen.

Need more info.

v0.782?
Changed controls in game?
Does the menu button show up when pressed if you allow the option "show input display" (may be very well hidden, e.g. in SNES9X I've to toggle it via hotkey with ",")?
Anyone else has that problem?

I didn't run into it but I'm a lot further than that by now.

If you're asking if I tried changing controls after it happened, I did. No matter where I bound the menu button I couldn't seem to open it. I didn't check show input display, but if I get the issue again I'll check that. I'm playing on zSNES if that matters.

I was playing it online with two players, and we even tried swapping which was 1st player to see if they could open the menu after it occurred and they couldn't either. All other functions seem to work as intended, it seems like the menu calling is the only issue to me, but I'll test more if I get it again.

I meant in-game controls (config -> controller custom) - you can change in game which of the SNES buttons is used for what.
It may be possible you accidently assigned menu to a different button and not noticed it?

ZSNES would possibly explain it; they used some very wonky hacks back then to simulate the actual SNES hardware.
It works for about 99% of the cases though it had some random-ish bugs,
like in Star Ocean everything would work fine for me but on some map transitions (I think only 5 specific ones) the music would randomly stop (only 50% of the time) and the game would freeze after 10 seconds if I didn't get a battle in that time; weird stuff like that.

Oh, you meant changing it there. Sorry, I didn't think about that. But that shouldn't have been the case I think. Still, I'll make sure of that next time.

I did consider zsnes could be an issue, but I don't remember having a bug like this when I played FFV originally long ago, but that doesn't mean that it couldn't have happened either.  Regardless, just trying to spread awareness in case it was something that could happen to others.

If I get it again I'll try a few more things, or send you the save state if you want? (I wouldn't be able to save normally, lol.)

 

Well, since I changed a lot of things in the code there'll obviously be things that weren't in the original,
so ZSNES compatibility with the original doesn't imply compatibility for ZSNES with the mod.

Also savestate wouldn't help me since they are only usable with the same type of emulator; heck I can't even load SNES9X 1.53+ savestates on SNES9X 1.52

On 30.11.2018 at 1:46 AM, Magpie said:

!Brave -> It's great to borrow a turn now, but it's usually one of the first skill slots to go because it's more preferable to !Def and potentially get more than one extra turn eventually. It also kinda burns when the enemy gets to act between your !Brave-d turns (Byblos was a particular repeat offender).

Since the Byblos thing trips people up again and again, here now again as an "official" explanation:
Byblos counters 100% of the attacks against him.
Other bosses may do that too, but Byblos is imo the biggest offender with countering.

 

Also, since I've come to the conclusion that Monk is the 100% worst, most useless job (can only heal itself a bit and deal water damage, and that not even very well):
!Kick evolves to !Blitz

aurabolt.gif

Oh, I get it. That's a good enough explanation.

Also that's interesting. I completely ignored monks so it'd be interesting to give them a shot with new goodies.

I'm still playing the game, even if I have little free time lately. Can't wait to see the final form of this project, seems it's gonna be worth giving it another run.

The changes and their amount seemed interesting and impressive, so I'm trying this hack out. 

 

The documentation mentioned void shards, so I'm giving it a go on difficulty1, but the first thing I noticed is that it makes every enemy survive mortal blows at 1 HP. I didn't see it mentioned anywhere in the documentation, so I'm wondering if this an intentional effect. At the moment, it feels really annoying to play around and the damage output of anyone but the sword-user (or knife vs crabs) is essentially worthless except for finishing off 1 HP enemies.

 

Also, I tried starting in NG+ right away because I was enticed by the higher level cap, but it seems that, with enemies dealing enough damage to triply overkill Bartz right off the bat, it's something to get into only much later.

34 minutes ago, Gkybly said:

The documentation mentioned void shards, so I'm giving it a go on difficulty1, but the first thing I noticed is that it makes every enemy survive mortal blows at 1 HP. I didn't see it mentioned anywhere in the documentation, so I'm wondering if this an intentional effect. At the moment, it feels really annoying to play around and the damage output of anyone but the sword-user (or knife vs crabs) is essentially worthless except for finishing off 1 HP enemies.

Is intentional. Probably not the only thing I forgot to add somewhere.

 

35 minutes ago, Gkybly said:

Also, I tried starting in NG+ right away because I was enticed by the higher level cap, but it seems that, with enemies dealing enough damage to triply overkill Bartz right off the bat, it's something to get into only much later.

Yeah, that can only go well. NG+ strengthens enemies quite a bit; the creeps at the beginning are roughly on par stat wise with endgame enemies.

so before this topic collects too much dust, a little status update

backbuster.gif

also, blame BlackLiquidSrw

FF5_void_divergence112.png

passives.gif

FF5_void_divergence113.png

I hope to have "1.0" ready by june.

Woah! The new passives menu is so cool! It's like Final Fantasy VIII's ability system now. It really leaves room to build a characters kit without having to worry about passives clogging everything up. That alone makes me excited for this new update.

I know that before passives usually gave some generic command to use, like !fight or !item, I imagine this does away with that?

Also, what does Vampires !Genome command do, if you don't mind me asking?

 

 

If you leave passive slots empty you'll get nothing in them.
Also you can't put passives into the active slots anymore; !job ability + 6 passives had too many shenanigans >.>

But if you leave an active slot unused those will still be filled with !item, etc. just to prevent smartasses from softlocking themselves too easily.

!Genome - like many other abilities at this point - is a set of 8 skills.
Those are learned by defeating specific enemy types while you have a vamp in the party (kinda like FF5a necro but less stupid and 2.5 worlds earlier available)

It'll have fun stuff like:
Absorb - deal ice magic damage and heal your party by the split of the damage
Hunter - physical attack with recoil damage
DarkCure - heal HP + some status (remember that vampire is undead so would take damage from that)
Possess - caster is removed from battle to increase all stats of target ally
Sacrifice - target ally is removed from battle to increase caster's stats

That set is accompanied by !Oath which has the same unlock method and allows you to summon certain enemies like Skeleton, Zombiedragon or Gil Turtle.

I can't wait for more updates. I keep checking this every day (I'd post more but then it'd be a monologue here)

Being able to equip passives separately is definitely interesting. I guess there were too many good ones to try to detriment of commands.

Also, looks like there are more menu descriptions than normal? Vanilla FF5 had a terribly sparse interface so having more text in there is always great.

I am really fascinated by the addition of passives!  How hard was it to find the space in the game to be able to do that, and for that matter everything else you've added?

On 21.4.2019 at 4:44 AM, Magpie said:

Being able to equip passives separately is definitely interesting. I guess there were too many good ones to try to detriment of commands.

That and most of the relevant physical "passives" were innate so that made magic comparatively weaker than intended;
especially supporting abilities like !Drink and !Brave were hard to fit into.

On 21.4.2019 at 4:44 AM, Magpie said:

Also, looks like there are more menu descriptions than normal? Vanilla FF5 had a terribly sparse interface so having more text in there is always great.

In vanilla job, !ability and ability description occupied the same space; I've since moved the job texts to a different space and I still managed to run out of space for ability descriptions...

On 21.4.2019 at 6:30 AM, Aegis98 said:

I am really fascinated by the addition of passives!  How hard was it to find the space in the game to be able to do that, and for that matter everything else you've added?

Since ROM expansion is a thing, space in the ROM is abundant.
But RAM? Yeah that was an adventure, especially for the stuff that also needs to fit into your save files.
I've had to sacrifice tracking of individual jobs' ABP progress but compared to the end result that is a minor cost.

some spoilers on the new jobs (copied from discord)

Dark Knight
semi-tank that gets stronger as his HP drops.

!Dark, skillset with increased weapon tech damage by lost HP; skills are unlocked by having X HP lost
-BaneWave, hit all, recoil damage
-Taunt, all enemies, damage up, both def down; aggro up (like !Stomp)
-Darkness, hit all, power depends on number of status effects on target(s) [incl. curse!]
-Allout, drop target def(both) to 0, add lost def to target's attack (also both if dual wield)
-FoulPlay, does not use turn; 20 MP, reduce user's maxHP by 1/8 (min 100), 37 power attack with chance to poison
-Curse, same as from !Black
-Oblivion, user loses 5 STR/AGL/VIT/MAG, 150 power single target attack
-Enchant, select one enemy (or ally), add spellblade of target's weakness (one of them) to self, does consume turn

 

Vampire
undead healer/supporter
unlocks his skills by beating specific monster types

!Genome
-Absorb, (already unlocked), Sylph effect (drain to party), ice one/all
-Hunter, all, physical damage, can poison, recoil damage
-DarkCure, HP+status heal, still hurts undead
-EvilKiss, steal 2 STR/AGL/VIT/MAG, not below half
-Entice, charm
-Control, !control monster
-Possess, exile self to boost target ally (add base stats/2)
-Sacrifice, exile target ally to boost self (add base stats/2)

!Oath
-Skeleton, summon skeleton, earth phys damage, increase "golem" ward slightly
-Lamia, summon Lamia, bolt damage + STR down
-Z-Dragon, summon Archaesaur with poison breath
-DarkMage, summon DarkMage, ice damage + paralyze
-Unknown, summon Unknown to spit acid, water damage with HP leak
-Flayer, summon MindMage, all, fire def piercing magic
-Siren, summon Siren#2, all wind damage + mute
-Gil T., summon GilTurtle, void-type quake

so not only will there be some new jobs next update, but some old ones will get some love as well, e.g.:

Dragoon
!Drag-on (replaces !Lance), skills with a 0.3 turn delay; unlock by maxHP
-Crescent, hit-all physical
-Lancet, HP drain
-F.Breath, fire breath attack on all enemies
-Cold Air, ice breath attack on all enemies
-Storm B., wind breath attack on all enemies
-Roar, inflict mute
-Barrier, inflict a buff on ally that reduces "variable" damage at cost of MP; max 10 MP, 3% reduction per MP
-Sky Born, self-buff, jump damage increase x1.25

 

Thief
!Rogue, skills unlock by successful steals
-Steal, obviously -HP or GP, 50% chance to get Gil, 50% for HP drain
-Dust, inflict blind
-Con Job, inflict confuse
-David, more damage if target has more HP than user (90 power, +1 per 64 HP deficit, max 170 power)
-Raid, 75 power attack, consumes up to 90 MP, power increases by 2 per MP (max 255)
-Buy Off, !GilToss but single target
-Bribe, pay money (25% target ally maxHP), target ally becomes aggro target (as if they'd used Stomp or Taunt)

Magus
!Taboo, unlock with number of slain enemies, except for Unleash which is unlocked by plot
-Blast, one/all, spell but uses element of weapon
-VoidBolt, one, void elemental "flare"
-Swamp, set terrain to 5/5 poison and give *everyone* "half" HP leak until end of battle (stackable with regular HP leak, doubled against targets weak to poison)
-Unleash, summon Gilgamesh, slash all enemies with a sword; 25% chance to do 1 damage (excalipoor), 25% chance to deal 9999 damage, 50% chance for "normal" void-type physical spell damage; also changes battle theme
-SickMark, taken damage is increased based on status damage (+33% at 200 status damage)
-Sap Mark, given and taken non-fixed damage is reduced by 20%
-LifeMark, if killed (or loses LP) while that LifeMark is active, player party gets healed by 1/8 of victim's maxHP
-Chain M., attacking the target over and over leads to increasing damage (max at 200 hits); if the target acts, bonus resets to 0 (basically a combo system)

only one mark can be active at the same time on a unit

 

Mime
!Mimic, all unlocked from the start
-Encore, regular mimic, except X-Magic only gets first spell mimiced
-Imitate, one, like !Time/Echo copy one recent enemy spell
-Image, one, 1x image
-Bore, one/all, inflict sleep
-Bad Act, all, inflict confuse
-Astonish, one, inflict mute
-Curtain, one, heal status effects
-Assist, one, 100 MP

Sage
!Meta, modify spells, does not consume turn, kinda like spellblade for magic; unlocked based on number of known spells (white, black, time, summon, blue)
-Burst, increases magic hit cap from 130 to 160 and accuracy for magic dmg by +7
-Hammer, spells that target m.def instead target p.def and gain +12.5% power
-Blast, enable multitarget, same as passive ability
-Needles, semi fixed-damage spell (def=0, M=constant) [imitate Lv25, 45Mag vs 100m.def]
-Plague, spelldamage also adds +10 status damage
-Flash, ignore reflect
-Intense, add one extra field icon, does not stack with heavy status
-Nova, reduce MT penalty by 33% (if it is x0.25/-75% -> x0.5/-50%), stacks with/applied after AreaCast


in addition the sage has !Yin and !Yang; using spells of one type weakens that category and strengthens the other; differences is tracked in a Yin-Yang score which goes up to +/-10 and shifts per target


!Yin, unlock by number of known white magic spells
-Cyclone, one, wind damage
-Whirl, one, water + HP leak (like Time/Bleed)
-Stone, one, stalactite animation, earth
-Inferno, one, fire
-Vivify, one, cure HP; if score 2+ in favor also clear some status, at +5 it can revive
-Morph, one, toggle toad
-Syphon, one, bolt type, MP drain (deal HP damage and recover MP)
-Ultima, one, void, 60 MP, spell damage based on number of collected white, black, time, summon and blue spells (maxes at 200 power for 99 spells)


!Yang, unlock by number of known black magic spells
-Crystal, one, ice
-Plasma, one, bolt
-Scourge, one, poison damage, def pierce
-Fade, one, holy
-De-Guard, one, def down
-Undo, one, x-zone like death
-Freeze, one, inflict stop
-Paradox, one, turns target's Yin-Yang score upside down (e.g. +5 becomes -5)

So, if I'm understanding the Yin-Yang mechanic here correctly, every time I use a white spell my Yin abilities will become weaker while my Yang abilities will become stronger.  Is that correct, or have I made a mistake?  And is the Yin-Yang score reset to zero at the start of each fight or is it carried from one fight to the next?

The white/black spells are only used for unlocking yin and yang spells.
The Yin-Yang score is specifically for the spells from the !Yin and !Yang sets and does not affect any spells outside of them.

The meter goes like this (subject to change):
15 20 30 38 47 55 63 72 81 90 100 110 115 119 122 125 127 129 131 133 135

You start each battle with both at 100.
If you use one of the sets, that's score goes one element to the left and the other one to the right per target - so if you use a multitarget !Yin spell against 8 targets you move the score for !Yin 8 to the left and for !Yang 8 to the right.

The number you have while calculating the current target's damage modifies the spell power or accuracy.
Example:
you cast !Yang/Crystal on 5 enemies; the first enemy takes 300 damage (100% of its spellpower), the second 270 (90%), third 243, forth 216, fifth 189.
Next turn you cast a single target !Yin/Cyclone, it will then have 125% of its regular power.

Knight re-work
!Valor instead of !Guard, !Valor upgrades Def. command from 25% dmg reduction to 50%; skills are unlocked by having X more victories than (4x) escapes
-WideShld, party, the elemental one time shield from arcanist
-Taunt, all, same as DK's Taunt (def down, atk up, aggro)
-Bash, one, phys. damage, p.def increases damage
-Servitude, one, knock ally into crit HP, user gains Cover innate
-Funeral, one, damage up per number of dead allies (20 -> 125 -> 180 -> 255)
-Patience, one, increase maxMP by caster's VIT+20, caps at 600 instead of 500
-Ironclad, self, add m.def/2 to p.def, m.def = 0
-Fortress, self, 99 MP cost, caster gains "heavy" type

I've been going through this thread looking at all the new updates to the old jobs and your newer ones, it looks so awesome! I also saw that you are reworking Monk. I would have asked about that in particular, but I never noticed it before.

I guess my only questions this time around are what stats affect the abilities? Is it obvious, like !Valor and !Drag-On commands being affected by the strength and weapon attack stats? Does anything use agility or vitality like !Blitz and !Rogue? I'm not asking for specifics because that's a bit much to ask, just for a general idea.

I'm also very interested in retrying a single job playthrough, what with all the new changes. Last time I did that was when the Tinker was added. I made a full party of Tinkerers and wanted to see how busted it could be with infinite items being a thing, but the attack item option was constrained to just bombs, I think. Bomb's damage was limited to 1250 or so with a full stack and even with recycle there was a one turn cooldown. Not to mention bombs hit random targets and could miss altogether, so I killed that playthrough by the second world. Tinker was amazing in the first world though, mostly...

 

 

I thought I had done the Monk write up, seems I haven't...

Monk
!Blitz, unlocked simply by maxHP
-Kick, all, 1x unarmed damage
-Pummel, one, vit based fire magic damage; x1.5 stronger if unarmed
-AuraBolt, one, vit based holy magic damage, HP leak; x1.5 stronger if unarmed
-GaleFist, all, vit based wind damage; x1.5 stronger if unarmed
-Rush, all, vit based earth magic damage; x1.5 stronger if unarmed
-Grapple, one, inflict slow
-Kiai, one, def down
-Spirit, party, recover 30 MP each

 

Which stats are used by what skill varies a lot but all 4 have some skills, though STR and MAG are obviously the main damage stats overall.
Though technically almost everything profits from AGL because of accuracy.
VIT is more of a defense stat.

