Final Fantasy V: Void Divergence 1.658

   (3 reviews)

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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 1.000   See changelog

Released

  • added job sprites for the 10 new jobs made by BlackLiquidSorrow
  • added abilities for DarkKnight, Lord, Vampire, Magus and Sage jobs
  • separated ability slots into 4 active and 3 passive slots
  • added running for overworld walking and ship
  • spells now show miss if they fail because of magic evasion; status spells that hit but inflict no status do not show miss
  • MP drain spells now inflict HP damage and restore MP of 1/32th the damage dealt, capped at 40
  • X-Magic no longer receives a penalty to spellpower; instead it requires half a turn of charge up before casting
  • changed !Animal to a 8 skill selection
  • changed !Mimic to a 8 skill selection
  • replaced Monk's !Kick with !Blitz, 8 skills based on unarmed combat, unlocked by maxHP
  • replaced Knight's !Guard with !Valor, 8 skills based on defense, unlock based on win:escape ratio
  • replaced Thief's !Steal with !Rogue, 8 skill menu, unlocked by successful steals
  • replaced Mime's !Mimic command with a 8 skill menu based around acting and imitation, skills unlocked from the start
  • replaced Dragoon's !Lance with !Drag-On, 8 skill menu based around their signature skills throughout the series, unlocked by max HP
  • added !Science to Chemist, a 8 skill menu based on research, skills unlocked by Hi-Potion count
  • replaced HP +30% on Monk and Tamer with !BuildUp
  • HP +30%: renamed to Sturdy, HP +10%, reduces fraction damage taken
  • replaced Endure on Berserker with Sturdy
  • replaced Pierce on Dragoon with Sturdy
  • replaced !Slash on Samurai with Crit Up
  • replaced !Slash on Crusader with !SwdSlap
  • replaced !Steal on Dancer and BlueMage with !Mug
  • replaced !Aim on Chemist with !Science
  • replaced Preemptive on Ninja with Caution
  • added CQC passive: +20% damage while in the front row
  • replaced !Animal on Geomancer with CQC
  • replaced Preemptive on TimeMage with CQC
  • Bulwark no longer adds 10 VIT, instead reduces regular damage taken
  • changed Lich from +3 VIT, +7 MAG to +20% magic power and increased drain power
  • WhiteMage now learns AreaCast instead of MassCast
  • BlackMage now learns MassCast instead of AreaCast
  • added defense piercing property to !BuildUp
  • changed the white/black spells available for !Red, !Rose, !X-Magic; slightly less front loaded, !Red even gets 2 Lv6 spells
  • increased base hit chance for DoomClaw from 66% to 75%
  • increased base status chance for HP-to-1, doom and destroy effects from 40% to 55%
  • adjusted stats of most monsters
  • modified AI of Siren, Kimabryn, ArchAvis, SolCannon, Merugene, Crayclaw and Omega Mk3
  • changed Sandworm's Demi to Quake
  • edited unused NeoGoblin to Rebone enemy and added to a boss formation
  • edited Skullkin stats to make the "solutions" more in line with vanilla strategy
  • form changing bosses now keep status resistance between form shifts
  • added a cap to ABP while jobless; on job change you'll have at most 4/5 ABP
  • reduced HP buff from 100% to 50%
  • fixed weapon animation of flail and morning star
  • reduced the influence on damage growth for Lv2-35, added slight damage growth for job levels 1-30 (double level for single job mode)
  • adjusted HP per job level; now treats single job mode as having twice the job level
  • increased HP per job with "HP up" bonus from 30 to 50
  • reduced monster stat spread by difficulty
  • adjusted monster base stats by level
  • added +10% steal chance for thief job
  • fixed a bug that made !Throw with weapons deal about 2.5 times the intended damage
  • renamed !Martial to !Bushido
  • replaced Bushido/Fate Hit with Booster: weak attack that buffs user's STR
  • replaced Bushido/Danger with Dispatch: chance to instantly kill
  • Blue/Aero: increased power against floating targets or those weak to "aerial" attacks
  • Blue/Goblin Punch: damage bonus against same level target reduced from x4 to x2 with -50% defense
  • Blue/Goblin Punch: level check compares only last digit on level
  • Blue/White Wind: heals by 33% caster maxHP instead of 100% current HP, affected by Heal Amp
  • Summon/Odin: now always uses Zantetsuken, a holy elemental magic attack against all enemies
  • Time/Flood: added ground type, increased power from 110 to 126
  • Terrain: now always behaves as if pierce passive ability was equipped
  • Terrain: removed Gaia's Wrath and Lament again
  • increased MP restored by ether from 20-150 to 50-150
  • adjusted item cooldown values for !mix and !throw
  • reduced scaling of heal magic with weapon attack
  • increased heal power bonus of Sage Ring from 5 to 7
  • removed Ramuh and Shoat summon items, the summon spells are now added directly on boss death
  • added Web that inflicts slow
  • added Vaccine that reduces status damage taken
  • added MP sickness debuff for MP recovery with !Item, !X-Item and !Mix that reduces further MP recovery with those skills by 25% (but then capped at 100)
  • White/Pure and Mystic/Cleanse now additionally remove MP sickness
  • fixed a game crash caused by having !Hide, !Show, !Catch or !Release in the 4th ability slot
  • fixed a bug that made defend/guard sometimes not work
  • fixed a bug that made x-item with feather not work
  • fixed a bug that prevented abp reduction on job up
  • fixed a bug that made Blue/Condemn deal absurd damage when it failed to inflict the status
  • fixed a bug that made Counter use fire spellblade instead
  • reduced guard damage reduction from -75% to -50%
  • first escape with BraveBlade does no longer reduce attack power, only 2+ escapes
  • !dance: buffed power of Mystery Waltz and Jitterbug by 50%, reduced power of Sworddance from 400% to 200%
  • reduced damage reduction from armor/shell from 50% to 25%
  • monster can now land critical hits on their regular attacks
  • fixed a bug that made !mimic mimic the landing of (s-)jump and not the jump itself
  • changed MP gain of !Brave from 100 to 12.5%maxMP + 100
  • physical accuracy is now adjusted by spot in party, top to bottom, x9/8/7/6
  • changed how multiple hits of Time/Meteo are handled; changed to a quicker animation
  • changed element of Time/Comet to wind/earth
  • changed element of Time/Meteo to earth/fire
  • removed LP from NG+ scaling
  • in NG+ treasure chests are now reset
  • replaced some NPC texts in Carwen for more hints to gameplay changes
  • changed default difficulty and encounterrate from 3 to 4

