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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 1.500 See changelog
Released
v1.500
- added field combos, e.g. field with 2 fire + 2 light adds 4 sun icons
- field combos require the world balance to sufficiently shattered (2 crystals destroyed)
- reworked !mix to a 8 skill menu
- reworked !red to 8 unique skills around combining fight, white and black spells
- replaced !drink with !imbue, a skill menu for Mystic Knight
- turned !rose from low level white/black spells to its own 8 spells
- changed some abilities learned by jobs accordingly
- cover can now also catch certain single target damage spells
- status effect randomness threshold is increased unless a special moon icon is on the field, 25% with, 80% without
- void field icons now reduce effective def by 5 each
- added workaround to status resistance stacking exploit
- replaced "Row" (left in battle command selection) with "Brv." (!Brave)
- replaced !Brave ability that was available by default with !Skill, 8 skill menu to get better through the early game
- changed most damage amplifier effects - incl. weakness, exluding field - to stack additive instead of multiplicative
- changed most damage reduction effects to incur diminishing returns past 25% total reduction
- increased rare item drop chance by x2.5 (1/16 -> 5/32)
- battle auto-reset can be cancelled by holding B
- battle auto-reset is not available in expert mode
- Valor/WideShld and Mystic/VoidElem apply now only once per battle but cover all elements and absorb instead of reduce damage
- increased scaling of monster %maxHP damage skills
- reduced scaling of barehanded m.atk
- increased unlock requirements for !Drag-On skills (highest from 1984 to 4032)
- non-boss encounters now give half ABP relative to exp gain
- if exp gain is turned off, ABP gain is now also removed
- adjusted ABP requirements per job level
- increased max possible ABP gain per encounter from 200 to 250
- increased STR and MAG growth of monster again; less than previous reduction
- increased heal power of !Mantra from 30 to 55
- increased heal power of !Esemte/Recover from 52 to 90
- increased heal power of !Yin/Vivify from 70 to 93
- changed targetting of !Esemte/Recover from one/all to one
- changed !Recover from full status heal to 40 power cure with blind/poison cure
- changed formula for healing spells
- fixed outdated tutorial dialog noting about automatic replacing passive skills with active skills inbattle
- song buffs can at most give +50% to STR/MAG/AGL for damage calculation purposes
- decreased limit of black/temper and item/powerdrink from +50 to +30 attack; both grant +10 each use
- increased HP and damage of Sol Canon
- increased boss monster start-up delay from 30 to 50
- increased non-boss monster start-up delay from [10..70] to [10..90]
- potion heal soft caps at 25% user's maxHP, hi-potion at 50%
- !x-item hp heal reduced to 2/3
- !x-item can no longer be used with bombs, web, elixirs or feathers
- !item and !x-item can now use drinks as well
- giant drink now adds 200~1000 maxHP (based on stack size), can not stack with +50% maxHP buffs
- speed drink now adds +5 AGL to a max of +15 (shared with songs)
- might drink replaces protect drink and adds +5 STR&MAG to a max of +15 (shared with songs)
- replaced turtle shells with panacea, cures status damage and MP sickness
- replaced dragon fangs with wing, inflicts float
- replaced dark matter with decoy, creates 1x image
- replaced !SwdSlap with !DethBlw, 2x damage but subject to cooldown
- !x-fight, !x-magic and !twincut are now subject to cooldown
- !x-magic now is a free action that makes the next spell in the current turn act as a free action (=cast ANY 2 spells in one turn, no own restricted spell selection)
- !x-magic's free action can not be carried over to a future turn
- increased damage and accuracy of !x-fight and !twincut
- active !abilities that are subject to cooldown mechanics now show "cooldown" instead of "active" in the ability menu
- first !ability no longer adds to stats
- added softcap to base stats at 50
- reduced HP per job with "HP up" bonus from 50 to 20+total job levels, capped at 50
- fixed bug that made drain spells heal double the intended amount against targets that survive the spell
- increased CQC from 20% to 27%
- increased Y-Magic from 25% to 30%
- Y-Magic now does not work on the free action spell cast by X-Magic's effect instead of the complete turn
- increased global cooldown recovery a bit
- increased item cooldown for softs from 8~1 to 255~7
- reduced mightamp/rod element boost from 50% to 30% (physical 30% to 20%)
- increased power of Wind Slash from 90 to 115
- increased power of Black/Bio from 106 to 120, cost from 18 to 23
- increased power of Black/Psych from 30 to 70
- increased cost of Arcane/ChainBolt from 10 to 16
- increased cost of Bushido/Cleave from 10 to 15
- increased cost of Bushido/TeraBreak from 17 to 27
- increased power of Yin/Siphon from 28 to 63
- reduced power of Zombie Breath from 20 to 12
- increased power of Icestorm from 99 to 110
- increased power of Electric Shock from 118 to 132
- increased power of Mustard Bomb from 90 to 115
- increased MP drain from psych-like spells from 1/32 to 1/16
- fixed some issues in the calculation of psych damage
- on multi element attacks field attacks that oppose one element but boost another ignore the opposing part
- bosses get 50% damage reduction from armor/shell instead of 25%
- bosses get +25 power on ground type spells (quake, flood)
- def piercing spells when used by monster ignore 15/16 def instead of 1/2
- old status additionally reduces damage output by 20%
- blind status additionally reduces physical damage output by 20%
- fork tower (physical) reduces mag. accuracy to 0 and magic power to 25%
- bomb damage can now be absorbed as fire damage
- changed formulas for !released monster
- relic with "catch up" effect increases damage of released monster slightly
- buffed attack power of Galura, reduced speed a bit
- nerfed stats of Gilgamesh (dungeon, solo Galuf)
- fixed some sprite errors on tinker Bartz and tinker Galuf
- renamed Blue/???? to Minus Strike and made it display in top box when used
- Tinker/Overload now ignores endure
- level down spells like Blue/DarkSpark are now subject to status damage, treated as "old"
- defense down spells like Blue/Guard-Off are now subject to status damage, treated as "berserk"
- increased base accuracy of Blue/DarkSpark from 66% to 80%
- changed wounded status from poison to water
- changed mute status from holy to wind
- changed mini status from water to poison
- changed confuse status from wind to holy
- replaced !aero with !bless, next received cure spell gets +50% power, +2 def until used
- Bard learns !Bless instead of !Drink
- Berserker learns !Flirt instead of !Drink
- Chemist learns !Bless instead of !Drink
- Magus learns !Sleep instead of !Aero
- MysticKnight learns !Imbue instead of !Aim
- Tinker learns !BuildUp instead of !Drink
- WhiteMage learns !Bless instead of !Aero
- With version 1.500:
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