By design bombs actually only had one purpose:
to allow any team composition to beat the Puroboros (bombs) boss because you can no longer stall out their MP.
I don't really want them to have much more damage because Blue/Needles (2000 damage) wants a use too.
At that point - at least for Tinker - you should deal good damage with his other spells, Turret and HeRoBot, especially the later with HP leak.

4 hours ago, praetarius5018 said:

By design bombs actually only had one purpose:
to allow any team composition to beat the Puroboros (bombs) boss because you can no longer stall out their MP.
I don't really want them to have much more damage because Blue/Needles (2000 damage) wants a use too.
At that point - at least for Tinker - you should deal good damage with his other spells, Turret and HeRoBot, especially the later with HP leak.

Okay so I did a little speedrun to retest Tinker.

I see now what I was doing wrong. When I was using Tinker previously, Turret and HeRoBot did pitiful damage, so I stuck with bombs. I assumed it was due to the fact Tinker only gave Agility and HP on level up which wasn't boosting those attacks damage. I see now that around the mid 30s(levels), the character's magic attack gets high enough so that those attacks surpass bomb damage on their own. Coupled with magic and earth(?) damage boosting gear, turret actually does good damage. HeRoBot was also nice when I ran into the occasional earth resistant enemy or boss.

I also tested bombs on the Puroboros. They just wouldn't die, I guess due to bombs hitting random targets? On the other hand HeRoBot absolutely decimated that boss.

Also, when I used shock on Puroboros followed by HeRoBot, the game froze. I should have made an extra save to see how consistent that was, but I didn't give it too much thought at the time.

Bombs, like other consumables, scale on the amount of them you have in your inventory, maybe you had too few of them to get the full effect?

I usually stack on them early on to have some sort of "insurance" for the first world if I'm rushing through, although I avoid abusing it too much to not ruin my fun. I consider it valid for grinding quickly though. IIRC 99 bombs do something like 2000? damage, enough to eliminate or seriously cripple anything that isn't a boss in the first world.

And Tinker is one of my favorite classes actually. I usually put Galuf to have a main Tinker class and it's great. Stat spread is not quite the best, but I rarely suffer much from it (for some reason the Cannon boss turrets decimate poor him in one shot every time and I'm not entirely sure why, they do seemingly percent damage to everyone else! I'm not entirely sure if it's the gear he usually has around that point giving enough of an elemental bonus to make the percent damage lethal...oh well, I always go there assuming Galuf is not gonna be too useful and let the others do the heavy lifting, no big deal IMO). I also do a thing of usually making Lenna the magic specialist and removing her item slot so she can do more magicking, and have Galuf swap his item gauge with her after using something potent (I also give him the mix skill because why not. I like item-themed specialists). Since she's not using it at all it makes for a good sink for using heavy-duty items early on, but of course it's only valid once unless you forfeit items for everyone else, which I personally don't like doing. Cuts tactical options too much.

Anyway, HeroBot is pretty useful and that HP loss makes it a great opening move. Turret is indeed a bit deceptive, you have to keep the elements in mind for it to have maximum effect. This version of FF5 seems to make equipment and elemental builds a lot more rewarding.

 

4 hours ago, Magpie said:

Bombs, like other consumables, scale on the amount of them you have in your inventory, maybe you had too few of them to get the full effect?

Yep, I know about the whole item scaling thing. Bombs cap at 1,000 damage.

 

4 hours ago, Magpie said:

I usually stack on them early on to have some sort of "insurance" for the first world if I'm rushing through, although I avoid abusing it too much to not ruin my fun. I consider it valid for grinding quickly though. IIRC 99 bombs do something like 2000? damage, enough to eliminate or seriously cripple anything that isn't a boss in the first world.

Oh man, I had no problem spamming bombs at the beginning, especially with just a 4 Tinker playthrough. Their other abilities just weren't up to snuff till I got access to some decent magic boosting gear and levels, so I used what was at my disposal.

 

5 hours ago, Magpie said:

And Tinker is one of my favorite classes actually. I usually put Galuf to have a main Tinker class and it's great. Stat spread is not quite the best, but I rarely suffer much from it (for some reason the Cannon boss turrets decimate poor him in one shot every time and I'm not entirely sure why, they do seemingly percent damage to everyone else!

Yeah, Sol Cannon was definitely the first big wall for me. That's when I swapped out of bombs completely and grinded a bit.

I do really like Tinkers now that I've done the full playthrough with them, though. They were a little slow at the start(not referring to agility) and the healing got a little dicey at some later bosses, but they're enjoyable to use since their whole toolkit has uses.

Sol Cannon was always a % boss; though now it scales up with difficulty (x1.5 on difficulty 1) and actually can hit a weakness.
So yes that can go up to a 1 hit kill.

Admittedly SC is one of those bosses where I don't know what to do with.
The main cannon has this gigantic charge up... and then does the same damage as the sidekicks basically.
And then it doesn't really scale with difficulty; diff4: 50% rocket + 50% beam is a kill the same as diff1 75%+75%.

 

Also, you may or may not gain 2 more consumables in the next version to use with !(X-)Item. *cough*web*cough*vaccine*cough*

v1.000

  • added job sprites for the 10 new jobs made by BlackLiquidSorrow
  • added abilities for DarkKnight, Lord, Vampire, Magus and Sage jobs
  • separated ability slots into 4 active and 3 passive slots
  • added running for overworld walking and ship
  • spells now show miss if they fail because of magic evasion; status spells that hit but inflict no status do not show miss
  • MP drain spells now inflict HP damage and restore MP of 1/32th the damage dealt, capped at 40
  • X-Magic no longer receives a penalty to spellpower; instead it requires half a turn of charge up before casting
  • changed !Animal to a 8 skill selection
  • changed !Mimic to a 8 skill selection
  • replaced Monk's !Kick with !Blitz, 8 skills based on unarmed combat, unlocked by maxHP
  • replaced Knight's !Guard with !Valor, 8 skills based on defense, unlock based on win:escape ratio
  • replaced Thief's !Steal with !Rogue, 8 skill menu, unlocked by successful steals
  • replaced Mime's !Mimic command with a 8 skill menu based around acting and imitation, skills unlocked from the start
  • replaced Dragoon's !Lance with !Drag-On, 8 skill menu based around their signature skills throughout the series, unlocked by max HP
  • added !Science to Chemist, a 8 skill menu based on research, skills unlocked by Hi-Potion count
  • replaced HP +30% on Monk and Tamer with !BuildUp
  • HP +30%: renamed to Sturdy, HP +10%, reduces fraction damage taken
  • replaced Endure on Berserker with Sturdy
  • replaced Pierce on Dragoon with Sturdy
  • replaced !Slash on Samurai with Crit Up
  • replaced !Slash on Crusader with !SwdSlap
  • replaced !Steal on Dancer and BlueMage with !Mug
  • replaced !Aim on Chemist with !Science
  • replaced Preemptive on Ninja with Caution
  • added CQC passive: +20% damage while in the front row
  • replaced !Animal on Geomancer with CQC
  • replaced Preemptive on TimeMage with CQC
  • Bulwark no longer adds 10 VIT, instead reduces regular damage taken
  • changed Lich from +3 VIT, +7 MAG to +20% magic power and increased drain power
  • WhiteMage now learns AreaCast instead of MassCast
  • BlackMage now learns MassCast instead of AreaCast
  • added defense piercing property to !BuildUp
  • changed the white/black spells available for !Red, !Rose, !X-Magic; slightly less front loaded, !Red even gets 2 Lv6 spells
  • increased base hit chance for DoomClaw from 66% to 75%
  • increased base status chance for HP-to-1, doom and destroy effects from 40% to 55%
  • adjusted stats of most monsters
  • modified AI of Siren, Kimabryn, ArchAvis, SolCannon, Merugene, Crayclaw and Omega Mk3
  • changed Sandworm's Demi to Quake
  • edited unused NeoGoblin to Rebone enemy and added to a boss formation
  • edited Skullkin stats to make the "solutions" more in line with vanilla strategy
  • form changing bosses now keep status resistance between form shifts
  • added a cap to ABP while jobless; on job change you'll have at most 4/5 ABP
  • reduced HP buff from 100% to 50%
  • fixed weapon animation of flail and morning star
  • reduced the influence on damage growth for Lv2-35, added slight damage growth for job levels 1-30 (double level for single job mode)
  • adjusted HP per job level; now treats single job mode as having twice the job level
  • increased HP per job with "HP up" bonus from 30 to 50
  • reduced monster stat spread by difficulty
  • adjusted monster base stats by level
  • added +10% steal chance for thief job
  • fixed a bug that made !Throw with weapons deal about 2.5 times the intended damage
  • renamed !Martial to !Bushido
  • replaced Bushido/Fate Hit with Booster: weak attack that buffs user's STR
  • replaced Bushido/Danger with Dispatch: chance to instantly kill
  • Blue/Aero: increased power against floating targets or those weak to "aerial" attacks
  • Blue/Goblin Punch: damage bonus against same level target reduced from x4 to x2 with -50% defense
  • Blue/Goblin Punch: level check compares only last digit on level
  • Blue/White Wind: heals by 33% caster maxHP instead of 100% current HP, affected by Heal Amp
  • Summon/Odin: now always uses Zantetsuken, a holy elemental magic attack against all enemies
  • Time/Flood: added ground type, increased power from 110 to 126
  • Terrain: now always behaves as if pierce passive ability was equipped
  • Terrain: removed Gaia's Wrath and Lament again
  • increased MP restored by ether from 20-150 to 50-150
  • adjusted item cooldown values for !mix and !throw
  • reduced scaling of heal magic with weapon attack
  • increased heal power bonus of Sage Ring from 5 to 7
  • removed Ramuh and Shoat summon items, the summon spells are now added directly on boss death
  • added Web that inflicts slow
  • added Vaccine that reduces status damage taken
  • added MP sickness debuff for MP recovery with !Item, !X-Item and !Mix that reduces further MP recovery with those skills by 25% (but then capped at 100)
  • White/Pure and Mystic/Cleanse now additionally remove MP sickness
  • fixed a game crash caused by having !Hide, !Show, !Catch or !Release in the 4th ability slot
  • fixed a bug that made defend/guard sometimes not work
  • fixed a bug that made x-item with feather not work
  • fixed a bug that prevented abp reduction on job up
  • fixed a bug that made Blue/Condemn deal absurd damage when it failed to inflict the status
  • fixed a bug that made Counter use fire spellblade instead
  • reduced guard damage reduction from -75% to -50%
  • first escape with BraveBlade does no longer reduce attack power, only 2+ escapes
  • !dance: buffed power of Mystery Waltz and Jitterbug by 50%, reduced power of Sworddance from 400% to 200%
  • reduced damage reduction from armor/shell from 50% to 25%
  • monster can now land critical hits on their regular attacks
  • fixed a bug that made !mimic mimic the landing of (s-)jump and not the jump itself
  • changed MP gain of !Brave from 100 to 12.5%maxMP + 100
  • physical accuracy is now adjusted by spot in party, top to bottom, x9/8/7/6
  • changed how multiple hits of Time/Meteo are handled; changed to a quicker animation
  • changed element of Time/Comet to wind/earth
  • changed element of Time/Meteo to earth/fire
  • removed LP from NG+ scaling
  • in NG+ treasure chests are now reset
  • replaced some NPC texts in Carwen for more hints to gameplay changes
  • changed default difficulty and encounterrate from 3 to 4
2 hours ago, praetarius5018 said:

v1.000

This looks so good! Can't wait to plunge into this! xD

i've been watching this for a while, would now be a good time to get into it?

I ran into a bug, I think?

Only my characters in the top most slot will heal after battle. It's not character dependent, just whoevers at the top.

Everyone else maintains their current health otherwise. 

 

Two more bugs, the first is kinda tricky for me to explain.

  • If I use the Single Job Set on my characters to change them to whatever job, they are fine whenever the level up their class, nobody becomes old. However, if after they level up their class and I enter the config menu, the selection is no longer on Single but Normal Job Set(varies) and some things happen. 
  • Jobs that some characters become old from(illegal jobs normally?) - Monk, Thief, Dragoon, Ninja, Samurai, Berserker, Ranger, Mystic Knight, White Mage, Black Mage, and Blue Mage. Like if everyone was a Monk, Bartz would become old and everyone else would be unaffected.
  • Jobs where everyone becomes old - Time Mage, Summoner, Red Mage, Tamer, Chemist, Geomancer, Bard, Dancer, and Mimic.
  • Jobs unaffected(config selection remains on Single Job Set) - Knight, Lord, Crusader, Dark Knight, Magus, Sage, Oracle, Arcanist, and Assassin. New jobs plus Knight.
  • Since the config swaps to Normal Job Selection, characters can change jobs, but some are still affected with old no matter what Job they pick,    it varies.
  • So as long as I don't touch the config, none of this happens, but I like fiddling with encounter rate... :ninja:

       

  • If I change the controller option in config to custom and exit the menu without changing buttons I can't access the party menu again with any button, other buttons work though like confirm and cancel.

v1.005

  • fixed !Brave sometimes not working or triggering enemy reactions
  • fixed Sandworm being unbeatable unless hero1 is dead
  • fixed after battle recovery
  • fixed issue with keeping single job mode
  • choosing single job mode now enables job selection before getting the first crystal
     

the controller change things sounds like a vanilla thing which I don't feel like tracking down currently

 

13 hours ago, joeafro said:

i've been watching this for a while, would now be a good time to get into it?

Now is a good a time as any.
I've still some things I want to do but that is mostly minor stuff.

 

Also if someone wants to do me a favor:
there's an outstanding bug in Bartz old home where on some playthroughs the bard is not there but a ! balloon instead or someone else had the dead mom on the floor there or other wrong NPCs in the house; and if you talk to any of them the game goes barf.
So I know that the value of 7E0A96 is responsible. I just see on my end never change from the initial value of $8F/143 outside of the cutscene in the same house where it should change...
I'd be super helpful if someone can run through the game with RAM watch on that address active and see where it changes where it shouldn't.
I tried now three times through the first world and found nothing...

In SNES9X that is simply:
cheats > search for new cheats
comparison type =
compare to entered address
data size 1 byte
data type hexadecimal
value: 7E0A96
then search for that, mark the result and put it on watch
after that you'll have the value always printed on the screen.

Okay I did a quick playthrough up till Lix.

When I did the tutorials at the beginners house, the character order tutorial and the Job tutorial, the values changed. This also included the Job tutorial in the Wind Shrine.

First I did the tutorials and talked to Zok in Tule and saw that Bartz mom was on the floor during the cutscene. Then I reloaded the save and avoided the tutorials, Bartz mom wasn't there. 

The values for the tutorials changed depending where I was in the game. I checked three times, before Wind Shrine, after Wind Shrine, and after getting the boat.

When I got to Lix I had avoided the tutorials so there was no weird stuff in Bartz house. Then I did the tutorials went back to the house and there was the balloon and Bartz mom and dad.

Ok, so not only is the tutorial sequence flat out wrong it also causes bugs - good to know >.>

Sage and Lord don't give the +3 to starting MP upon leveling them up. They do, however, still provide the +10 to Maximum MP. 

I checked the rest of the jobs today for stat errors on level up and everything else seems to match the classes.xls except for Mime who doesn't give any Agility upon level up.

ok thanks, I'll have both things fixed for next update

I recently started playing your mod and I'm having fun with it. I went through your documents a few times and am still a little unsure about some mechanincs. I have a few questions that I hope you can answer @praetarius5018

 

  1. What exactly is equipment burden? One of the text documents says the strength stat affects this but I'm not sure what this means.
  2. I'm a little confused about the stat ups with job levels. How exactly does it work? Do you get permanent stat ups whenever your job levels up? Or do the stat ups only affect you on that job?
  3. About the cap on job levels. Since it's 30, does that mean I can only really fully invest in a few jobs?
  4. Again, regarding stats. Does the character's job affect their stat growth upon gaining a level? For example, if Bartz leveled as a Black Mage for 30 levels and then switched to Knight. Would his physical stats be lower than say Faris who lets say leveled those 30 levels as a Knight instead?

Burden lowers your speed and Strength lowers your burden, I think for each point.  Job levels give you the job you leveled's listed stat points permanently no matter what job you're in.  Yes, the 30 job level cap means you can only cap 6 jobs until NG+.  No, that's what job levels are for.

I think most of that is actually answered in the beginner house

1. the equip weight works a bit differently here than in vanilla; in vanilla it was just a flat value, divide by 8 and that is how much AGL you lose for the purpose of ATB/turn calculation.
here it is basically a % of your equip load relative to your STR value.
in the 0-30 weight range you won't have much penalty to ATB. (monster are calculated as if they had 30 weight)
<70 differences become more notable
and at 99 you might as well never get an action with that character.

Or in short: strong warriors can wear heavier protection

2. the stat ups are permanent for that character and independant of current job.

