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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 1.656 See changelog
Released
v1.656
- 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
- With version 1.656:
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