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 1.655   See changelog

Released

v1.655

  • replaced gauge option with alternate job sprites option (sprites provided by zetawilk)
  • HP display now also updates on damage pop up instead of after the whole round ends
  • no longer hides field icons on victory
  • battle UI now displays status health bar between HP and atb bar; toggle status bar on/off with select
  • battle UI displays stun/stop/singing duration instead of atb ticks, bar becomes then colored pink
  • added bonus to first turn speed for fastest party member if a faster enemy exists (i.e. should go first in all boss fights)
  • HP regen now also gives healing over time like inverse HP leak (negated by HP leak); reduced strength of the periodic big heal
  • each hero can now only endure (defend, endure passive, insurance, heavy status) fatal damage once per battle
  • monster that perform reactions to specific attacks can now do so only once per turn
  • split cooldowns into item and skill types
  • cooldown for skills is affected by strength
  • using brave recovers half a turn of skill cooldown (def. recovers 25% of remaining item cooldown)
  • using weapon spells (e.g. defense sword or rod breaking) now adds 5 turns of item cooldown
  • enemy HP and AGL is now scaled by number of present party members
  • returning enemies in world 3 that are below rank 28 are increased to 28
  • changed player weight penalty on ATB to be more percentage instead of flat
  • adjusted item cooldowns
  • corpses can no longer aegis block attacks
  • set known spell levels by default to max for menu and confuse purposes
  • reduced scaling of monster damage by about 20%
  • reduced influence of MAG for monster status chance to 1/4 the previous value
  • changed element typing of karlabos, siren(undead), galura and crayclaw
  • changed AI of siren; mostly guaranteed haste at 50% instead of random
  • changed Atomos AI; phase 1 nerfed, added a phase 2
  • changed Exdeath (solo vs Galuf) AI a bit to show more of his regular skills
  • changed Exdeath (castle) AI
  • changed arcanist skills; themed around producing combo, empty and broken field icons
  • empty field icons oppose all elements but have no further special effects
  • broken field icons can't be removed, oppose all elements and reduce healing spell power by 25% each multiplicatively
  • reduced bonus HP from HP job levels from (20+total job levels, max 50) to (20+total job levels, max 35)
  • WhiteMage learns !Mantra instead of !Recover
  • passives that gave +10% HP now give +20%
  • heal amp is no longer innate
  • medicine also increases heal spells by 20%
  • barrier no longer displays an animation; needed to fix a bug that treats the animation as a real action (cost 100 mp for a <nothing> extra action)
  • !aim also doubles crit rate and has increased power of 115
  • !skill/examine now costs 0 mp to use and is always available
  • changed !mantra to a 140 power aoe heal, 170 if unarmed, based on vit/mag
  • increased Bushido/Booster's power from 35 to 55
  • increased Skill/Treat's power from 45 to 60 and cost from 10 to 15
  • increased Predict/Blessing's power from 193 to 216 and changed it to also cure toad, mini, zombie and petrify
  • changed Blue/Exploder damage bonus for player from x2 to ~1% per MAG (+100% at 99)
  • two handed only weapons now gain damage bonus from power grip
  • use better of both equipped weapons for crit rate bonus instead of sum
  • increased crit bonus of knives and whips a bit
  • changed thief glove from 2x steal chance to +10% steal chance and 4x rare steal chance
  • replaced fire bow with battle bow and moved it to walse
  • made soot, shuriken an fuuma shuriken usable as exotic weapons
  • added effect to soot when used with !fight to prevent the target's next field icon
  • changed kunai from weapon block to a long range throwing knife
  • moved judgement staff from DarkMage to MindMage and DoomDealer
  • changed bomb damage scaling; now scales with stacksize, AGL, level and medicine passive
  • removed miss chance from bombs
  • nerfed ribbons from +5 all stats to +3
  • random hit skills like comet and meteor have been reduced from max 5 hits to 4
  • physical techs now apply power grip and backrow compatibility by equipped weapon
  • physical techs that display the equipped weapon when attacking now properly use both when dual wielding
  • berserk should now no longer skip the first action
  • increased brawl increase to m.atk if unarmed by +50%+10
  • changed release skills to not profit from user's m.atk bonuses, only passives
  • changed physical release skills to properly use the monster's element
  • reduced base damage scaling of release skills
  • blitz/pummel and rush are now affected by row
  • drag-on breath skills are now str/mag based
  • tinker turret and herobot are now agl/mag based
  • esemte recover is now level based
  • removed stats&ailment checks from flee chance
  • Krile should now start with same job and abilities active as Galuf
  • Minotaur now requires mp to cast holy
  • can no longer stack evade chance of the two parry type weapons (guardian vs hardened dagger)
  • mini status now gives +20 evade instead of 2x, capped at 70 instead of 99
  • mute status no longer has a limited duration
  • doom status can no longer kill bosses (bypasses death scripts), only reduce them down to 1 HP and 0 LP at most
  • heavy status reduces applicable status duration now only by 25% instead of 50%
  • added exceptions to the skill "targeting" to avoid Omega's barrier getting transferred to the player
  • fixed exdeath and leviatan battle name display; formerly showed empty space instead of box border to the right of the name
  • fixed geomancer learning !animals instead of cqc
  • fixed ManKill not counting as knife for proficiency
  • fixed dragon lance not getting doublegrip bonus despite saying it does
  • fixed GaleBow's X-Fight crashing the game
  • fixed a bug with dual wielding that treats the second weapon as having 0 attack
  • fixed a bug that gave released monster full damage multiplier on percentage moves
  • fixed a bug that overrode caught monster when receiving a status effect
  • fixed animation on condemn playing when not inflicting the status effect
  • fixed name of vacuum blade special
  • fixed that physical techs were affected by Lich passive and fork tower
  • fixed phoenix spell animation
  • fixed bug that taught oath/genome spells already when depleting the first LP instead of the last
  • inflicting stun and old with the same attack no longer results in perma stun

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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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