3. yes, but you can only gain up to 5 levels per job (15 for single job mode).
depending on what you want to do with a character it may be better to dip only a few job levels in a given job for the abilities or go all the way for the stats or a mix of both.
e.g. if you already have 2 levels of berserker you have !twin cut which is almost as good as !x-fight, so taking 5 level of ranger for the later is not as important.

4. the jobs each have different base stats, black mage has less str/more mag than a knight, etc.
the character themselves have minor stats bonus, this is in the 0-4 point range which is not too much longterm.
and don't worry: a certain character and the inevitable replacement are 100% stat/job identical.
if you are really into stat min-maxing, equipping active abilities gives 0-3 points total depending on the ability

Thanks a lot for answering my questions! That really helps

So, I've been playing this mod for a few hours now and I gotta say you did an amazing job! However, I changed Faris into the Vampire class and defeated two different kinds of Skeletons as well as some Lamias but I never received either summon under my Oaths. Is that a bug? Or should I be doing something specific? Also, could you perhaps provide some info on what enemies you need to defeat in order to learn new Genome skills? As it stands right now, the Vampire's disadvantages far outweigh. There is no advantage to the class for the time being at all.

So replaying this mod after a long time now that it has receive some major updates here my thoughts for now playing on Difficulty 1 base on the memory I had of the first versions of this mod :

-Beginning of the game is much more manageable, ennemies of the Pirate's cave has been turn down a bit which I think is good, on difficulty 1 the encounters with 6 opponents at once in the Wind temple can be annoying tough, cause we are lacking crowd control option at this point of the game and so fighting 6 opponents is really long at this moment not to mention that their increase speed gives them a lot of turns. Raptor is better than the first versions still challenging but doesn't require as much effort as before (thanks to him having less HP and us having access to wind protection gear).

-After accessing the Jobs random encounter are more manageable thanks to Black Mage (and White Mage for Zombies) giving us some most needed AoE, the canal's encounter are therefore easy to go through, however let's talk about Karlabos who was piss easy on the first versions, I had played a little of 0.782 and I don't know why but the difference between difficulty 2 and 1 was extreme for Karlabos he was going from tough but fair fight to near impossible to win, thankfully he is much more balance here providing a tough fight but not as ridiculous as his 0.782 version, however he shows one little problems with bosses on difficulty 1 (at least for this point of the game), since their attack gave the Elemental Field 2 Icons and bosses act extremely fast it is litteraly impossible to keep the control of the Elemental Field which kind of ruin the mechanic as we can't properly use it, however on a plus side you can play around with this like Karlabos fill the field with Water you can turn this in your favor since it strengthen the Cure spell.

-Now for the Ship Graveyard one thing I want to say is I think Steal should be neutral for Element, I don't know if it is intentional but since it's Poison Elemental it seems ennemies that Resist Poison such as the Skeleton are very hard to steal, this is kinda ridiculous I tried to steal these Skeletons like over 20 times and only manage to succefully steal 1 time, I think for a mob fight the odd of stealing shouldn't be that low (or maybe I was just very unlucky which is possible so in that case ignore that critic). 
Now for the boss Siren, I really like the change here, she is a really interesting early boss now as opposed to how forgettable she was before, basically have to tank her and wait until she goes in her Zombie (not before a quite damaging combo) mod where she becomes more vulnerable to element (mostly Fire and Holy) and we can unleash a lot of damage to her with spells and abilities, but she get more agressive with also some nasty Poison statut.

So I stopped here for now, now for more general things :

-New Job's sprites : So this is personnal opinion and purely aesthetic so let's get it out of the way, I like that new jobs are given completly new outfit as oppose to earlier where they were color-swap of others jobs, for now I only saw Crusader and Tinker, honnestly I'm not a big fan of Crusader's new design tough however I liked the Tinker one (especially on Galuf as he looks a little like FFIV's Cid which is funny).

-Old Job getting a menu command : I really liked it haven't got to try a lot with Knight and Thief, but Monk seems a lot more usefull now, that HP Leak effect on Aurabolt was handy for Siren for instance, and now he actually can fight unarmed and still exploit Elements which is nice, I'm really interested in trying the new stuffs so we will see. 

5 hours ago, Regalia776 said:

So, I've been playing this mod for a few hours now and I gotta say you did an amazing job! However, I changed Faris into the Vampire class and defeated two different kinds of Skeletons as well as some Lamias but I never received either summon under my Oaths. Is that a bug? Or should I be doing something specific? Also, could you perhaps provide some info on what enemies you need to defeat in order to learn new Genome skills? As it stands right now, the Vampire's disadvantages far outweigh. There is no advantage to the class for the time being at all.

the enemy has to die by direct damage (though does not matter by whom), not HP leak, poison ticks, reflected spells or counter
any lion
fairy orc or one of the cure hares
plant boss
any plant girl
any commander
merugene
any doomdealer palette swap
skeleton
any lamia
any bone or zombie dragon
darkmage or flaremage
any unknown
flayer
siren
gil turtle

 

aoe before jobs: bombs
and a full 6 enemy encounter is only guaranteed on difficulty 1

steal does not care about elements, the poison is purely for field icon purposes
aside from that the base chance is still a measly 40%, same as vanilla, double with the thief gloves.
well, you get a few extra % here with higher AGL or by being in the thief job

field icons (karlabos)
this is one of those things where it might not be possible to get a good solution.
if the (heavy-type) bosses only got 1 icon you could flood them out to easily, you can always store turns or use brave to produce the mass of icons when you need them - but 2 icons as it is now may be a bit too much, and 1.5 icons is not possible.
also getting 2 icons each is an option you have (later) as well, be it the fortress skill of knight or one of the mixes (both for heavy status) or the one !meta effect of sage.

3 hours ago, Nesouk said:

 

-New Job's sprites : So this is personnal opinion and purely aesthetic so let's get it out of the way, I like that new jobs are given completly new outfit as oppose to earlier where they were color-swap of others jobs, for now I only saw Crusader and Tinker, honnestly I'm not a big fan of Crusader's new design tough however I liked the Tinker one (especially on Galuf as he looks a little like FFIV's Cid which is funny).

Which Crusader sprites in particular did you have issues with?

19 hours ago, praetarius5018 said:

aoe before jobs: bombs
and a full 6 enemy encounter is only guaranteed on difficulty 1

Alright then, yeah I tend to forgot about buying as I think strengthen the Potion and Armors are more important but I might be wrong.

19 hours ago, praetarius5018 said:

steal does not care about elements, the poison is purely for field icon purposes
aside from that the base chance is still a measly 40%, same as vanilla, double with the thief gloves.
well, you get a few extra % here with higher AGL or by being in the thief job

Then it's just my bad luck huh figure.

19 hours ago, praetarius5018 said:

field icons (karlabos)
this is one of those things where it might not be possible to get a good solution.
if the (heavy-type) bosses only got 1 icon you could flood them out to easily, you can always store turns or use brave to produce the mass of icons when you need them - but 2 icons as it is now may be a bit too much, and 1.5 icons is not possible.
also getting 2 icons each is an option you have (later) as well, be it the fortress skill of knight or one of the mixes (both for heavy status) or the one !meta effect of sage.

Hmm would it be possible to make it so that certain attack gives 2 Icons while other gives only 1 ? Like in the case of Karlabos you could make it so that Flood gives 2 Water Icons while normal Water gives only 1.

Quote

Which Crusader sprites in particular did you have issues with?

Not with one in perticular I just don't like the look of it.

1 hour ago, Nesouk said:

Then it's just my bad luck huh figure.

yeah, and then add the chance of only 1/16 to get the rare steal - very frustrating overall

1 hour ago, Nesouk said:

Hmm would it be possible to make it so that certain attack gives 2 Icons while other gives only 1 ? Like in the case of Karlabos you could make it so that Flood gives 2 Water Icons while normal Water gives only 1.

theoretically I could, but how would we decide which moves are worth 1 icon, which 2 (this would have to be a global decision, not per boss).
but I'm not too fond of this option; there's already plenty of RNG in what certain bosses do (like 1/3 chance each turn to do nothing or grand lottery cross), this would inevitably end with cases of a 50:50 chance between low damage + 1 icon or massive/aoe damage + 2 icons, so bad luck would double penalize the player.
one penalty per failed RNG roll I'm ok with but not 2+

so how doable is the four job fiesta with this mod? lol

what do you think single job mode is for?

though in that case I'd keep it on normal difficulty (4)

20 hours ago, Nesouk said:

 

Not with one in perticular I just don't like the look of it.

Well to be fair I didn't really have much to go off of with this concept. "Warrior that gets stronger with more hp" doesn't really indicate any kind of appearence

On the one hand, the Vampire can't get skills, I fought with many enemies that you mentioned before. On the one hand, the agility stat don't grow with the job of Bard.

 

 

I have no idea what is going wrong on your end...

FF5_void_divergence142.png

FF5_void_divergence144.png

the first time I raised a level, the agility don't rise. I'm so sorry, maybe it was a mistake.

you did get a job level, not a character level, right?
just making sure

Are you supposed to lose ABP when you switch job classes, and do you passively gain 'some' ABP for other classes when not winning ABP as that class? I don't remember reading about the ABP gains and losses anywhere and I read pretty thoroughly... Thanks!

ABP gained is only for the current job.

I had to make some sacrifices somewhere with the RAM I have available, so I reduced the game to only tracking one value of ABP instead of one per job.
When you switch jobs that value should be cut in half.

The alternative would've been no new jobs.

Okay that makes sense, then, as I was unsure what was going on with the ABP when I was switching around classes and my chars started ending up with different total ABP. Thanks for the quick reply -   

It must have been an error of mine.

 

1.PNG

2.PNG

maybe you changed an active ability last time? those affect stats slightly as well.

Probably, or that I have removed a armor that raises the agility stat. Thanks.

 

4.5k ... did you built for HP on Lenna or did I underestimate the HP changes last time? >.>

On 6/18/2019 at 7:24 PM, 2togepi said:

On the one hand, the Vampire can't get skills, I fought with many enemies that you mentioned before..

 

 

Quoting this, because I have the same experience. I already killed a few Lamias, definitely without indirect damage and still didn't get the skill from them. Will keep testing today.

Are you supposed to be able to 'triple' equip the Endure passive for plus 10% HP times 3 ? Makes for some early beast mode at least in the HP depot

 

Same for other skills like MP turbo, multi equipped seems to increase max MP if selected more than once...

The Jobs for Lenna were Blue Mage, Red Mage, Oracle, Magus, Bard and Lord. Four of them have Hp stat.

2 hours ago, Webbhead08 said:

Are you supposed to be able to 'triple' equip the Endure passive for plus 10% HP times 3 ? Makes for some early beast mode at least in the HP depot

 

Same for other skills like MP turbo, multi equipped seems to increase max MP if selected more than once...

Pretty sure that's a bug

I am currently in the first world, just entered the Lonka Ruins. Here are a few things I've notice so far that seemed a bit off:

  • In Lix, there is a dead Stella on the floor in Bartz's house. I guess she shouldn't be there, as she crashes the game.
  • After getting the steamship, the random encounters on the open sea are waaay more tough the the battles just before acquiring the ship. The brown sahagins are a moderate rise in difficulty, but the lamias and the stingray-looking enemies are waaaay too strong for the current part of the game. I didn't mind it too much because it was a nice challenge, but it didn't seem consistent and gradual.
  • The Lord Order/Geoform is extremely overpowered for some reason. Under normal circumstances (before Geoform) my units would do 500~2000 damage with their abilities. With geoform they hit fo 32k. ???

 

Dead_Stella.gif

Do the attacks do exactly 32k?

1 hour ago, BlackLiquidSrw said:

Do the attacks do exactly 32k?

Not fixed 32k, but they are a LOT stronger. I have been able to cheese all the boss fight since i got geoform. I try not to use it any more, as it feels like cheating.

5 hours ago, Webbhead08 said:

Are you supposed to be able to 'triple' equip the Endure passive for plus 10% HP times 3 ? Makes for some early beast mode at least in the HP depot

 

Same for other skills like MP turbo, multi equipped seems to increase max MP if selected more than once...

It is not really intended, I wanted to have 0 passives that stack with themselves but in the case of HP/MP this can't be avoided else it'd penalize stacking endure+bulwark+sturdy since their HP bonus is the exact same.

2 hours ago, buttwag said:

I am currently in the first world, just entered the Lonka Ruins. Here are a few things I've notice so far that seemed a bit off:

  • In Lix, there is a dead Stella on the floor in Bartz's house. I guess she shouldn't be there, as she crashes the game.

yes, known, happens to all that have watched any of the tutorial scenes (compare last page)

2 hours ago, buttwag said:
  • After getting the steamship, the random encounters on the open sea are waaay more tough the the battles just before acquiring the ship. The brown sahagins are a moderate rise in difficulty, but the lamias and the stingray-looking enemies are waaaay too strong for the current part of the game. I didn't mind it too much because it was a nice challenge, but it didn't seem consistent and gradual.

err... corvette (stingray like) and armon (brown sahagin) are victim of a typo in their level stat... (31 instead of 13)
Hi-Lamia certainly shouldn't be there (world 3 mob)

15 hours ago, praetarius5018 said:

err... corvette (stingray like) and armon (brown sahagin) are victim of a typo in their level stat... (31 instead of 13)
Hi-Lamia certainly shouldn't be there (world 3 mob)

I found Hi-Lamia on the Flying Ronka Ruins as well, she was level 40.

alone or in a group?

Alone. There were other encounters with regular lamias, which was slightly confusing at first.

ok, that one is intended, kinda as a miniboss/source for 2 blue magics there

So continue a bit :

-For the montain where you find up Hiryuu nothing really important to say random encounter are a matter of finding weaknesses, also some mobs drop Whip which will be usefull. Magissa and Forza were easy enough, I even manage to beat Magissa before she summoned Forza once as suprinsigly she isn't heavy type and the Whips can stunned here, weakness to light also make her easy to Mute reducind her offensive capacity, Forza is a powerhouse but I was able to keep up with his damage dealing damage with Spells and Taunting him wih my knight.

-I defeated Shiva before going to the Water Crystal, we can steal Mythril Swords from the Gallant before fighting her which help as they are Fire Elemental, for Shiva I just try to put all of them to sleep as they are weak to earth then kill her allies one by one with Fire magic, Pummel's blitz and using Stomp with the Knight (to add Fire Element icons) once she is alone I mute her to reduce the damage from her Ice spells, I sleep her then stack MP with Defense and unleash a lot for damage by spamming fire attack, took me 2 or 3 attempts before finally managin to put them all to sleep at the beginning overall a fun time in which we makes good use of Statut Effect.

-Water Crystal tower have mostly ennemies weak to Fire and Lightning, but since we have much more Crowd Control options random encounter aren't to bad. Garula was disappointingly easy basically once you put Blind on him he miss like 80-90% of his attacks, he only have one attack that add Element to the field (and only 1), so basically I just Blind him with Rogue's Dust and attack him with whatever element as he has no weaknesses (I used Fire cause I had Mythril Swords and Fire spell are free).

-And so I unlock new jobs most notably Lord and Dark Knight, I can already see a great synergy between Dark Knight and Crusader (Esemte consuming HP with Dark Knight getting stronger at low HP) which I plan on doing on Galuf/Krile, not sure about the Lord tough some of his abilities in his Order looks interesting for either my Mages or Physical Damage Dealer, I don't really get the Law stuff tough.

Okay, so I have now defeated the plant boss, a few Lamias and Orc enemies and none of them gave me neither a Genome nor an Oath ability. And yes, I had Faris in the vampire class for all of those battles. I even went back to fight the plant boss once again once I noticed that I didn't get anything. To me this clearly seems like a bug and so far the only use I still have of the vampire class is their last passive ability. Doesn't anybody else have the same experience?

in which character slot is the vamp?

31 minutes ago, Nesouk said:

I don't really get the Law stuff tough.

you put down some of the BanX skills - they last the entire battle, once a law is passed it stays active - wait until an enemy breaks any of the laws then cast judge.

judge heals those that haven't broken any law (more based on VIT and number of laws) and damages all that have broken any of the laws. (can't kill monster though because of reaction:death scripts, don't ask...) damage scales with number of broken laws.
e.g. you cast BanMiss, stack up evasion/blind status, wait until enemies have missed a couple times (one of the reasons status spells now show miss instead of nothing when failing to hit, those count as well) and then use judge to heal yourself and damage them.

Following up on the discussion regarding Lord/Law, I have to say I was impressed by the skillset. It is very original and fun to use. Any such addition to the game is welcome if you as me. Order is also very interesting, especially Insurance and Denial which is very useful when enemies resist or absorb more than one element. I am still puzzled why Order/Geoform increases the damage by so much.

