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About This File
Major features:
- Equipment offers various bonuses instead of a simple attack and defense progression
- Rebalanced classes, stats and spells, almost everything is usable now
- Modified formulas that keep even high level techs useful
- Expanded inbattle options with running, regular strong attacks and counter techs
- Passive MP regeneration with high cost spells: be smart with your magic
- Extensive boss AI changes
- Accelerated level curve: from class changing at the earliest mana stone to facing the final boss at the level cap
- Transformed the shield slot into a second accessoire slot for everyone, shields count as regular accessoires
- Increased inventory capacity to 20 per item type instead of 9
- Tons of bugfixes ranging from agility stats not working to Kevin's wolfform stacking attack bonuses
- 5 difficulties to choose from, covering the spectrum from "easier than vanilla" to "Atlus would be proud"
What's New in Version 0.900 See changelog
Released
Lise/Hawk story complete
- changed AI and stats of Jagan
- changed AI and stats of Bigieu
- changed AI and stats of Archdemon
- Magus' final weapon "Dragon Rod" now allows multi-targetted damage spells to deal damage as if they were single-targetted
- Vanadise's final weapon "True Spear" now fakes the element of non-elemental spells according to the active saber element for resistance, weakness and immunity purposes but not absorb, reflect or hp/mp heal
- Starlancer's final weapon "Stargazer" now grants quick casting speed and a small increase to spell damage
- minor adjustment to defense calculation
- increased bonus from "magic up" weapons by 50%
- doubled heal bonus from Wendel armors
- fixed one instance of Gorva casting "Evil Gate" but announcing "Dark Force"
- fixed some weirdness with moon elemental spells, they no longer apply the damage to the wrong party (caster and target was switched since vanilla)
- fixed missing damage cap for regular attacks after day of week bonus
- fixed enemy HP getting capped at 999 after maxHP buffs
- moved 999 heal cap from before "pressure" penalty to afterwards, allowing honey to profit from stronger heal items if under the effect of this state
- With version 0.900:
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