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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 0.665 See changelog
Released
- added abilities for Oracle job
- changed default walk speed to regular dash, B = max dash, Y = slow walk
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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+
- With version 0.665:
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