I am currently in the world 2, so here are some more oddities I noticed:

  • I got into an encounter with the Zombie Dragon inside the Sealed Castle. It seemed nigh indestructible. It seriously took me more than 15 min to defeat it. It didn't pose a huge threat, but I kept doing 9999 damage with Blue/Crusher and 'normal' respectable damage with my other units and it just would not go down. Unfortunately I didn't have Scan on any of my characters to check its HP, but it seemed very strange to keep doing a lot of damage and see no effect of it, considering also that it was a random encounter and rather underwhelming with the amount of damage dealt to the party. Does it just have a lot of HP or is it something else? A similar thing happened to me in the first world:
  • when I was fighting Shiva for the first time. I had Scan and got her down to 1 HP and 0 LP. She just wouldn't go down to any of my attacks, and the battle went on for quite some time until I inflicted Sap (or was it maybe Poison) on her and she died because of it. My difficulty is always either on 2 or 1. Does that have anything to do with it?
  • Chemist's Science/Grab Item occasionally executes some seemingly random commands, like Dragoon's Lancet. It does not happen often, but enough to make one wonder.
  • How is Assassin's Hide-Ambush extra damage supposed to work? Once my hidden Assassin gets an active turn, the only selectable action is Show, there is no way to select Ambush while hidden. Am I supposed to show, and then select Ambush on the following turn? 
  • This might have already been answered, but do the effects of passive abilities such as Crit up, Steady MP and Evade stack? Will I regenerate even more MP with 3 Steady MPs? I assume not, but just wanted to check to be sure.

 

4 hours ago, praetarius5018 said:

in which character slot is the vamp?

It's Faris, so slot 4.

Order/Geoform is just a dirty 16 bit value during supposedly 8 bit math. So something like x8 would become x264.

shielddragon is a stupid mob, huge HP and defenses, innate reflect, and runs away at 50% HP so you get no reward (only in vanilla), they just exist to drive you out of the sealed castle before you have any business there.
edit: I think I switched his HP <50% damage reaction from escape to drain, so together with the last chance HP of its heavy state, yeah... that would do it

difficulty 1 or "heavy" status (not quite a boss flag) gives mobs a last chance hitpoint, same as if insurance was on.
this is nasty with mobs that can heal themselves since they can get that last HP over and over - though to my knowledge neither of the mentioned creatures should have anything like that..

no idea what it is with grabitem... someone else managed to target themselves with that and the game doesn't handle stealing from a player unit well

ambush is to be used after !show before anything hits that character.
you don't get the bonus if a mob sees you and force-ends !hide that way

passives do not stack, only +HP/MP do but only because it is way too much effort to make them not stack...

 

1 hour ago, Regalia776 said:

It's Faris, so slot 4.

try any other slot, please.
I've seen that when it should check for if slot 4 is a vamp it instead checks slot2 gain...

7 hours ago, praetarius5018 said:

you put down some of the BanX skills - they last the entire battle, once a law is passed it stays active - wait until an enemy breaks any of the laws then cast judge.

judge heals those that haven't broken any law (more based on VIT and number of laws) and damages all that have broken any of the laws. (can't kill monster though because of reaction:death scripts, don't ask...) damage scales with number of broken laws.
e.g. you cast BanMiss, stack up evasion/blind status, wait until enemies have missed a couple times (one of the reasons status spells now show miss instead of nothing when failing to hit, those count as well) and then use judge to heal yourself and damage them.

An interesting gimmick tough I admit I don't know who it would fit the most in my set up, the only character I started builded toward VIT is Galuf who sadly can't use the Lord, as Mages Lenna and Bartz it seems they would get most out of Lord from Order instead of Law, and Faris I'm building her more toward Agility and Item usage than VIT.

v1.050

FF5_enuo.png.cfed287b8adbda14365cfc239c8

  • added weapon proficiency
  • added natural magic evade based on level, magic stat, job type and equip%
  • added bonus phases to final boss, each unlocked by beating one of the superbosses
  • edited dummy enemy to 5A's Enuo and put him in the last chest, AI as close to the original as possible, sprite recolor of Omniscient
  • edited AI of Shinyru
  • changed encounter rate 6 to off
  • added extra patch for save anywhere
  • Lenna now starts with knife + shield equipped
  • Faris now starts with dagger + knife equipped to show off dual wielding
  • Omega now additionally drops a omega shield (formerly called blood shield)
  • changed type of whips from wind to earth
  • added new whip "Tamer" to tule weapon shop
  • added new boomerang "Edge" to karnak weapon shop
  • added new boomerang "Razor" to kelb weapon shop
  • added new staff "Cleric" to kelb weapon shop
  • added new rod "Storm" to jacole weapon shop
  • added new rod "Magus" to necromancer rare drop
  • added new rod "Nirvana" to Enuo drop
  • added new bell "Mythril" to jacole weapon shop
  • added new bell "Diamond" to surgate weapon shop
  • added new harp "Fairy" to surgate weapon shop
  • added new harp "Demon" to mirage weapon shop
  • increased power of Full Moon from 63 to 102
  • nerfed attack power of endgame weapons
  • lowered max attack of ChickenKnife to 127
  • BraveBlade attack power fluctuates between 50 and 150 depending on !Brave and !Def. uses
  • added +2 heal power to flail
  • added +4 heal power to morning star
  • changed icon of flail and morning star from misc to staff
  • fixed tutorial scenes screwing up other event flags
  • fixed out of range bug for new skills potentially
  • fixed stats of Corvette enemy
  • fixed Mime not getting +AGL levels
  • fixed bug that made new jobs not add to starting MP
  • fixed unlock for sage skills not working properly
  • changed skill used with 25% by chicken knife to !Smoke
  • renamed enemy skill Snowstorm to Icestorm to differentiate from Blue/Snowstorm
  • undead player now only get healed by 33% from Doom
  • re-added exp split
  • reduced penalty to exp gain for having a full party from 75% to 50%
  • reduced exp granted from Gil Turtle
  • added heavy flag to Ramuh to prevent victory that bypasses his death speech and made him refightable
  • nerfed Meteo and variants when used by monster
  • removed Hi-Lamia from world1 open sea
  • fixed level of corvette and armon monster
  • added a modifier to bomb damage based on AGL
  • fixed bug that made Vampire skill learning not check the 4th hero slot for vampire job
  • AGL increases proc chance for weapons that release a spell or use an alternative skill
  • GrandCross: list of status effects gets now filtered based on target's HP; healthy targets are protected from instant lose statuses, dead targets get erased
  • replaced book with hint about ZetaFlare's weakness (which doesn't even apply) with a hint on how to unlock the True Final Boss
  • adjusted HP growth of heroes, Lv30 has -300 HP compared to before, difference is given back over the remaining levels
  • reduced HP growth of monster

Hello again! I've really been enjoying v1.050.

Weapon proficiency is definitely a great addition! I think it's a good middle ground for Jobs now being able to equip any weapon. Would it be possible for Armor Proficiency to exist as well, like differentiating between shields, books, badges, etc. between Jobs? Maybe a bit much?

 

Anyway, here are some bugs.

  • Renaming a character doesn't work upon pressing either L or R upon entering a menu.
  • New Game + doesn't work when loading a save while pressing L + R.
  • New abilities ignore memory, or the last attack they used in battle. The abilities affected are !Valor, !Blitz, !Rogue, !Drag-On, !Bushido, !Animals, !Science, !Finesse, !Mimic, !Law, !Order, !Esemte, !Dark, !Genome, !Oath, !Taboo, !Meta, !Yin, !Yang, !Predict, !Arcane, !Mystic, and !Tinker.
  • Using the encore ability from !Mimic on !Throw causes random items to be thrown from the inventory, which usually leads to a softlock depending on what ends up being thrown. Here's a Rune Book being thrown at Ex-Death...

          Final Fantasy V Void Divergence.2019-07-03 22.08.41.png

  • Kaiser Claws equipped together with either Boost Ring or !Might Amp on a character seems to cause !Brawl to stop working, even when equipping !Brawl in the Passive menu.
  • Text errors occur during the Adamantium cutscene in the meteor. It's a few dialog boxes worth of errors.

          Final Fantasy V Void Divergence.2019-06-29 01.07.35.png

  • Some "bla" text errors.

          Final Fantasy V Void Divergence.2019-06-29 12.40.57.pngFinal Fantasy V Void Divergence.2019-07-01 16.33.11.png

2 hours ago, Limstokes said:

Hello again! I've really been enjoying v1.050.

Weapon proficiency is definitely a great addition! I think it's a good middle ground for Jobs now being able to equip any weapon. Would it be possible for Armor Proficiency to exist as well, like differentiating between shields, books, badges, etc. between Jobs? Maybe a bit much?

there's a problem with that. weapons have high values so reducing that by 25% doesn't produce too big rounding errors.
relics have low values, some as low as 1. reducing that by 25% would be a 100% reduction thanks to rounding. also it wouldn't affect shields since they give 0 def (aside from the omega shield)
also armor proficiency is something I wanted to do by character not by job sometime down the road - to make the characters that little bit more unique - but that is something I'm still not 100% convinced about; having a worse weapon just means the fight may last ~30% longer, having worse armor may mean it becomes unwinnable.

2 hours ago, Limstokes said:

Anyway, here are some bugs.

  • Renaming a character doesn't work upon pressing either L or R upon entering a menu.
  • New Game + doesn't work when loading a save while pressing L + R.

you have to hold the L and/or R button while pressing X to open the menu or confirming load via A.

2 hours ago, Limstokes said:
  • New abilities ignore memory, or the last attack they used in battle. The abilities affected are !Valor, !Blitz, !Rogue, !Drag-On, !Bushido, !Animals, !Science, !Finesse, !Mimic, !Law, !Order, !Esemte, !Dark, !Genome, !Oath, !Taboo, !Meta, !Yin, !Yang, !Predict, !Arcane, !Mystic, and !Tinker.

that's from a technical limitation. all the new abilities don't really exist in the game's view.
same reason why all those abilities are limited to 8 skills.

2 hours ago, Limstokes said:
  • Text errors occur during the Adamantium cutscene in the meteor. It's a few dialog boxes worth of errors.

          Final Fantasy V Void Divergence.2019-06-29 01.07.35.png

ok, wtf happened there!?

3 hours ago, Limstokes said:
  • Kaiser Claws equipped together with either Boost Ring or !Might Amp on a character seems to cause !Brawl to stop working, even when equipping !Brawl in the Passive menu.

I don't get that result, what makes you think they stop working exactly?

3 hours ago, Limstokes said:
  • Using the encore ability from !Mimic on !Throw causes random items to be thrown from the inventory, which usually leads to a softlock depending on what ends up being thrown. Here's a Rune Book being thrown at Ex-Death...

          Final Fantasy V Void Divergence.2019-07-03 22.08.41.png

goddamn x-magic, mimic, dual wield, when will you three ever stop causing problems!?

do you recall what exactly you had thrown at exdeath initially?

16 hours ago, praetarius5018 said:

you have to hold the L and/or R button while pressing X to open the menu or confirming load via A.

Okay, you can ignore the L+R issue I was having. The problem seemed to be related to the IPS patcher I was using this time around(SNES ROM Utility). I switched back to Lunar IPS and New Game + and character renaming worked just fine. This was bugging me for a while, I tried different emulators, controllers, and roms and I couldn't figure it out till just now.

 

16 hours ago, praetarius5018 said:

I don't get that result, what makes you think they stop working exactly?

I'll use the Statue enemy as an example. So my character(Krile) has innate !Brawl from leveling up Monk. Her damage per punch is about 300 with 600 crits. By just equipping Kaiser Claws, damage increases to 600-900. If I equip Kaiser Claws with either !Might Amp or Boost, damage from punches gets reduced to 50-100, which closely matches my other characters fist damage that don't have !Brawl. I also tested this on Lenna and Faris by making them Monks, similar results. It could just be damage reduction rather than negating !Brawl, but I don't know. Also, this doesn't affect any !Blitz abilities in terms of damage except for Kick which will do between 20-120.

 

16 hours ago, praetarius5018 said:

goddamn x-magic, mimic, dual wield, when will you three ever stop causing problems!?

do you recall what exactly you had thrown at exdeath initially?

Flame Scroll, but it's not item specific, any thrown item would lead to similar results. It doesn't seem too random, depending on what is first thrown and where it is in the inventory changes what gets encored. If I were to sort my inventory and throw a flame scroll and encore it I would get this...

Flame scroll, Throw(empty slot 0 damage), Potion, and Genji Book(this causes a softlock like Rune). 

When I sorted something else into the Genji book slot it would use that item instead and continue jumping to different slots as I continued using encore. I was also able to make a loop by using empty slots as a start and finish.

Flame Scroll, Throw(empty slot), Hi-Potion, some earth weapon, some ice weapon, Golem and another Throw(empty slot). After which point it would just repeat from Hi-Potion. This was neat to see, but is probably not too helpful.

Lastly, it didn't matter what character I used, selling all my items didn't fix it(just encores empty slots), and starting a new file still had this bug as well. Hopefully this is readable. xD

10 hours ago, Limstokes said:

Okay, you can ignore the L+R issue I was having. The problem seemed to be related to the IPS patcher I was using this time around(SNES ROM Utility). I switched back to Lunar IPS and New Game + and character renaming worked just fine. This was bugging me for a while, I tried different emulators, controllers, and roms and I couldn't figure it out till just now.

I don't see how the patcher related to that, but if it works :o

10 hours ago, Limstokes said:

Flame Scroll, but it's not item specific, any thrown item would lead to similar results. It doesn't seem too random, depending on what is first thrown and where it is in the inventory changes what gets encored. If I were to sort my inventory and throw a flame scroll and encore it I would get this...

ok, found that one bugger..

10 hours ago, Limstokes said:

I'll use the Statue enemy as an example. So my character(Krile) has innate !Brawl from leveling up Monk. Her damage per punch is about 300 with 600 crits. By just equipping Kaiser Claws, damage increases to 600-900. If I equip Kaiser Claws with either !Might Amp or Boost, damage from punches gets reduced to 50-100, which closely matches my other characters fist damage that don't have !Brawl. I also tested this on Lenna and Faris by making them Monks, similar results. It could just be damage reduction rather than negating !Brawl, but I don't know. Also, this doesn't affect any !Blitz abilities in terms of damage except for Kick which will do between 20-120.

just to avoid unnecessary insanity - this issue persists after switching the ips patcher?

7 hours ago, praetarius5018 said:

just to avoid unnecessary insanity - this issue persists after switching the ips patcher?

Yup, I retested all the bugs after switching the IPS patcher, I probably should have mentioned that.

You can't replicate the bug? For me this is consistent, I checked all passives I had and tested the rest of the armor with Kaiser Knuckles, but nothing else interfered with fist damage. I could test this with new characters, perhaps it's related to something else.

no success in reproducing that

could you create a savefile (.srm) where the issue exists so that I just have to get into battle to see it?

Here you go. It's in the first slot. Save

Bartz has just Brawl equipped. Faris has Brawl and Kaiser. Lenna has Brawl, Kaiser, and Boost. Galuf has Brawl, Kaiser, and Might Amp.

ok, yeah that'll do

what made you grind that high? or did I screw the exp curve up that badly?

Hah, no I think the exp curve is fine. I wanted to start New game + a bunch of hours ago, but I had my issue with L and R so I was just fiddling around looking for bugs and testing all the classes abilities. Since I could just save anywhere, I did just that, rather than reload my save. So yeah, I'm a bit over leveled.

well for a bit = 20+ I agree

v1.100

  • replaced reequip config option with "core rules" option
    -basic = default
    -expert = can't revive, damage multiplier is truncated roughly like in vanilla, enemies get [75..150]% damage variance and scale up when the party is too high levelled
  • on difficulty 1 with expert mode bosses drop 2 void shards instead of 1
  • added diminishing returns to experience bonus from void shards; before ~300% at 99 shards now 150%
  • automatic equip optimize after job/ability change is now always disabled
  • battles get auto-reset after game over
  • magic evade and rod element boost (NOT MightAmp) now affect status chance/damage
  • changed rare steal chance from 10/256 to (AGL-10)/256
  • physical techs now profit from weapons that are more effective against certain creature types; bonus for techs is slightly higher against targets with high maxHP
  • new skill sets now respect memory cursor (though they have to share the position among them)
  • spellblade element attacks no longer auto-miss against greater resistance
  • added new rod "Water" to Karnak escape, replaces an elixir
  • edited typing and m.evade of several bosses
  • fire rune now blocks HP leak status
  • mirage ring no longer provides an image, instead it grants +35 evade
  • reflect ring now refreshes on turn end
  • enemies that reacted specifically to !fight now react to non-magical abilities
  • fixed damage overflow against aegis parry in a multihit spell (e.g. reflected from barriers)
  • fixed some text issues
  • fixed Gilgamesh's exploder against Necrofobe not working properly
  • fixed mimic'd !throw choosing an unrelated item as projectile
  • fixed a bug that made damage often reduce HP by 1 more than displayed
  • fixed a bug that applied the dual wield penalty to unarmed fighting
  • fixed an overflow bug on high level brawl with kaiser claw and elemental amp
  • reduced unarmed attack and m.attack growth
  • unarmed/brawl no longer has damage variance
  • equip menu now shows unarmed attack value for characters with brawl ability
  • equip menu now shows dual wielding again as sum of values instead of average
  • toad status now correctly blocks the new skills from being used

I am playing and really enjoying this mod.  I am about to get to the second world.  My only issue is that there are a huge amount of abilities that I'm not clear on what they do.  Reading this topic has helped quite a bit but still I'm not sure how to best uitlize Lord, Oracle, and Magus, or Dark Knight to their full potential.  Is there a database of all this information that I might be missing?  I also am not sure how to learn new abilities with Tinker.  

did you have a look at misc_number_madness.xls and the magic tab?

