praetarius5018

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Posts posted by praetarius5018


  1. 45 minutes ago, Aegis98 said:

    Also, I find it odd that Faris can't become a Blue Mage, considering her bond with Syldra and everything.

    Edit: And I don't know how I missed this earlier, but Bartz is a black mage and Fire is not costing any MP while his other spells do cost MP.

    Wouldn't that make her more a summoner than a blue?
    Or a Tamer/Trainer/Beastmaster?

    Fire costs 0 is correct

    DUMMYDUMMY is just a text issue - you should still have learnt Recycle there - passive abilities are special snowflakes that need to named 3 times and I forgot one ofc...


  2. 3. Oh wait, I misread that. I read all jobs period.
    He should have access to 7 jobs, but wind crystal technically gives 8.
    Everyone else has 5/8 there, he 7 - it just happened, it didn't really watch for when the jobs get available,
    just that each char has at least 4 jobs after the first crystal and the jobs fit somewhat thematically.

    Job selection can still be changed though.

    4. not implemented job.
    To figure out which are just check the ability menu, you'll see the job main ability above the section where you select your 3 abilities;
    if it is just "!" it is a placeholder job. Otherwise it'll be like !White or whatever the job has


  3. v0.575

    • added abilities for Tinker job
    • finished job palettes for new jobs
    • fixed berserk, confuse action behaviour
    • fixed exp options not working as intended
    • fixed bug that made X-Fight and TwinCut randomly crash the game
    • fixed bug that made certain escaping enemies not really escape (also applies to SolCannon self-destruct)
    • fixed interaction with X-magic and Time/Echo spell
    • altered MP calculation to (2xSTR + 1xMAG + base + JobBonus) * (MAG+64) / 64
    • MP soft caps at 200 and 300, hard cap at 400 before %MP abilities which cap at 500
    • adjusted HP/MP curve of player characters
    • decreased general HP growth of enemies by about 15%
    • decreased specific HP% of Sandworm
    • increased general enemy damage output
    • increased effect of difficulty on enemy damage output
    • increased abp gain from exp/128 to exp/32
    • increase power of heal vs undead by 50%
    • modifed delay for actions; 0 tick delays are now possible (most abilities), non-0 delays are now modifed by AGL (Slash, Jump, BuildUp,...)
    • added 2hand-only flag to Anti-Magic bow
    • increased accuracy of Rod from 70 to 80
    • now shows the job's main ability in the abiltiy selection instead of just "ability"
    • singing gets ended when max buffs are reached
    • Blue/Vampire: now works like a 80 power non-elemental drain spell
    • nerfed X-Magic/Shift to quartering missing delay instead of setting to 0, Time/Shift is unchanged set to 0
    • nerfed demi vs heavy to 1/4 instead of 1/2 the usual power
    • demi and psych now respect the power penalty for being used via x-magic
    • SteadyMP only works up to 99 MP (it is steady MP, not steady TURNS!!)
    • changed ribbon to void type
    • changed martial/aid to void type

     

    so formal introduction for Tinker
    FF5_tinker.png

    abilities:
    !Tinker - 8 "spells", main ability:

    • Turret: summon turret to deal earth damage to one enemy
    • Load: reduces remaining item cooldown
    • Swap: switch remaining item cooldown with target
    • Shock: summon Bardandels to inflict paralyze on all enemies
    • Guardian: summon IronGolem to negate physical damage (Golem effect)
    • HeRoBot*: summon Prototype to deal lightning damage and HP leak to all enemies
    • Overload: set own item cooldown to 0 at cost of some HP (can be lethal**)

    !X-Item - same as !Item but with multitarget and double cooldown

    Recycle - passive ability to speed up item cooldown

    !Drink, Brawl - same as from other jobs that have those

    learned in order:
    Brawl, !Tinker, Recycle, !Drink, !X-Item

     

    Currently, the new "spell" menus have all their spells always unlocked.
    This will change later.
    The first 2 of each menu will be always available and the other 6 will be tied to conditions - like you currently need for !Black to buy the spells and for !Blue get hit by them.
    Though there will be no double-unlock like in vanilla where you had to e.g. grind BlackMage AND buy all spells.

     

    *you know: Hero-Bot, He-Robot, not-I-Robot

    **1-stack feather from !Item would be 14k self-damage, 50-stack Elixir about 900, mere Potion 192 damage


  4. Only "breaking" (use equipped rod) and GilToss remove ressources permanently in this version.
    Easily farmable weapons is kinda dangerous - stacksize reduces cooldown for !throw, up to no cooldown in the 30s.

    I would put weapons only as rare drops (first copy guaranteed,
    I think 1/16 for every further), maybe as stealable if the weapon is "outdated" for the area the monster first appears in.


  5. In short yes, both drops and steals will have to be changed.
    I have a small list of additional weapons and armors that have to go somewhere - and I don't want to stuff everything into the very few shop spaces we have left.

    Though I'd like to limit it to one steal type per enemy, either rare or normal, not both.

    Plus more potions isn't that bad, they heal more with increasing stack size.


  6. current version: 1.658

    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
    • 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!
    • Upvote 9