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About Cross

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  1. Unfortunately no, you can only turn off experience gain and that's it.
  2. That's a feature of the mod, read the first post.
  3. The pressure is on!
  4. All of your ideas are noted, thanks!
  5. Yeah, I'm not gonna go crazy on re-balancing the jobs, just a few tweaks to my liking. That's the plan. I'd like to have a game where diverse setup is better than sticking to one thing and one thing only. Well I mostly want some early game ways to inflict status effects and such. Yeah that, I'll just see what I can do with the things I'm doing right now. This is before evasion mind you, so yeah, I think this would equate to 50-65% but not sure yet. For the most part I really want to make it hit, so I'll see what happens. I don't like broken random things so yeah, I will remove it. This is mostly for early game. Have second thoughts on this as well. But I'll test it out just for the heck of it. Yeah I'll take your word on this. I'm planing to have a compressed list rather than repetitive spells that just gives more AoE. I'll see what I can do about it after a few tests. I'd like to see more choices. So try first before anything else. Thanks for the insight!
  6. For once in my life I want to see something finished by me (well except college, that's a different story). And I hope you guys can help me along the way. Here's the rough draft of what I'll be making with the game, hopefully more ideas will come my way: Re-balance jobs (maybe some stat improvements or downgrades) and job tree Re-balance enemies (stats, equipment and abilities) -- this is to avoid playing it only in hyper-offensive teams rather than a mix or defensive teams. Re-balance some of the equipment. Spells will generally be faster as to avoid being not used for the majority of the game. Make status spells GREAT AGAIN. (Aiming for 60-80% chances, need some insight on this) Get rid of/balance broken shit. Make all encounters go on average level with your party. (I think I'll have bosses start with +5 levels or something, thoughts?) Make NPC's controllable. Implement a Exp/JP ASM hack if needed. Credits to Emmy of course. EDIT: for now this project is on hiatus, all my focus is currently on an RPG I am making
  7. It looks cool and interesting, is it just me or does the Japanese version look cleaner and simpler than the US version?
  8. Ah, I have to see this, gonna check youtube or some shit. EDIT: Interesting and cool, is it just me or does the Japanese version of the game looks cleaner than the US version?
  9. Huh? Really? Didn't know that. Wait you are talking about FFT right?
  10. Ohh right, Bad Breath is learnable, forgot about that. Thanks for the tip!
  11. Awww too who else would make a slow team work? Edgar perhaps? Or just basically leave room for a super fast damage dealer/support?
  12. Cool didn't know that, is it a Esper learnable spell? Don't have the printme right now.
  13. IMO BNW punishes slow teams harshly especially in WOR. I was using Terra, Strago, Cyan and Relm in my current run and they get rekt pretty much all the time. Is there any way to not suck when you're as slow as a snail?
  14. Really interested in this mod project. Any updates? New videos? Anything?
  15. Yes this does sound interesting. It is like a follow-up to the esper innate bonuses. Only this is powered by NPC's. Let's wait and see for BTB's reply on this though. Oh btw, Gungho is Jenkins right?