The in game magic tab just tells the mp cost and element.  As far as misc number madness I can only see a list of passive abilities, which is great, but it's the active abilities I can't figure out.  Please forgive me for all the inconvenience. 

I meant the magic tab in the xls, it has several tables in it.

What specifically do you try to figure out?

I think I'm clear on everything now except what equipping the correct weapons for your job does.   I am experiencing an issue with Faris as a vampire where having her use an ether on herself causes it to remove mp while other characters using it on her restores it.  I also had an issue once where it let me scroll up and down the predict window even though one is not supposed to be able to do that, and it showed stuff like white and time magic.  Exiting out and then casting a prediction caused a different spell to be cast instead of the prediction. 

the correct weapons are simply stronger, or rather the other weapon types get a penalty to their attack power.

39 minutes ago, Zig said:

I am experiencing an issue with Faris as a vampire where having her use an ether on herself causes it to remove mp while other characters using it on her restores it.

and this is not from her using 100 MP to get the extra turn?

40 minutes ago, Zig said:

I also had an issue once where it let me scroll up and down the predict window even though one is not supposed to be able to do that, and it showed stuff like white and time magic.  Exiting out and then casting a prediction caused a different spell to be cast instead of the prediction. 

has someone reproducable steps for this?

As for the issue with Faris when she uses an ether on herself she immediately gets another turn with 0 mp and when her turn comes up again she still has 0 mp.  Does not seem to happen if someone else uses the ether on her.  

 

For the issue with predict it happened to me with Lenna as an oracle against the 8 octopus enemy in the underground cave before the moogle village. 

Did Faris' current MP plus the gain from ether sum up to exactly 100 MP? At least it sounds like it.

I doubt the predict issue has anything to do with the area...
do you use memory cursor or reset cursor option?

I tested it again, and she has 13 base mp and is getting 87 from the ether so yeah exactly 100.  Cursor is reset. 

Ok, so that leaves the mystery of the out of bounds menu.

I was able to get a video of the out of bounds glitch happening although it doesn't show anything more than just the scrolling.  Would you be interested in seeing it?

well, better than nothing

 

Have you ever considered and would it be possible to program for the oracle class to be innately immune to blind since they can't see anyways?

sorry, video didn't really help.

wouldn't it make more sense to have them perma-blind then?

 

edit: or it does...
open !blue, scroll 1+ rows down, back out, go to a new skill set, hello bug...
I should just force memory cursor and replace the cursor option with something else, sounds like less headaches

Either would make sense.  Would that even be possible to implement?

should be but I don't see what this would add. oracle is a caster - spells are not influences by blindness

It'd just be a fun detail.  Is there anywhere in the number madness file that shows what stats each job level gives?

try the classes file for that

The last version of the game I have is 0.710 - would there be any save file compatibility issues if I updated to the latest v1.1?

at a minimum you'd still have a bugged file if you saw any of the tutorial cutscenes.

Ok fair enough I guess I might as well start a new game

Can someone give me a hint how to defeat Calofistri?  I can't get past her first life bar.  As best as I can tell I have to get her to a single health, then hit her again to get her to the next health bar, but she counters seemingly everything with drain so I can't get past that threshold.   I could also use some advice against Gogo.  The traditional strategy of doing nothing doesn't seem to work and he has such a large amount of health bars it doesn't seem practical to beat the timer.  Any help is appreciated. 

2 hours ago, Zig said:

Can someone give me a hint how to defeat Calofistri?  I can't get past her first life bar.  As best as I can tell I have to get her to a single health, then hit her again to get her to the next health bar, but she counters seemingly everything with drain so I can't get past that threshold.

I think Calofisteri is susceptible to petrify. I don't have a save there so I can't confirm, but I'm pretty sure I took her down with either that or some other status ailment. So, either Break or Shoat. You gotta hit with it for each health bar she has, miming those abilities to make it go faster. Confuse might be able to waste her turns as well. I don't really know a good way to kill her either, at least with damage. 

2 hours ago, Zig said:

I could also use some advice against Gogo.  The traditional strategy of doing nothing doesn't seem to work and he has such a large amount of health bars it doesn't seem practical to beat the timer.  Any help is appreciated. 

So for Gogo you just defend or switch rows a bunch. Since this mod does away with ATB, you have to take actions to progress time. The first boss Wing Raptor and Gogo are kinda weird with the fully turn based combat. Pick either Row or Defend, don't do both since if you defend with a character and then use another action like Row they get extra turns which won't move time forward.

Hope that helps!

I think calistoferi is weak to ice and so she is susceptible to doom

Cali:
-be undead or drain poison type damage so she kills herself with drain
-stop or stun her so she can't counter
-get enough magic evade that she eventually misses with the drain counter
the issue is a clash of mechanics mostly; when you "kill" her by HP damage she gets to counter with drain which brings her back to > 1 HP

Gogo:
you have to get past X turns without hurting him, so... do the most natural thing and put your own team to sleep.
sleep only wears off when you get hurt, he doesn't do that by himself, so the whole thing takes like 3 seconds.

I'm close to Exdeath and once I defeat him I will start new game plus.  I've been playing on 3 difficulty but I will likely increase it to 2 or 1.  Can anyone give me a hint on which enemy I can learn Big Guard from?  And what does the status effect Muted do exactly?  Even if I put this on enemies they still seem to be able to cast spells.  Thank you all for your time. 

Big Guard -> same as vanilla, Stingray in W3 ocean near Carwen I think, kinda on the rare side as well, need confuse or better !control

mute nerfs accuracy and damage of all spells

v1.130

  • changed battle RNG so that more than 256 states are possible during the same battle
  • !Brave now additionally grants +20 accuracy for that turn
  • added a dedicated boss flag for protection vs death by poison/HP leak and status resistance
  • monster now get a short time of increased status resistance after getting afflicted by a status (duration varies by status inflicted)
  • changed monster %maxHP damage skills to be based on expected maxHP for the level instead of actual maxHP
  • monster %maxHP damage skills are additionally subject to the target's m.def, m.eva, VIT and MAG
  • edited AI of Sol Canon
  • edited AI of Galura
  • removed heavy flag from Ramuh again
  • monster now use their magic stat as base stat for level based magic (e.g. snowstorm) instead of their level
  • increased accuracy of monster specials
  • berserk now increases crit chance and reduces accuracy and magic power
  • fixed a bug with cursor position for new skill menues after opening !blue menu
  • fixed a bug that made certain attacks deal double the intended damage on expert
  • reduced NG+ expert level scaling
  • reduced Terrain/SonicBoom from 3/4 to 1/2 damage
  • Tule magic shop now additionally sells Time/Bleed and Summon/Chocobo spells - for single job or sage stone purposes
  • increased cooldown of potion from 3 to 5
  • increased cooldown of hi-potion from 7 to 9
  • increased cooldown of ether from 5 to 6
  • reduced STR, MAG and evade growth of monster
  • changed swords, lances, katana from STR/VIT scaling to pure STR scaling
  • Istory now sells all 8 absorb/high resistance amulets
  • changed prices of absorb element amulets to 30000
  • changed prices of high resistance amulets to 18000
  • replaced Jade accessoire with Guard Ring: auto-armor/shell buffs
  • Protect Ring has increased regen ticks compared to regular
On 7/27/2019 at 5:23 AM, praetarius5018 said:

Big Guard -> same as vanilla, Stingray in W3 ocean near Carwen I think, kinda on the rare side as well, need confuse or better !control

mute nerfs accuracy and damage of all spells

Hey man, is there a way to reset job levels? 

I did a dumb job combination, i think i can fix it with a new game+(max job lv increases), but i just wanted to know if there is an option to reset job lvs to re-grind again

there's no such option.

Thought I'd give this mod another shot... Right now I'm sitting outside the wind temple trying to figure out who should get what classes. I didn't see any mention of what the green squares mean in the classes file - what are they?

Also, this is probably nit-picky but the blue (purple?) guy in the beginner house still claims that passives equipped are replaced with certain actives in battle even though passives are equipped separately now

Been loving this, approaching the end of it now.

I can't help but have a few questions, though:

1. Are ninja's throws any more powerful than the base games? I feel like having a cooldown has made them weaker otherwise.

2. How EXACTLY does sineshot work? I don't really understand it fully by its description.

3. Assassin seems a bit lackluster because of all the time you need to set up an attack compared to other classes, are there any plans to change that or are there better uses for the class i'm not seeing, like combinations and the like?

10 hours ago, TauzentBlitz said:

Thought I'd give this mod another shot... Right now I'm sitting outside the wind temple trying to figure out who should get what classes. I didn't see any mention of what the green squares mean in the classes file - what are they?

just a leftover from how I distributed the jobs, you can ignore that

10 hours ago, TauzentBlitz said:

Also, this is probably nit-picky but the blue (purple?) guy in the beginner house still claims that passives equipped are replaced with certain actives in battle even though passives are equipped separately now

I knew I forgot something... thx

7 hours ago, booman77 said:

1. Are ninja's throws any more powerful than the base games? I feel like having a cooldown has made them weaker otherwise.

weaker actually; you can throw your legendary or other one of a kind weapons all you want without losing them.

7 hours ago, booman77 said:

2. How EXACTLY does sineshot work? I don't really understand it fully by its description.

Underlying you still have an atb system here; you need X amount of atb ticks (based on AGL, weight, haste/slow,...) until your next action can get selected.
At 0 (+x times 1024) ATB ticks since battle starts SineShot has 85 power.
At 256 (+x times 1024) ATB ticks since battle starts SineShot has 145 power.
At 512 (+x times 1024) ATB ticks since battle starts SineShot has 85 power again.
At 768 (+x times 1024) ATB ticks since battle starts SineShot has 25 power.
And ofc the fractions inbetween roughly like a sine curve.
A player unit needs about 100 ATB per turn at 30 AGL and 30% weight.

7 hours ago, booman77 said:

3. Assassin seems a bit lackluster because of all the time you need to set up an attack compared to other classes, are there any plans to change that or are there better uses for the class i'm not seeing, like combinations and the like?

Aside from being the strongest attack - especially considering mp costs - and the protection gained from using !hide it has nothing else going for it currently.
Also why I may add more options to the skill the fundamental mechanic will remain the same.

Hey started playing this yesterday up to the water tower having a good time had a heck of a time with siren and the poison she kept using but fun.  That brings up my first point the Pure spell does not seem to cure any status effect i have gotten so far it didn't cure poison for instance, sleep, paralysis those are basically all the stat's i think i have come across so far but i haven't seen it cure anything yet.

 

pure cures HP leak and status damage not status effects directly.
status damage is what you take when it status spell or skill hits but does not yet inflict a status effect - it makes follow up status attacks more likely to succeed.

So i can only use items to cure status effects until i get the heal spell way later. Ouch! lol that makes that Siren fight even rougher with her casting poison all the time.  

well, you can defend, equip relics with poison element resistance, put fire element icons on the field, etc. to lower poison status chance and then cast pure before too much status damage piles up and the chance gets up to 100% anyway.

v1.500

  • added field combos, e.g. field with 2 fire + 2 light adds 4 sun icons
  • field combos require the world balance to sufficiently shattered (2 crystals destroyed)
  • reworked !mix to a 8 skill menu
  • reworked !red to 8 unique skills around combining fight, white and black spells
  • replaced !drink with !imbue, a skill menu for Mystic Knight
  • turned !rose from low level white/black spells to its own 8 spells
  • changed some abilities learned by jobs accordingly
  • cover can now also catch certain single target damage spells
  • status effect randomness threshold is increased unless a special moon icon is on the field, 25% with, 80% without
  • void field icons now reduce effective def by 5 each
  • added workaround to status resistance stacking exploit
  • replaced "Row" (left in battle command selection) with "Brv." (!Brave)
  • replaced !Brave ability that was available by default with !Skill, 8 skill menu to get better through the early game
  • changed most damage amplifier effects - incl. weakness, exluding field - to stack additive instead of multiplicative
  • changed most damage reduction effects to incur diminishing returns past 25% total reduction
  • increased rare item drop chance by x2.5 (1/16 -> 5/32)
  • battle auto-reset can be cancelled by holding B
  • battle auto-reset is not available in expert mode
  • Valor/WideShld and Mystic/VoidElem apply now only once per battle but cover all elements and absorb instead of reduce damage
  • increased scaling of monster %maxHP damage skills
  • reduced scaling of barehanded m.atk
  • increased unlock requirements for !Drag-On skills (highest from 1984 to 4032)
  • non-boss encounters now give half ABP relative to exp gain
  • if exp gain is turned off, ABP gain is now also removed
  • adjusted ABP requirements per job level
  • increased max possible ABP gain per encounter from 200 to 250
  • increased STR and MAG growth of monster again; less than previous reduction
  • increased heal power of !Mantra from 30 to 55
  • increased heal power of !Esemte/Recover from 52 to 90
  • increased heal power of !Yin/Vivify from 70 to 93
  • changed targetting of !Esemte/Recover from one/all to one
  • changed !Recover from full status heal to 40 power cure with blind/poison cure
  • changed formula for healing spells
  • fixed outdated tutorial dialog noting about automatic replacing passive skills with active skills inbattle
  • song buffs can at most give +50% to STR/MAG/AGL for damage calculation purposes
  • decreased limit of black/temper and item/powerdrink from +50 to +30 attack; both grant +10 each use
  • increased HP and damage of Sol Canon
  • increased boss monster start-up delay from 30 to 50
  • increased non-boss monster start-up delay from [10..70] to [10..90]
  • potion heal soft caps at 25% user's maxHP, hi-potion at 50%
  • !x-item hp heal reduced to 2/3
  • !x-item can no longer be used with bombs, web, elixirs or feathers
  • !item and !x-item can now use drinks as well
  • giant drink now adds 200~1000 maxHP (based on stack size), can not stack with +50% maxHP buffs
  • speed drink now adds +5 AGL to a max of +15 (shared with songs)
  • might drink replaces protect drink and adds +5 STR&MAG to a max of +15 (shared with songs)
  • replaced turtle shells with panacea, cures status damage and MP sickness
  • replaced dragon fangs with wing, inflicts float
  • replaced dark matter with decoy, creates 1x image
  • replaced !SwdSlap with !DethBlw, 2x damage but subject to cooldown
  • !x-fight, !x-magic and !twincut are now subject to cooldown
  • !x-magic now is a free action that makes the next spell in the current turn act as a free action (=cast ANY 2 spells in one turn, no own restricted spell selection)
  • !x-magic's free action can not be carried over to a future turn
  • increased damage and accuracy of !x-fight and !twincut
  • active !abilities that are subject to cooldown mechanics now show "cooldown" instead of "active" in the ability menu
  • first !ability no longer adds to stats
  • added softcap to base stats at 50
  • reduced HP per job with "HP up" bonus from 50 to 20+total job levels, capped at 50
  • fixed bug that made drain spells heal double the intended amount against targets that survive the spell
  • increased CQC from 20% to 27%
  • increased Y-Magic from 25% to 30%
  • Y-Magic now does not work on the free action spell cast by X-Magic's effect instead of the complete turn
  • increased global cooldown recovery a bit
  • increased item cooldown for softs from 8~1 to 255~7
  • reduced mightamp/rod element boost from 50% to 30% (physical 30% to 20%)
  • increased power of Wind Slash from 90 to 115
  • increased power of Black/Bio from 106 to 120, cost from 18 to 23
  • increased power of Black/Psych from 30 to 70
  • increased cost of Arcane/ChainBolt from 10 to 16
  • increased cost of Bushido/Cleave from 10 to 15
  • increased cost of Bushido/TeraBreak from 17 to 27
  • increased power of Yin/Siphon from 28 to 63
  • reduced power of Zombie Breath from 20 to 12
  • increased power of Icestorm from 99 to 110
  • increased power of Electric Shock from 118 to 132
  • increased power of Mustard Bomb from 90 to 115
  • increased MP drain from psych-like spells from 1/32 to 1/16
  • fixed some issues in the calculation of psych damage
  • on multi element attacks field attacks that oppose one element but boost another ignore the opposing part
  • bosses get 50% damage reduction from armor/shell instead of 25%
  • bosses get +25 power on ground type spells (quake, flood)
  • def piercing spells when used by monster ignore 15/16 def instead of 1/2
  • old status additionally reduces damage output by 20%
  • blind status additionally reduces physical damage output by 20%
  • fork tower (physical) reduces mag. accuracy to 0 and magic power to 25%
  • bomb damage can now be absorbed as fire damage
  • changed formulas for !released monster
  • relic with "catch up" effect increases damage of released monster slightly
  • buffed attack power of Galura, reduced speed a bit
  • nerfed stats of Gilgamesh (dungeon, solo Galuf)
  • fixed some sprite errors on tinker Bartz and tinker Galuf
  • renamed Blue/???? to Minus Strike and made it display in top box when used
  • Tinker/Overload now ignores endure
  • level down spells like Blue/DarkSpark are now subject to status damage, treated as "old"
  • defense down spells like Blue/Guard-Off are now subject to status damage, treated as "berserk"
  • increased base accuracy of Blue/DarkSpark from 66% to 80%
  • changed wounded status from poison to water
  • changed mute status from holy to wind
  • changed mini status from water to poison
  • changed confuse status from wind to holy
  • replaced !aero with !bless, next received cure spell gets +50% power, +2 def until used
  • Bard learns !Bless instead of !Drink
  • Berserker learns !Flirt instead of !Drink
  • Chemist learns !Bless instead of !Drink
  • Magus learns !Sleep instead of !Aero
  • MysticKnight learns !Imbue instead of !Aim
  • Tinker learns !BuildUp instead of !Drink
  • WhiteMage learns !Bless instead of !Aero

I cannot start a new game for a couple weeks, but those look like very substantial changes, I really want to give them a shot, specially the field combos.