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Lelfol

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  • 5
   1 of 2 members found this review helpful 1 / 2 members

Best ff5 hack I've ever played 

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Mess

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  • 5
  

I went into this mod with 0 expectations and came out blown away at the sheer amount of effort and content jam-packed into it. I cannot imagine how much time and work was put into this, but it was well worth it in my opinion - it is some of the most chaotic fun I've had with a job system since the Bravely Default series, and I was not expecting that out of some random Final Fantasy V mod I just casually stumbled upon. Amazing job to everyone who worked on this.

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Jack_Macgrath

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  • 4
  

Sir i liked the romhack the jobs that you made are very creative and more people be inspired by what you made,making the characters each one have their own job because of their conditions is nothing i never think of,and something I've been thinking for months about final fantasy 5 and the chance about making more jobs and ideas for that beautiful game,but until the part i go (after getting the fire crystal and going see cid grandson) i have a few problems and please take like a constructive criticism not something bad,first i like the abilities and new items but i Don't have a description what they do i just have to think what they might do like the judge abilities they are simple because of the names like ban semone of doing certain thing but like what blackmail do? That's what i don't know some of the jobs i simply don't know what they do and i don't want to risk to know what they do because can be something that i don't want or something i just don't know like a status o something like that,and the other point is the difficulty it's good but i end the original game like five times and i never been more than 10 minutes in a boss doing more than 500 of damage on him and him can't Killing me and i was at the 4 difficulty With level 13 on the fire boss so you can decrease the difficulty at low levels because even at level 4 it's some hard things to fight,thank you if you hear me out

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