Final Fantasy V: Void Divergence 1.500

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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

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Looks promising, but something's goofed. Faris isn't gaining ABP at all. Everyone else is at like job level 3, at around 13 ABP toward the next level...she's stuck at job level 0, 1/5 ABP. Tried changing Jobs, same thing. She just can't learn anything.

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hmm... no idea, does she gain EXP?
not that there's anything weird that counts her as "dead"

also you'd better post those error reports in the discussion topic - so I can get a notification

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On 13/11/2018 at 6:16 PM, praetarius5018 said:

hmm... no idea, does she gain EXP?
not that there's anything weird that counts her as "dead"

also you'd better post those error reports in the discussion topic - so I can get a notification

It seems that the ABP is assigned constantly instead of increase. If you change the character’s position should rise ABP. The problem is the fourth position, no the character.

 

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Found a Bug: In Bartz's house in Lix, for some reason Stella is lying in the spot she died in during the scene that triggers with the music box in the same area. If you try to interact with her, the game crashes

Reposted from RHDN because it'll take too long for my post to be approved there.

Edited by Lunarman.EXE

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I downloaded this hack few days ago and im having fun playing it, thanks for the great work.

Edit: i made this account just to comment about this hack haha cuz of how good it is compared to any other hacks I've played

Edited by Lelfol

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I started playing yesterday and I like it a LOT but I wonder if something is wrong or if I have just missed something.  Should characters be able to equip any and everything in either hand regardless of job?

I just beat the first boss and unlocked the first set of classes and the game has no qualms with a White Mage equipping a shield and a broadsword or a Knight using a whip in each hand.

Is this how it should be? (I am on 1.5)

 

Edit: I have played a little more and Lenna is a L5 Black Mage and it says she has mastered the job but the ReadMe says the job level cap is 30. Does that mean I can only gain 30 job levels collectively across all jobs or?

Edit 2: Also, is there a list somewhere of what the individual sub abilities do? I can probably guess what some of them do (I assume EagleEye boosts accuracy) but other I have not been able to figure out (Bash, for instance)

anything.JPG

Edited by tacticalcraptical

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yes, everyone can equip everything. but if you equip a weapon not listed under "eqp" they'll be 25% less effective.
30 is the cap of total job levels on a character.
list of abilities and skills is in the xls that was in the zip file of the hack, that has almost everything you might want to know.

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Ah, OK thanks for the clarification on the weapons and level cap. That makes more sense.  I did find the skill list after I submitted it.

 

Thanks again for creating the mod, I am really really liking it so far.

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