This seems pretty interesting. FF 5 was always one of my favorite ones. Should I go in blind or check everything that changed? Also are there plans to not just let the game be "grind 2 win" instead of having actual challenge?

Depends on what difficulty you want to play; on difficulty 4 (default) you should be fine just going in blind, on difficulty 1 you should have a plan.

Who says you can grind to win? The total of job levels is capped at 30.

3 hours ago, praetarius5018 said:

Depends on what difficulty you want to play; on difficulty 4 (default) you should be fine just going in blind, on difficulty 1 you should have a plan.

Who says you can grind to win? The total of job levels is capped at 30.

Does it mean you can essentially get fucked if you level too much of the wrong jobs? Can you reset them somehow?

And the grind I'm talking about is more related to the character level instead. JRPGs in general tend to be a battle of numbers, so leveling up, and increasing your HP, attack, defence, etc as a consequence tends to be the main way to get stronger. Job level, on the other hand, are more of a "sidegrade", since it offers more tools to beat the game (mostly skills or passives), instead of just raising your numbers.

Since you have only a few ability slots to use at a time it is kinda hard to screw yourself over, plus you get a few abilities just for being in a certain job; and if you want to play a caster and then spent all 30 levels on melee jobs that is entirely on yourself, really.

Character levels do very little here; a bit HP,MP and damage multiplier, all three you also gain from jobs.
And the effect of level on those falls off hard around 30.
The final boss iis meant to be fought around 35.

On 08/11/2019 at 6:58 AM, praetarius5018 said:

Since you have only a few ability slots to use at a time it is kinda hard to screw yourself over, plus you get a few abilities just for being in a certain job; and if you want to play a caster and then spent all 30 levels on melee jobs that is entirely on yourself, really.

Character levels do very little here; a bit HP,MP and damage multiplier, all three you also gain from jobs.
And the effect of level on those falls off hard around 30.
The final boss iis meant to be fought around 35.

The limit to ability slots is actually a good reason not to limit job levels, since it means that grinding all jobs to the max isn't a huge power boon, it just grants more options.

I'm just not a fan of the idea of being able to screw yourself permanently because of things that you can't foresee. A beginner going in blind isn't going to know what every class does, nor which sort of abilities he'll need to beat the game. I'm a fan of the original FF5 because on the occasions where you had difficulties on a certain boss because of your character classes, you could always level another class which had skills more suitable to the occasion. 

I wanted to try to beat the hack in its highest difficulty level, however it might actually be impossible if I don't level the correct classes.

You couldn't be more wrong about that.
+3 stats per job level do not sound much but they add up fast, and I certainly do not want any braindead 99/99/99/99 characters running around.
Seriously, stats matter, a lot.

You always have the option of still switching a job which gives you that job's main abilities so you can't lock yourself out of those.

6 hours ago, Achelexus said:

I wanted to try to beat the hack in its highest difficulty level, however it might actually be impossible if I don't level the correct classes.

Hard is supposed to be hard. You don't need an exact setup but planning ahead helps.
Dunno why everyone just jumps ahead to the highest difficulty on their first run, 4 is supposed to be the vanilla-esqe normal grade.

Changes look quite substantial. Are the .xls files updated with the new data? The classes.xls seems out of date, but I might be wrong.

I'm excited to start playing this again :) 

what makes you think it is out of date?
to me it looks like it has the current data

Hi. Great romhack. I've been going in mostly blind on difficulty 1 and expert mode, occasionally checking the spreadsheets to make sure I'm not messing up really badly. My only complaint- why does the HP barrier make it so that it takes at least 4 actions to kill an enemy with 1/1 life bars? This makes fights *extremely* annoying to complete- see this video. Read description for more info, but to get right to it, if you are going to include an HP barrier, that is perfectly fine- but the endure is not. For an enemy with 1/1 life bars (or 2 total, one for the 0/1 and one for 1/1), it should be taking 2 attacks to kill it, assuming you sweep out all the HP with each hit, NOT 4. I had extreme trouble with Exdeath (15/15 LP) for this exact reason, as it would take 32 ACTIONS MINIMUM, not counting any bleed/poison effects I might've had on him to clear 1hp problems, and a fight that goes on that long will rarely ever end in your favor on Expert Difficulty 1 (yeah my video wasn't on expert rules but it was for easy demonstration purposes of frustration). This mechanic is seriously close to ruining my fun with this romhack. 

I apologize for rambling, but this is a serious flaw.

On 11/11/2019 at 5:55 PM, praetarius5018 said:

what makes you think it is out of date?
to me it looks like it has the current data

For example:

On 10/26/2019 at 4:11 PM, praetarius5018 said:

WhiteMage learns !Bless instead of !Aero

while in the spreadsheet it's still !Aero. Geomancer also does not learn CQC-Magic as his first ability. There were more abilities that did not follow the spreadsheet, but unfortunately I did not note them down. I noticed this in my playthrough of the previous version.

this endure property is only present on difficulty 1 and for a specific few enemies on regular difficulties.

1 hour ago, praetarius5018 said:

this endure property is only present on difficulty 1 and for a specific few enemies on regular difficulties.

You can't really argue that it's fair or fun at all though- sure, it's the hardest difficulty, but that's no excuse for straight up bad mechanics. Especially when you have to deal with them for the additional content that comes from 99+ void shards

sorry, but I disagree - I don't see it as a bad mechanic

I saw the whole thing and I don't think the problem is the barrier. Your team was constantly getting wipe out because several status effect keep landing on them, maybe you should use some protection against Sleep/Old/Paralysis? 

Or just change the difficulty to 2 since there's nothing wrong with that? I mean, the main reason why I would choose 1 is for bosses but for random encounters? Nah

I personally like the idea of the equipment system here in theory, but managing resistances with it is kind of hell; personally I wish that there was either more information on resistances in the equip screen or just that the majority of relics were void-type with a few special exceptions. I have a hard time remembering what's weak to what in the first place.

I'd also like to see some of the enemy AI de-randomized in places; with row switching requiring a command it was quite difficult if world 2 exdeath pushed my melee guys to the backrow, because dealing LP damage wanted my attacker to be in the front. Since he could also use vacuum wave, I developed a habit of restarting if my guys WEREN'T moved from the backrow to the front. Still, developing a strategy for him was fun anyway! I really like this mod otherwise !!

I only got past the karnak castle escape in my 1.130 on normal difficulty, so take this with a grain of salt, but..

Faris wound up being far too much of a hassle to use properly with the build I gave her. Since she's listed as STR/AGL on the class sheet I figured a heavy hitting physical attacker with dual-wield and X-Fight or TwinCut would be a good place to start, but she ended up dealing quite a bit less damage than Bartz and Lenna (I had intended Bartz to be an offensive caster and Lenna heals/buffs, but Lenna needed black mage's mass cast passive for multi-target buffs and bartz had cure from x-magic anyway so they ended up rather similar) due to the ease of targeting weaknesses with magic compared to constantly switching 2 weapons out, and with both crusader and time mage being unusable by Faris she couldn't learn pierce to help deal with this problem.

Or maybe I just need to stop trying to grab EVERYTHING in karnak escape. Seems like only a party of optimized heavy hitters can manage that cleanly which is probably complete overkill for the rest of the game.

I don't think you really need an optimized team to get everything in time; do you have encounters turned off?

The stats listed at the top are just a minor hint, they are worth maybe 2-3 points at base not much by midgame, really.

Technically magic would have weapon switching as well once you get your hands on some elemental boosting rods.

Also 1.130 is ancient at this point.
An update might help with the differences between Faris and the rest a bit.

v1.520

  • nerfed !recover from target all to target one
  • fixed !throw not being restricted by cooldown
  • fixed after battle recovery setting HP to 0 if under the influence of giant potion
  • corrected text in beginner house regarding run speed on the map
  • fork tower (physical) no longer disables white/black/time/summon/blue/song spells
  • fixed underflow in Minus Strike damage calculation
  • if hidden and trying to use brv. !show is used instead to prevent a game lockup
  • nerfed axe up property of crit up passive from [100..200]% damage to [100..150]% damage
  • fixed bug in damage range of axes giving them > 2x the intended max power
  • reduced the bonus rune weapons get from MAG to 1/4 its previous value
  • increased atk of rune edge from 72 to 92
  • certain enemies/bosses are now protected against polymorph effects and instead take damage when the status succeeds

....Turning encounters off probably would have helped.

Edit: encountered a bit of a bug; vampire Faris somehow learned Siren during the fight with Siren.

Also, is there a way to heal undead characters besides drain effects? Relying on ice damage to heal isn't exactly working well against Shiva.

Screenshot (44).png

Actually, I do want to point out an interaction that I had forgotten to until now; with two time mages in a party, one can brave, then shift, then perform an action, giving an action to the other time mage. This can be used to brave, shift, and then perform another action, repeat ad-nauseum for as long as you wish.

On 11/28/2019 at 5:08 PM, TauzentBlitz said:

Edit: encountered a bit of a bug; vampire Faris somehow learned Siren during the fight with Siren.

well, you are supposed to get it from killing her, so that is nothing I'll lose sleep over.

On 11/28/2019 at 5:08 PM, TauzentBlitz said:

Also, is there a way to heal undead characters besides drain effects? Relying on ice damage to heal isn't exactly working well against Shiva.

regen status, sylph, white wind, death effects

44 minutes ago, Ninners said:

Actually, I do want to point out an interaction that I had forgotten to until now; with two time mages in a party, one can brave, then shift, then perform an action, giving an action to the other time mage. This can be used to brave, shift, and then perform another action, repeat ad-nauseum for as long as you wish.

I take that as proof that I have copied brave/default too well - close to my hero abuse in the original...
currently no idea how to circumvent that short of removing the skill...

I love shift and have fun with it so I wouldn't want to see it removed !!! Right now I just forbid myself from using shift on turns granted by shift which does the job nicely.

I think the option I have that would make the most sense is to treat shift as if the target had just used "brave", so it can't use brave to gain more mp.

The game crashes if I manage to damage the Garkimas in castle Walse. Didn't happen in earlier versions...

Actually it looks like casting Fury crashes the game.

yeah, I got the same bug report 2 days ago but had no time until now to look at it, so....
 

v1.530

  • shift now counts as the target using brave, so brave can't be used on the extra turns
  • fixed a crash related to status effects

So hey enjoying the hack so far, had a quick question does removing the sage stone after unlocking the class proper still give the permanent old status? Like say using sage stone for ranger early on Faris and then removing it later once the class is unlocked properly? 

no, that is basically the intended use. the other is sacrificing a relic slot permanently for job combos that are on the overpowered side.

you only get the old status if you have a job that the current character either can't get or you have not unlocked yet; sage stone skips those checks and returns "nothing to see here, move along"

Nice thanks for answering, had another question on if you had any plans for a future update to add a revive option for undead party members? I know they plenty of methods to heal, but once they go down they stay down from what I've tested

 

no, there's no such plan.
this is more or less intentional and present since the base game, undead party members basically trade the option to be revived for immunity to several death effects.
not sure about the phoenix spell, that one may bypass that though.
at least you can recycle undead corpses via vamp's Genome/Sacrifice.

Ah that makes sense then. No the pheonix spell doesn't bypass that so there's no way at all to revive them. There goes my plan for an entire undead party since not having a revive is a pretty big drawback that makes it not worth it, maybe. I might still go for it later. For right now I'm going to experiment with a mage Galus and frontline fighter Lenna for this run.

well, if you had expert mode on you couldn't revive either way, so there it isn't a drawback anymore

That is very true now that I think about it

Is there a condition needed to learn spells for Genome/Oath? I just beat the siren again (on difficulty 1 + expert... barely made it with only 1 character alive) and it isn't showing up in my spell list at all.

just have a vampire (job, the ability does not suffice) in the party with > 0 HP when the relevant enemy dies

oooh. Yeah, I didn't actually have a vampire in the party at all - there's no good options for healing undead at that point in the game.

... I think I should save difficulty1/expert for NG+ when I actually have more options. Do void shards even carry over in NG+?

yes all items carry over

Nee to double check something. How much does Recycle affect cool downs and does it affect other cooldown moves like Twin cut? I know Tinker affects it, but I'm not sure if it also applies to Recycle

recycle reduces remaining cooldown by 256 points when you end a turn
defending reduces remaining cooldown by 25% when you end a turn
otherwise cooldown ticks down at a rate of 3:1 per atb unit
so for simplicity just say that recycle roughly doubles item cooldown; more the faster you are

Alright then so a high agi character could get a lot of use out of Recycle then. Was planning on using Faris with it so the plan is speed is already taken care of. While you can't spam twin cut and X fight still it's still helps damage out. Also all the cooldown attacks like Deathblow, twincut, and Xfight have the same cooldown rate right? 

yes, those have the same cooldown.
item, throw and mix vary, though.

I'm a big fan of blue magic but i can be a bit of a stickler for locations... does anyone have any tips for finding all the new blue spells (like crusher, snowstorm, etc.)? I want to get them as early as possible and i don't want to miss them, nor do i quite remember where the aforementioned skills show up in game. 

names may not match 100% to the translation

L? Holy - Tricker, Elm Gigas, Ixecrator, Bardandels, LevelCheck, Xdeath (bonus phase)

Snowstorm - Page 32, Whirl Demon, Blizzard, CrysDragon
(there's an enemy special that has the same name so I might have confused an instance or two of it)

Crusher - MithrilDragon (alone), Rock Brain, ShieldDragon, BoneDragon, BlandLamia, Tote Avis, Great Dragon (counter), Mind Mage (counter), Gargoyle, Xdeath (bonus phase)

Has the game been modified or updated since I last played? Heres a video I made where I broke your game in 2018 . I played through that version several times and enjoyed it. I was hoping to play through it again if you've updated it at all

 

 

I'm leaning towards yes - is it really too much asked to check the last 10 posts? >.>

Hello ^.^

I specify that we can use a randomizer on its mod, we just have to take the Japanese version of the rom and make it random.

Randomize job learned abilities.

Randomize job base commands.

Randomize job outfit colors.

Randomize monster stats.

Randomize shops.

Randomize job equippable items.

Randomize job stats.

Randomize treasure.

Randomize jobs obtained from crystal shards.

Then patch this new roms with the mod.

https://github.com/abyssonym/grand_cross

It is 100% work ^.^


 

I've moved half of the stuff to different locations or changed what certain monster stats do - was that taken into account?
I've my doubts that any special logic for this mod is present there.

In addition I can make the game in French like many other hack rom ^.^

Does that in any way relate to your previous idea of using a randomizer meant for the base game not working on a hack that changes half the stuff you want randomized to different locations?

Also did you ever fix your "hard mode"?

18 hours ago, praetarius5018 said:

Does that in any way relate to your previous idea of using a randomizer meant for the base game not working on a hack that changes half the stuff you want randomized to different locations?

Also did you ever fix your "hard mode"?

I had some curiosity and read that post and good lord some people really got some time on their hands (and doesn't use any of it to read the readme since you have a toggle option to increase/decrease difficulty whenever).  

Hey; signed up to say that I'm a big fan of the hack. I'm nearing the end of my first play through and think that this hack is by far my favorite way to enjoy FF5. I do have one suggestion for a new feature. Forgive me if what I'm about to suggest is already a thing and I somehow missed it.

I was wondering if it would be possible for you to add a way to continuing leveling jobs past the 30/70 cap without gaining further stats? Perhaps a prestige system where you can optionally reset your job levels, removing all stats and skills in the process, but gaining an increase to the max job level. Levels beyond the original caps wouldn't gain stats, but instead only give skills.

This would allow for people who want to "100%" the job system to do so, as well as add in a way for people who wish to respec to be able to do so.

 

short version:
not happening

 

long version:
There's not enough ram to do anything fancy.
The game only knows you have class X at level Y, not in which order those classes were gained or anything.
Heck, I even had to remove the ABP count of individual jobs to fit the 10 additional jobs in.

