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About This File
Chrono Cross meets Bravely Default in this re-imagination of Final Fantasy 5 with additional jobs and mechanics.
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
- several additional jobs and reworks of existing jobs
- 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!
What's New in Version 0.575 See changelog
Released
- 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
- With version 0.575:
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