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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 1.200 See changelog
Released
- corpses of allies no longer block enemies
- reworked castspeed to affect spells with long casttimes more
- castspeed is now instant if only NPCs are near
- added misc. patch that makes all enemies scale to player level
- counterattacks now ignore physical resistance/immunity
- knight type mobs take increased damage from counter attacks, physical resistant mobs in general take slightly more damage from counters
- critical hits have now priority over misses
- Byzel's black market adds some items to their inventory after defeating 4 godbeasts
- Pedan's weapon trader now visits Wendel already after 2 godbeasts are defeated instead after 4
- enemies that deal non-physical damage with their base attack ignore thorn/curse damage reflect properties
- added a mini-boss fight to Seashore Cave
- reduced damage modifier of strong attack from (127+STR)/117 to (135+STR)/128
- weapon/armor seeds should now produce final class weapons ~70% of the time if all 3 party members have their final class
- fixed rune staff, it now properly ignores immunity on Lv2 spells again
- fixed/clarified that Ancient Coat and variants should NOT pierce reflect and absorb, only resistance, weakness and immunity
- altered AI of Jewel Eater, less prone to back to back skill spam
- altered AI, stats and gimmick of Gildervine
- reordered AI of Lightgazer in hopes of it despawning less
- flagged Gorva as undead, i.e. heal light harms him
- Gorva now uses dark force instead of death spell
- changed which monster Genova summons and his AI
- fixed Bill/Ben's weakness element
- Xan Bie now cancels Life Booster with his attacks
- increased gold drops from regular monster
- switched price of Bunny Egg and Thief's Armband
- switched Kerberos Claw and Moon Coin in drop table for Bound Wolf
- reduced Lv scaling for attack items
- halved damage bonus for elements by day
- increased base crit rate by 3-4%
- increased flat crit damage bonus by luck by about 50%
- increased Giga Flail heal aura max from 12 to 15
- old x2 tech gain weapons instead now grant increased Lv2/3 tech damage (not stacking with helm)
- old x3 tech gain weapons now only grant x2 tech gain
- reduced Dragon Lance from medium to light attack
- reduced bonus effect of Sigmund from 25% to 18.75%
- increased HP cost of Rune Earrings from MP cost x5 to (maxHP x MP cost)/32
- Ironsword type weapons can perform strong attacks without increased cooldown by consuming 5 MP
- Broadsword type weapons heal some HP on dealing yellow damage, amount increases with luck stat
- increased Flamberg type weapons' crit damage from 20 to 40
- Colichimarde type weapons gain additional crit rate based on TP x3
- increased Ragnarok's crit damage from 17 to 25 and crit rate from 12 to 18
- increased accuracy increase from Leather Neckband (x2) and Thief's Armband (x5)
- Lamellar type armors additionally grant +2 TP on evasion
- Reflex type armors additionally grant +1 MP regen
- Fencer's Armband crit rate reduced from 5 to 3, added 15% crit damage
- changed effect of Beastman Collar to spells using TP to reduce cast time (4 = 30%, ..., 7 = 70%, ..., 9 = 100%)
- changed effect of Red Moon Horn to spell casting generates 2 TP; does not stack with itself
- changed effect of Earth Bracelet to "spell upgrade: leaf coat"
- changed effect from Skull Disect to can't throw and lowers target's p.def&m.def after Lv2/3 techs
- Kevin/God Hand learns Def Down instead of Saint Saber
- Kevin/Warrior Monk learns Mind Down instead of Mind Up and can also learn Analyse
- Kevin/Death Hand replaces his old spell list with: MT Dark Saber, MT Speed Up, Magic Shield, MT Body Change, Aura Wave and MT Lunatic
- Kevin/Death Hand has no longer stronger damage on his Lv3 tech
- Kevin/Dervish learns Power Up and Firebreath instead of Dark and Leaf Saber and can also learn Anti-Magic
- Hawk/Wanderer learns Magic Shield instead of Mind Up
- Hawk/Ninja Master can additionally learn Transshape
- Hawk/Nightblade can additionally learn Silver Dart
- Charlie/Bishop learns MT Power Up instead of MT Def Up
- Lise/Starlancer now learns Saint and Dark Saber
- Lise/Fenrir Knight now learns Leaf Saber
- changed minimum spell attack power after defense from 0 to 10
- despawned one exploitable enemy pack in the Molebear Highlands until at least one godbeast is beaten
- code optimizations
- With version 1.200:
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