So with this I can't track if you should have +X STR from the first 30 job levels and the 40 levels after give no bonus.
I could at worst do some nonsense where I take a weighted pseudo 30 job value but that would mean random stat fluctuation and destroy any semblance of planning on the players side.
What I mean is for job levels 1-30 nothing changes and for 30+ stats are adjusted by:
(raw stat bonus x 30) / total job levels
e.g. at 40 levels you only get 75% of your total stat gains.
If this was done we'd get into FF2(nes) territory and noone wants that.

Even if that wasn't a problem I can't give you all of the abilities at the same time.
You could only have about 74 abilities and all after that would be cut off.
If you wanted every ability you'd need about 100 ability slots, so there'd be random losses as well.

And any form of reset is right out.
If it was only stats we could talk but the job abilities are a major game changer.
Respeccing from a pure melee build for the first half of the game to a hyper specialized build for the final boss is not something I'll allow.
If you've spent all your life mastering the sword and never even looked at a book you can't suddenly become an archmage.
Imo FF5 should also be about the journey and not just disconnected challenges, i.e. your past (job) choices should matter.

I hope that makes some sense.

 

If you got other ideas for a 2.0 - have at it.
I may look into making another update sometime down the road.

Thats actually really interesting. I didn't realize you were so close to the ram limits. That makes what you have managed to do even more impressive.

I can't really think of much else to add with that limitation in mind. At this point I would most likely just focus on quality of life stuff. Things such as a way to skip some of the longer cutscenes of the game; or at least the opening one.  It would also be nice to have a way to mute the game's music without effecting the sound effects.

Hello love this hack...dont know if its stated any where what every new move does like the dia spell or the entire red mage kit...but regardless i love it....also in a single job run...does every job level past the 5th only give you a stat up?

You have all the info about pretty much everything, in the documentation given with the mod. Playing both Sin of Mana and this hack, I can tell that if their is one thing you should do with Praetarius's mod is carefully read the docs, and try to retain as much as you can, and don't hesitate to consult them again when you forget about a specific ability. (PS : I don't mean that as being a bad thing, just so we are clear.)

unless I misremember we have
232 skills alone across the new skill sets
18 spells each for white,black,time,spellblade
15 summons
30 blue spells
8 songs
and technically a ton of monster-only skills you can imitate via mimic

so yeah, looking up is basically mandatory

Oh theres a doc? Im an idiot and havent seen it...sorry for the obvious question...yeah imma read it over before i ask any more questions...cant beleve i made it to wendigo before this

Ah...well i dont got any questions actually then...i only got minor nitpics like i dont like reds kit or the tiny buff exp buff from void shards doesnt seem worth it to go after unless you are already planning on doing the whole game on max difficalty....but honestly i cant think of improvements....love this and imma stop talking and TRY AND BEAT WENDIGO FOR THE 7TH TIME TODAY!

Also idk how but i manqged to get a 31st job level..i think i had overflowed ap to go from 29 streight to 31? Donno for sure tho

Screenshot_2020-10-24-10-16-40.png

Does that apply to the rest of your party too?
Can Faris still gain ABP or is that properly frozen?
If you sum her job levels up does it actually come up to 31?
Might just be a display error there.

Only her and i do have a 31st ability...its frozen like the others

Heres the rest of the party for proof(sorry for the not so promt sending...on mobile and have bad internet)

Screenshot_2020-10-24-11-29-44.png

Screenshot_2020-10-24-11-29-51.png

Screenshot_2020-10-24-11-29-56.png

Also unless i missed something again the doc doesnt talk about abilitys like yin or yang or has wrong things like red still having low level spells...in mine all red has is the stuff like enfeeble amd purge and stuff even at level 5

Did you check the magic tab in the xls?

I am sorry for wasting ya time...i got my info thank you for the help

But yeah the Farris thing i have no clue what happend....and now that i looked krill also has extra ap even at max job leval

(mild gameplay spoilers up until end of world 2!)

hello praetarius & all! i DL'd this mod about a week ago and i'm incredibly impressed with the depth of changes. i had no idea that this game was even CAPABLE of handling half the things this mod manages to do, and all while being pretty polished and bug-free. mixing and matching new class combos has been a ton of fun, and i'm really enjoying how many routes of play there are with the different menu commands and the replenishing MP. i've been playing on mostly difficulty 3 and 2 and i've just made it to the exdeath fight in the fleshcastle at end of world 2, which is the first time i've really been super caught off by the AI (aside from the one Resetting chimera!). learning how to reutilize statuses has felt really satisfying. excited to make it to endgame, and then maybe i can start a difficulty 1 playthrough for ng+!

i'll hold off criticism until the end, but nothing's been especially gamebreaking or super frustating so far. in particular, i really enjoy the new mage class concepts (especially the ones you get crystal 3/4), but some of the use cases seem pretty narrow for my gameplay style. the arcanist, in particular, has a bunch of very specific abilities that seem powerful, but i'm not much of an arithmetician myself so i'm having trouble cracking any "broken" uses. if anyone's got any tricks or tips for using the arcanist, i'd love to hear them :`) 

i did want to share a bug report that i don't seem to see in the thread, though! whenever you !Fight with the Gale Bow and it procs, instead of using !X-Fight, the battle locks up. the ATB stops moving, the party gets random status effects, but music keeps playing. i first encountered this on the dragongrass mountain after stealing the Gale Bow from someone, but i tested it again in exdeath's castle to the same lock up. (the random status effects aren't consistent-- in the below screenshot some party members get hasted, but i've also seen them get olded.) 

pic: http://prntscr.com/v9u1ef

thanks, praetarius, for hosting and developing this sweet mod! this is definitely among the top gameplay overhaul mods i've played and it sets a high bar for romhacks in general. smoothly integrated, well polished, and a lot of fun. i'll definitely be messing around with void divergence for a while longer.

do you have access to normal !x-fight? does the same happen if you use that with the bow?

current theory:
skills procced by weapon don't carry over the hit count value or set it to 0 (a value only used by meteo in vanilla).
so it pre-calculates hits until hit attempts equals 0 and if you start at 1 and only increment... a lot of stuff gets written to memory where it shouldn't be...

yep, i have !x-fight unlocked through ranger! i tried using !X-fight as a command with both the Gale Bow and the Elven Bow and both functioned as expected. i only encountered this issue when !Fight-ing with the Gale Bow. 75% of the time, the Gale Bow is just fine, which is why it took me a second to realize what was causing the hangup.

out of curiosity, i looked to see if any of the other weapons which procced job actions were working with !Fight. haven't made it to the phantom village for the thief knife yet, but Dancing Dagger was able to proc !Dance just fine. Sword Dance and Jitterbug Duet landed as expected in my test as well.

So just to be clear any boss can be afflicted with any status ailment now if you try hard enough and mess around with the element board? Also i am horrible at the game probably but i always die any more from the sap caused by the element bored and i dont know how to remove it after makeing the board in my faver...pure doesnt work on that verson of sap so i dont know what to do to prevent it

hey verninater: i'm not sure if it's Any Boss with Any Status Ailment, but the majority of enemies and bosses are vulnerable to most elements. i believe polymorph effects like Toad and Tiny don't work on certain bosses, but deal damage instead. if the element of the status effect is the same as the element of the enemy (like try to use Break on an Earth enemy), then that enemy has either a resistance or an immunity-- i haven't tried to test out which it is, but they've never worked for me.

i don't believe that you can stop the damage over time caused by the field effects. if you set up a field to have damage over time effects, the cost is that your party will also be affected by it. i know some bosses have abilities which set the field with a particular dangerous combo effect. if you're struggling with field effects, make sure you're using !Brave for extra to set up the field elements that way you want it. you can also use the Sage's !Meta to use Intense on spells, which causes them to drop two icons instead of one. a mage with !Brv, !Meta, and spells (like !Black or !Summon) can set up a full field with favorable elements, or help recover from the boss's field sabotage, in a single turn.

hope that helps!

On 30.10.2020 at 9:21 AM, windydude said:

out of curiosity, i looked to see if any of the other weapons which procced job actions were working with !Fight. haven't made it to the phantom village for the thief knife yet, but Dancing Dagger was able to proc !Dance just fine. Sword Dance and Jitterbug Duet landed as expected in my test as well.

ok so that more or less proves my suspicion, only x-fight and twincut use the variable. and the later is on no weapon.

12 hours ago, verninater said:

So just to be clear any boss can be afflicted with any status ailment now if you try hard enough and mess around with the element board?

technically yes, but elementally resisted status effects require a ton of effort and high magic stat so it is most likely never worth bothering. status effects work less on rng now and more on a status damage variant. if your magic is too weak and they resist the status the damage may be in fact 0 making it impossible.

12 hours ago, verninater said:

Also i am horrible at the game probably but i always die any more from the sap caused by the element bored and i dont know how to remove it after makeing the board in my faver...pure doesnt work on that verson of sap so i dont know what to do to prevent it

if you mean the sap from:
2 water + 2 earth = 4 poison, set swamp effect
try praising the sun:
2 fire + 2 light = 4 sun, removes swamp effect, dot vs undead units, heal user if consumed

also the dot from swamp is poison element so units weak to poison take much more damage from it.

if instead you mean the sap from:
2 wind + 2 void = 4 vacuum, massive dot
get the icons ASAP out of the field. that one is basically "you die" level of damage

Ah...im stuck on the lady that absorbs elements in the void world...cant remember her name as im on a hiatus...but vaccum came up alot..thanks for the tip

I assume you mean Merugene?

This version is a bit stricter on the element gimmick than vanilla's where you could just bruteforce it with physical.
But in comparison she always uses a spell of her current "type" after form change instead of fight/wait for 1-2 rounds where you could only blindly guess in vanilla.
Her forms are fire, ice, bolt and wind - the last replacing a non-elemental high p.def form - each form has one unlisted weakness out of the same elements.
E.g. if she form changes and then casts ice she is weak to fire.

Same as vanilla she always starts with the form weak to fire.
Technically you can bypass the entire gimmick with the pierce passive but she takes 3x damage from her proper weakness so it'd still be worth it to play along.

On 30.10.2020 at 5:58 AM, windydude said:

the arcanist, in particular, has a bunch of very specific abilities that seem powerful, but i'm not much of an arithmetician myself so i'm having trouble cracking any "broken" uses. if anyone's got any tricks or tips for using the arcanist, i'd love to hear them :`) 

!Scan is your friend for L3/4, Odd/Even, Crusher and XXXX.
If the weaknesses line up, cast the damage+status spells and then follow up with GrimWail.
For ChainBolt you want 5+ enemies at the same time.

I know it's been a few months since the last post in this topic but i'm looking for some help involving single mode. Vampire seems like a fun class to use but keeping them alive in the early game is quite difficult. Any good classes that can help support that? I feel like absorb would be better at sustaining them if it didn't split. Any tips with vampire in general would be nice, but i am trying single mode so if anyone's tried this without a team of 4 vampires i'd like to hear ideas.

Vampire is difficult them being undead and all.
I assume you already use Skeleton to have a "mini golem" guard.

I'd try some of these:

  • TimeMage for HP regen and their usual CC
  • Lord with Insurance to endure death and healing via Judge (expensive early on)
  • Magus for LifeMark after 480 kills (apply on monster, kill it, get healed)
  • RedMage with Depower to reduce both STR&MAG
  • BlueMage BigGuard and Whitewind would cover most problems but comes super late
  • Chemist with GiantMix and Protect for HP+50%, armor and shell
  • Crusader with Shout (mag down) and Growth (HP up)
6 hours ago, praetarius5018 said:

Vampire is difficult them being undead and all.
I assume you already use Skeleton to have a "mini golem" guard.

I'd try some of these:

  • TimeMage for HP regen and their usual CC
  • Lord with Insurance to endure death and healing via Judge (expensive early on)
  • Magus for LifeMark after 480 kills (apply on monster, kill it, get healed)
  • RedMage with Depower to reduce both STR&MAG
  • BlueMage BigGuard and Whitewind would cover most problems but comes super late
  • Chemist with GiantMix and Protect for HP+50%, armor and shell
  • Crusader with Shout (mag down) and Growth (HP up)

Thanks! I'd tried chemist but the cooldown's kind of intense. But a lot of this is super helpful!

Is there a list of what spells0and skills do anywhere? 

the misc_number_madness.xls screams "pick me, coach, pick me!"

v1.656

  • replaced gauge option with alternate job sprites option (sprites provided by zetawilk)
  • HP display now also updates on damage pop up instead of after the whole round ends
  • no longer hides field icons on victory
  • battle UI now displays status health bar between HP and atb bar; toggle status bar on/off with select
  • battle UI displays stun/stop/singing duration instead of atb ticks, bar becomes then colored pink
  • added bonus to first turn speed for fastest party member if a faster enemy exists (i.e. should go first in all boss fights)
  • HP regen now also gives healing over time like inverse HP leak (negated by HP leak); reduced strength of the periodic big heal
  • each hero can now only endure (defend, endure passive, insurance, heavy status) fatal damage once per battle
  • monster that perform reactions to specific attacks can now do so only once per turn
  • split cooldowns into item and skill types
  • cooldown for skills is affected by strength
  • using brave recovers half a turn of skill cooldown (def. recovers 25% of remaining item cooldown)
  • using weapon spells (e.g. defense sword or rod breaking) now adds 5 turns of item cooldown
  • enemy HP and AGL is now scaled by number of present party members
  • returning enemies in world 3 that are below rank 28 are increased to 28
  • changed player weight penalty on ATB to be more percentage instead of flat
  • adjusted item cooldowns
  • corpses can no longer aegis block attacks
  • set known spell levels by default to max for menu and confuse purposes
  • reduced scaling of monster damage by about 20%
  • reduced influence of MAG for monster status chance to 1/4 the previous value
  • changed element typing of karlabos, siren(undead), galura and crayclaw
  • changed AI of siren; mostly guaranteed haste at 50% instead of random
  • changed Atomos AI; phase 1 nerfed, added a phase 2
  • changed Exdeath (solo vs Galuf) AI a bit to show more of his regular skills
  • changed Exdeath (castle) AI
  • changed arcanist skills; themed around producing combo, empty and broken field icons
  • empty field icons oppose all elements but have no further special effects
  • broken field icons can't be removed, oppose all elements and reduce healing spell power by 25% each multiplicatively
  • reduced bonus HP from HP job levels from (20+total job levels, max 50) to (20+total job levels, max 35)
  • WhiteMage learns !Mantra instead of !Recover
  • passives that gave +10% HP now give +20%
  • heal amp is no longer innate
  • medicine also increases heal spells by 20%
  • barrier no longer displays an animation; needed to fix a bug that treats the animation as a real action (cost 100 mp for a <nothing> extra action)
  • !aim also doubles crit rate and has increased power of 115
  • !skill/examine now costs 0 mp to use and is always available
  • changed !mantra to a 140 power aoe heal, 170 if unarmed, based on vit/mag
  • increased Bushido/Booster's power from 35 to 55
  • increased Skill/Treat's power from 45 to 60 and cost from 10 to 15
  • increased Predict/Blessing's power from 193 to 216 and changed it to also cure toad, mini, zombie and petrify
  • changed Blue/Exploder damage bonus for player from x2 to ~1% per MAG (+100% at 99)
  • two handed only weapons now gain damage bonus from power grip
  • use better of both equipped weapons for crit rate bonus instead of sum
  • increased crit bonus of knives and whips a bit
  • changed thief glove from 2x steal chance to +10% steal chance and 4x rare steal chance
  • replaced fire bow with battle bow and moved it to walse
  • made soot, shuriken an fuuma shuriken usable as exotic weapons
  • added effect to soot when used with !fight to prevent the target's next field icon
  • changed kunai from weapon block to a long range throwing knife
  • moved judgement staff from DarkMage to MindMage and DoomDealer
  • changed bomb damage scaling; now scales with stacksize, AGL, level and medicine passive
  • removed miss chance from bombs
  • nerfed ribbons from +5 all stats to +3
  • random hit skills like comet and meteor have been reduced from max 5 hits to 4
  • physical techs now apply power grip and backrow compatibility by equipped weapon
  • physical techs that display the equipped weapon when attacking now properly use both when dual wielding
  • berserk should now no longer skip the first action
  • increased brawl increase to m.atk if unarmed by +50%+10
  • changed release skills to not profit from user's m.atk bonuses, only passives
  • changed physical release skills to properly use the monster's element
  • reduced base damage scaling of release skills
  • blitz/pummel and rush are now affected by row
  • drag-on breath skills are now str/mag based
  • tinker turret and herobot are now agl/mag based
  • esemte recover is now level based
  • removed stats&ailment checks from flee chance
  • Krile should now start with same job and abilities active as Galuf
  • Minotaur now requires mp to cast holy
  • can no longer stack evade chance of the two parry type weapons (guardian vs hardened dagger)
  • mini status now gives +20 evade instead of 2x, capped at 70 instead of 99
  • mute status no longer has a limited duration
  • doom status can no longer kill bosses (bypasses death scripts), only reduce them down to 1 HP and 0 LP at most
  • heavy status reduces applicable status duration now only by 25% instead of 50%
  • added exceptions to the skill "targeting" to avoid Omega's barrier getting transferred to the player
  • fixed exdeath and leviatan battle name display; formerly showed empty space instead of box border to the right of the name
  • fixed geomancer learning !animals instead of cqc
  • fixed ManKill not counting as knife for proficiency
  • fixed dragon lance not getting doublegrip bonus despite saying it does
  • fixed GaleBow's X-Fight crashing the game
  • fixed a bug with dual wielding that treats the second weapon as having 0 attack
  • fixed a bug that gave released monster full damage multiplier on percentage moves
  • fixed a bug that overrode caught monster when receiving a status effect
  • fixed animation on condemn playing when not inflicting the status effect
  • fixed name of vacuum blade special
  • fixed that physical techs were affected by Lich passive and fork tower
  • fixed phoenix spell animation
  • fixed bug that taught oath/genome spells already when depleting the first LP instead of the last
  • inflicting stun and old with the same attack no longer results in perma stun

v1.658

  • fixed mix/restore and red/purge not being able to target a petrified unit
  • fixed issues in the formula for rare steal chance
  • if a target has no rare steal, rare steal chance now becomes 0%

also tried to write status damage in the mechanics folder, read at your own risk

On 9/14/2019 at 9:57 AM, praetarius5018 said:

well, you can defend, equip relics with poison element resistance, put fire element icons on the field, etc. to lower poison status chance and then cast pure before too much status damage piles up and the chance gets up to 100% anyway.

