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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 2.000 See changelog
Released
- added Lv60 capstones
- inbattle item use now costs 4 TP
- changed damage color logic:
- red = regular attack damage
- purple = tech damage, spell damage
- yellow = critical attack damage, counter tech damage
- green = healing
- characters can now only have 10 spells instead of 12
- changed spell loadouts of all classes (all classes have 12 spell options)
- increased variety of needed stats for spell learning
- prepatched with english translation to cut down on patching error related issues
- renamed some spells and items to better reflect their effects
- added misc. patch that disables messages for status ailments and (de)buffs
- added initial inventory of 5 candies and 2 puipui grass
- increased damage of critical regular player attacks and Lv1 techs by 28%
- reduced damage of non-critical regular player attacks by 8%
- increased damage modifier of strong attack from (atk x (135+STR)/128)+6 to ((atk+AGL) x (150+STR)/128)+4+STR/2
- can now only gain TP once per weapon swing (in case of lag the TP gain may only happen after the weapon is ready again so it blocks the TP gain for that 2nd swing)
- as long as a helm is equipped, evade/4 reduces Lv1 tech damage%
- made the monster scaling patch work even before getting the 3rd party member
- sign posts no longer count as monster for the sake of cast time calculation
- some bosses can now land critical hits with their spells and have 25% less base damage; crit rate and damage adjustment identical to regular attacks
- enemies no longer try to perform extra actions when their hate value reaches 100% instead they receive a small heal (relative to total damage taken, capped at 300) and deal ~32% more damage for a short duration
- reduced HP curve growth for monster&bosses (~20% at max)
- reduced damage reduction of high level enemies (~20% more damage against lv90+ enemies)
- reduced monster crit rate with high luck advantage (most extreme: 200% -> 150%)
- reduced monster expected luck curve slightly (at Lv90: 29 -> 28)
- reduced attack spread for regular mobs by type (strong mobs a bit weaker, weak mobs a bit stronger)
- physical resistant enemies now take +25% damage from counters, was +20%
- high level enemies deal a bit more damage; higher multiplier after defense making defense more worthwhile
- made needlebirds and cockabirds immune to snowman status as removing the status from them crashes the game
- increased HP of Bill/Ben slightly
- increased defensive stats of Tzenker
- increased HP and defense of Gorva
- increased attack and defense of Lugar, reduced HP and aggro limit
- added one aspect of Fiegmund to DarkLich to complete the set of godbeast based powers on him
- Dark Lich now uses Ghost Road instead of Geyseblast
- increased strength of Gildervine's gimmick
- Frost Dragons no longer inflict snowman with their attacks, instead get slightly increased attack power
- Sea Dragon's breath attack no longer inflicts snowman
- Death Machine's laser attack no longer inflicts snowman
- Full Metal Hagger no longer inflicts poison with his default attack
- Dangaard now gives 0 exp (level up lag of phase change can crash the game) but double the previous money reward
- buffed Dolan AI, replaced Energy Ball with Focus Charge
- Spiral Moon now pierces defense
- Zable Fahrs left head inflicts now poison instead of snowman
- Archdemon's Jutsus can no longer be reflected via thorns armor or curse
- reduced INT based bonus monster get on L2/3 techs
- reduced HP of seashore cave miniboss by 25%
- when enemies use buffs they are now subject to counters just like with damage spells
- fixed a bug that made the "not affected by thorns" property check on the wrong character
- fixed a bug that made attacks in mini status have unpredictable results, including crashes
- increased base exp gain rate
- increased HP gain for the first 15 level ups, decreased post Lv50
- adjusted maxMP by INT curve
- cursed items can no longer be equipped on characters of Lv61 or higher, equipped cursed items still stay equipped
- added some armor set bonuses
- reduced flat +atk bonus from countering
- Gladius tier weapons now draw aggro (only melee) and penalize defense
- Molebear Claw and Roundel Dagger heal (maxHP x (luck+10)/512 + (luck+1)/2) HP instead of (maxHP x (luck+10)/256 + (luck+1)/2) HP
- Bastard Sword type weapons are now regular heavy attack instead of low scaling; additionally they grant super armor during power attack cooldown
- Colichimarde type weapons now gain additional crit rate based on TP x2 instead of x3
- Defender type weapons now increase p.def and set p.atk = p.def instead of inflicting chibikko status
- Dragonbane type weapons no longer inflict petrification, instead they make Lv2/3 techs deal damage like non-elemental INT-based spells and spell casting generate 2 TP; does not stack with same effect
- increased crit rate bonus of Flamberge type weapon from 7 to 18
- decreased crit rate bonus of Gladius type weapon from 0 to -100 and increased their hitrate from 10 to 20
- cut damage from Orihalcon improved Half Vanish in half
- Leather Visor tier helms now are pure physical defense instead of mixed
- Protection Helm tier helms now give x1.25 p.def but defenselessness against L3 techs
- Hero's Crown tier helms now allow MP regen ticks during casting and spell animation but provide 1 MP less per MP regen tick
- Visored Helm tier helms now resist chibikko, moogle and silence instead of having 2 resistances that vary by character
- weakness cancelling helm for base class weakness now removes all weaknesses
- increased damage bonus from counter helm from +25% to +35%
- Pegasus tier armors now resists petrify, sleep, poison instead of having 2 resistances that vary by character
- Swordsman Armor tier armors are now medium level defense instead of light-medium; bonus changed to spell dodge for half damage
- the spell power increase from Skeleton tier armors is no longer capped at Lv 3.5
- Hero's armor tier armor now empowers the power up buff for standard, critical and L1 tech attacks to x2 instead of x1.25 and disables counter
- fixed Lammelar tier armor breaking techs if too much TP is gained before the user lands his first real hit
- Knight armor tier armor now provides auto-buff spell upgrade instead of its previous effect
- Dragon Ring now gives immunity to standard debuffs instead of HP steal
- Protect Ring freezes death score at 1 (no HP loss but disqualified for deathless) on battle victory
- Ancient Talisman and Marble Ring now teach a spell when equipped instead of their previous effects
- Leather Neckband now gives HP steal instead of 5 accuracy&evade
- increased base defense increase from Blackshade Ring from 7 to 10
- the elemental resistance accessoires now also cancel weakness to the same element
- increased regeneration of Mad Beast Fang but made it non-stacking
- effect of healing items now scales with user level
- some more item changes that were forgotten by time...
- helms can now give up to +4 maxMP
- added the six primary L1 spells to the list of spells affected by Whitelight Ring
- switched order of Death Hand and Dervish in Bashkar class preview (D/L <-> D/D)
- changed Puipui Grass to work like Tinkle Rain
- changed healing items and heal spells to scale with level
- changed dummy skill Regeneration to a heal spell that also adds same regeneration effect as Mad Beast Fang
- Regeneration also sufficies to qualify for victory healing
- Replaced Countermagic spell with Resistance which removes weaknesses
- fixed cast time in menu again
- adjusted cast time values
- Charlie's elemental summons are now based on INT
- increased cost of Black Rain from 8 to 11
- increased cost of Aura Wave from 10 to 16, made it cast much faster
- Deathspell behaves like a Lv4 dark spell against mobs; against player it now ignores level difference
- Turn Undead no longer checks for level, cost increased from 15 to 17
- increased duration of sleep status on player
- can now again gain TP while silenced, instead tech damage is drastically reduced
- if somehow a spell is cast while silenced (e.g. Magitech weapon), damage is halved
- casting state no longer protects against status effects
- With version 2.000:
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