I know this is old but I just ran into this fight doing a fresh expert run. There is only one poison relic in a chest up to that point. There's no heal and no relics. At this point, it's just pure grind and pray she dies first. Unless you curse yourself and sage or force someone to do monk mantra. Kinda defeats the purpose of the mod a bit though... Shrug. Pretty sure it's not possible without one of those short of 8hrs of grinding.

On 22.12.2021 at 1:30 AM, Hordequester said:

I know this is old but I just ran into this fight doing a fresh expert run. There is only one poison relic in a chest up to that point. There's no heal and no relics. At this point, it's just pure grind and pray she dies first. Unless you curse yourself and sage or force someone to do monk mantra. Kinda defeats the purpose of the mod a bit though... Shrug. Pretty sure it's not possible without one of those short of 8hrs of grinding.

To resist poison you can use either poison or fire relics.

Sage stone can be unequipped; the penalty only triggers if you have an "illegal" state right now - if you unlock the job proper or just switch job back before you learn anything from it you are good to go.

On a new run for the new year and seeing this update still is always good to see.

A few questions though:

With Sap Mark, the spreadsheet mentions give/take 20% less damage, does that mean the target but takes less and does more damage? Or is it that enemies would do less if targeted and party members would take less if targeted?

Also, Yin-Yang seems strong, but the spreadsheet descriptions don't quite accurately inform me of how the power varies. It just says it varies. Do the damaging spells do more if i lean towards one side? Do i need to interchange them to keep balance to do more damage? How exactly does that work?

Freedom says it gives resistance to Stop, would that work if the target is stopped already?

And lastly, does M-Cannon just not work on heavy targets? I was a bit curious to know what "Auto-breaks" meant exactly.

3 hours ago, booman77 said:

With Sap Mark, the spreadsheet mentions give/take 20% less damage, does that mean the target but takes less and does more damage? Or is it that enemies would do less if targeted and party members would take less if targeted?

Imagine that a monster would normally do 1000 damage to you and you 2000 to them with a given attack.
If you cast Sap Mark on that monster it now does only 800 damage and takes 1600.
Same if instead you had cast the mark on your character.
If you have it active on both the damage becomes 640 and 1280.

3 hours ago, booman77 said:

Also, Yin-Yang seems strong, but the spreadsheet descriptions don't quite accurately inform me of how the power varies. It just says it varies. Do the damaging spells do more if i lean towards one side? Do i need to interchange them to keep balance to do more damage? How exactly does that work?

Each player has their own yin-yang balance which at the start of the battle is neutral (+0).
For each target that a yin spell hits it gives a +1, each target of a yang spell is -1, at most +/-10.
Yang/paradox multiplies it by -1.
Yin spells get weaker the higher this value is; at +0 they have 100%, at -10 135%, at +10 15%.
Opposite for yang. So yes, alternate them.

You could also tank your score by doing an aoe yin spell first and then enjoy multiple turns of strengthened single target yang spells.

3 hours ago, booman77 said:

Freedom says it gives resistance to Stop, would that work if the target is stopped already?

No, it gives the same resistance as if the correct status resist relic was equipped, so it only lowers the stop status build-up.

3 hours ago, booman77 said:

And lastly, does M-Cannon just not work on heavy targets? I was a bit curious to know what "Auto-breaks" meant exactly.

Normally M-Cannon "empties" a field icon per target on use, e.g. 5x fire becomes 4x fire + 1x empty.
Or if all 5 are already empty 1 icon instead becomes a broken icon.
However if the target is heavy instead of empty the icon becomes immediatly broken, so 5x fire would become 4x fire + 1x broken.

Empty icons get just moved along like all other icons and can be refilled eventually.
Broken icons are unmovable and stay until the end of battle.
Both of those oppose all elements, same way a light icon reduces fire damage.
However broken icons additionally hurt the power of your heal spells.

Those broken icons can be good or bad depending on how active you manage the icons; e.g. if you rely on summons this is very bad since those get a much stronger effect from matching icons.
If you tend to lose control of what goes on with the icons you can produce 2 broken icons and then not worry about bosses producing detrimental field combos.

Hello! I made an account because I just wanted to say that this is one of the most fun, creative, and overall impressive hacks I've ever played. I just got the Fire Crystal jobs, and I've been playing on difficulty 2 Normal mode, so here're my thoughts so far, mostly on some kf the classes. (I haven't tried every job I have yet, but I've planned things out so I get to use every job at least a little)

 

Black Mage seems stupid good. It's dealing way more damage than basically anything else, partly thanks to the comparitively large amount of elements it has access to early game. The only other job I've seen come close is a Monk's Blitz moves, and some of those are only single target. Physical jobs just aren't keeping up and its fragility is mostly solved by 4th position + backrow, and will likely become less of an issue as I level classes with Vit/HP levels.

 

It's been a while since I've played vanilla FF5, but was stealing always this hard? Even as a Thief it felt like my steal attempts failed more than half the time. Pillage is a bit busted though, it feels like I've gotten several thousand gold more in equipment than I 'should' have the last couple dungeons.

 

Even with all that gold, I'm finding it hard to get Bombs for Tinker abilities. New equipment and magic still takes up most of my income and unloke most other items it seems like I've barely found any from chests/enemies. Tinker is still fine as a class because it has X-Item which has been a godsend but I'd like to play around with its abilities a bit more.

 

Also, idk if it's what you intended but I've been using the basic Skills a lot even now just because of Aid. Essentially giving one character's turn to another is amazing in a lot of situations, if only to maximize the damage my main attacker(s) are putting out.

 

Most random encounters so far seem pretty tame. I haven't had many 'oh ****' moments from them, and the way this gane works means that they're not draining my resources in any meaningful way. They mostly go down in a few aoe attacks, or occasionally a Masscast-boosted status spell.

 

Boss fights have been great though. Siren especially was incredibly intense, since I was using a Sage Stone Vampire to learn the Oath attack so I couldn't use any of the aoe healing options I had at the moment. I basically had to cast Skeleton intermittantly to ensure that physical attacks didn't wreck me, and then blast away as quickly as possible before she overwhelmed me with damage. It was a really engaging fight that got my brain muscles really moving, although I have no idea how I'd have done it on difficulty 1 lmao.

 

So yeah, this hack has been great so far, and I look forward to playing more of it. I'll probably post a more as I get further into the game. Thanks for taking the time to make this!

6 hours ago, borker223 said:

Black Mage seems stupid good. It's dealing way more damage than basically anything else, partly thanks to the comparitively large amount of elements it has access to early game. The only other job I've seen come close is a Monk's Blitz moves, and some of those are only single target. Physical jobs just aren't keeping up and its fragility is mostly solved by 4th position + backrow, and will likely become less of an issue as I level classes with Vit/HP levels.

As usual when this comes up, how big is the difference? Magic doesn't get crits but I try to compensate that by adjusting the damage by an theoretical average (crit rate x dmg%). Weapons are affected by their element, physical skills take the equipped weapon's element, do you match them to the target's weakness the same you choose fire/ice/bolt? On aoe skills, magic deals less per target, physical aoes have a fixed multiplier, against how many targets are you comparing?

6 hours ago, borker223 said:

It's been a while since I've played vanilla FF5, but was stealing always this hard? Even as a Thief it felt like my steal attempts failed more than half the time. Pillage is a bit busted though, it feels like I've gotten several thousand gold more in equipment than I 'should' have the last couple dungeons.

Vanilla steal chance was 40%, 80% with the thief gloves. Here it is.
40 base
+(agl-24) if agl > 24
cap at 90 if above, then:
+10 if thief job
+10 if thief gloves equipped

Not sure what else I should've done with Pillage, it was mostly meant for the "unique" things certain bosses carry. If it was only a 50% chance for 2x items that would just be a disgusting reset-fest for those items that are already rare steals...

6 hours ago, borker223 said:

Even with all that gold, I'm finding it hard to get Bombs for Tinker abilities. New equipment and magic still takes up most of my income and unloke most other items it seems like I've barely found any from chests/enemies. Tinker is still fine as a class because it has X-Item which has been a godsend but I'd like to play around with its abilities a bit more.

I intend the gold management to be similar to the limitation of job levels. You can't get all class level in one playthrough, in the same vein you should make an informed choice of how to use gold, does your current playthrough need bombs, can you get by without them? Bombs primarily are meant as a crutch to make the 6 bomb boss possible for every single party comb in single job mode, everything beyond that is a bonus. Admittedly, if you can get a lot of bombs early in W1 they are a minor game breaker.

6 hours ago, borker223 said:

Also, idk if it's what you intended but I've been using the basic Skills a lot even now just because of Aid. Essentially giving one character's turn to another is amazing in a lot of situations, if only to maximize the damage my main attacker(s) are putting out.

Same as bomb, it gives me a baseline of guaranteed abilities every party composition has (especially for single job mode). I know that you always have a heal spell, a magic attack, an accuracy buff, the option to see weaknesses/stats and a way to manipulate MP. That means I have to hold back less when designing bosses. For regular play, the specialized job skills should take center stage.

6 hours ago, borker223 said:

Most random encounters so far seem pretty tame. I haven't had many 'oh ****' moments from them, and the way this gane works means that they're not draining my resources in any meaningful way. They mostly go down in a few aoe attacks, or occasionally a Masscast-boosted status spell.

We have 40+ bosses, randoms don't need to be impactful, I just see them as "resources" in this hack, be it gold, items, blue spells, beastmaster ammo, etc. That's why you can just switch them off.

Focus is simply on bosses on multiple playthroughs. If random fights were actual show stoppers, most people would probably lose interest before even reaching W3.

6 hours ago, borker223 said:

Boss fights have been great though. Siren especially was incredibly intense, since I was using a Sage Stone Vampire to learn the Oath attack so I couldn't use any of the aoe healing options I had at the moment. I basically had to cast Skeleton intermittantly to ensure that physical attacks didn't wreck me, and then blast away as quickly as possible before she overwhelmed me with damage. It was a really engaging fight that got my brain muscles really moving, although I have no idea how I'd have done it on difficulty 1 lmao.

That reward was meant for NG+ but gg!

My proudest memory of VD was when one player was stuck on Shiva difficulty 1 and we sat down with 2 or 3 other players and everyone found a unique way to beat her from that player's savefile. No grinding, just switching around a few items and skills. :D

6 hours ago, borker223 said:

So yeah, this hack has been great so far, and I look forward to playing more of it. I'll probably post a more as I get further into the game. Thanks for taking the time to make this!

Do that but don't hold your breath for another mod update from my side anytime soon; life's been busy.

I just logged back in for the first time since last year. Also, I'm noticing a significant lack of documentation on what jobs give what abilities and where to learn the new blue magic. A fix to at least the latter of the two would be appreciated.

On 6.10.2022 at 12:34 AM, Lunarman.EXE said:

I just logged back in for the first time since last year. Also, I'm noticing a significant lack of documentation on what jobs give what abilities and where to learn the new blue magic. A fix to at least the latter of the two would be appreciated.

Did you check the xls files in the zip? The former should be in classes.xls.

13 hours ago, praetarius5018 said:

Did you check the xls files in the zip? The former should be in classes.xls.

Not until now, because I only recently figured out how to properly open xls files. Though I'm more concerned the about the blue magic locations...

Hi long time since I posted...Mr praetarius I think I found the answer to how I got a 31st job level...when you don't switch jobs immediatly after mastering one it still builds points towards other jobs when you do switch(I don't know if that's intentional or not.. not the point)...those left over points can go over the needed amount to level up as shown here and carry over...I assume that's what happened before and I held on to so many points that it gave me a non existent level when I changed?

Screenshot_20221205-180751_Snes9x EX+.jpg

That sounds rather likely, yes.

Also I find it weird that freelancer has both a scan skill in basic..and comes equipped with examine...also also (probably stated in the documentation somewhere but I can't find it) is there a way to use the hack exclusive classes(minus lord) in single job mode? It only shows the normal classes when using it like with sage stone(again except lord replacing freelancer)

Currently, !scan is free to use, !skill/examine costs some MP and also needs level 6 to use. I wanted to replace the former but never got around to it/never got an idea that would work as a replacement.

Hold L or R when entering the job menu, I could never figure out how to add scrolling to that screen.

Thanks..honestly that's a tough question..maybe a weak set of ability that only have a list of each element icon and let you replace a slot worth of them and do nothing else(since most spell/ability lists are missing like 2-3 elements) although you said before about memory and ram limitations being close so idk how feasible a whole new set of skills can be plus 8 potentially new spells...that does sound like a conundrum...thanks for the help tho

Also true single job madness is really hard...I don't know how I'll even get past siren rank 1 with this job comp let alone beat the game

Screenshot_20221220-151625_Snes9x EX+.jpg

14 hours ago, verninater said:

Thanks..honestly that's a tough question..maybe a weak set of ability that only have a list of each element icon and let you replace a slot worth of them and do nothing else(since most spell/ability lists are missing like 2-3 elements)

 for just adding a field icon but doing nothing else you already have !item, just "use" any weapon and you achieve that already.

12 hours ago, verninater said:

Also true single job madness is really hard...I don't know how I'll even get past siren rank 1 with this job comp let alone beat the game

single job is only intended for "normal" difficulty (3-4 with basic rules). without expert a higher diff is maybe possible if you allow yourself to level grind but expert is unlikely thanks to enemy level rubberbanding. I doubt that the double stat gains for job levels 6+ are even close to enough to compensate for just lacking critical abilities.

Just beat the true final boss without casualties. The credits sequence was corrupted to the point that it abruptly sent me to a room of garbled tiles that I could move a little bit in, until I talked to a tile that caused a crash with a black screen. Not sure if that was supposed to happen...

Known issue, the game tries to load which skill to display for which char/class-combo and since I moved some stuff around and not adjust the credits, it is likely that it reads garbage that does whatever.

Hey great mod, this is probably the most extensive romhack I've ever seen before. I was wondering though, would it be possible to change a characters job list with a hex editor? I have this weird vision of Bartz as a traveling sage but the min-maxer in me would want him to have summoner for a full strength ultima. I realize the sage stone is an option but if the job list is something I could toy with I think it would be fun, messing with character/job stats is simple enough but I'm not sure how the actual allowed job list is handled. Out of curiosity, was the permanent age thing accomplished with an on battle start script?

The relevant values are somewhere in the ROM but don't ask me where I left them, don't recall.

Summoner isn't relevant for ultima, that spell only counts which vanilla-category spells you have collected, not which the char can use.

I think it was specifically where stats are derived from equip and everything, otherwise it would overwrite the old flag.

Similar question, but would you happen to remember where you moved the ability data? or perhaps just its format? The original game had a list of 2 bytes abp 1 byte ability id listed per job in order, does the system you implemented have a similar list? Was wondering if I could use some of the unchanged abilities like learning and blue with their corresponding id's to find the new ability location.

Most of the new job data should be somewhere in 31:xxxx

I don't really understand what you're trying to achieve.

Sorry for the confusion, I just wanted to play around with some of the ability availability between characters without resorting to the sage stone. Like getting might amp on bartz or something, and changing what abilities a job learns works well enough for that if I ever want to try something crazy. I just like tinkering with things a little bit when it's within my ability.

One other small question, is it intended that x-item doesn't allow weapon swapping in combat compared to the normal item command? I'm guessing you had to hard lock every item you didn't want abused or breaking the game and the lack of swapping is a side effect.

That's just a restriction derived from using the !drink item menu for !x-item.

The biggest headaches with !x-item were obviously ethers and elixirs. A big hurrah for infinite action loops!

Triggering the sun field effect hasn't been removing swamp damage for me.

For expert level scaling, is the monster level used or the "Tier" listed in the misc. number madness?

The tier value.