praetarius5018

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Posts posted by praetarius5018


  1. Still my question: what would that gain?
    Regular FF5 FJF works already and has many, many more variants than could be added in the ROM easily.
    Plus I've 0 idea for GBA ASM so that'd lose 4 jobs from the pool.

    And I sadly doubt anyone would ever go so far as to do a challenge run in any of my works.

    Either way, the "easist" way to get an FJF mode for my mod would be an external generator that modifies a few specific values in the ROM according to "better" randomness than FF5 itself can manage.
    The FF5 RNG can only have 256 different states. Needed would be at least 720 (6 wind jobs x 6 water jobs w/ mime x 5 fire jobs x 4 earth jobs).
    So that obviously makes 2/3 of all combinations not possible.
    Just imagine that this could possibly mean that 70% of teams are stuck with Berserker, glorious times!

    hmmm.... shouldn't be too hard to port the needed change to a regular FF5, though would still need to write that "generator" - I've no idea how to do that.


  2. Well, technically you can relatively simply "prevent" save scumming for better stats:
    have a separate RNG only for the level up stats meaning it only advances when someone levels up
    or even simpler make stats soft capped by level, e.g. lv1 stat + 3 + level/4 (assuming way below 25% chance)

    Does it have to be addressed - maybe, probably not.
    I just wanted to show a potential pitfall which might make it less enjoyable than it could be.
    Also it seemingly contradicts another of his stated goals:
     

    On 28.11.2017 at 5:39 AM, GrayShadows said:

    Defined Character Roles: By limiting characters' access to certain skills, there's a certain level of strategy involved in planning your team, as each character's ability is useful in different circumstances.

    Dumb question from my side:
    how can roles be defined, how can I plan my team, when the stats are purely random?
    If a role boils down to a magical nuker and RNG comes up with mostly non-magic stats that falls a bit on its head.

    Unless I'm mistaken FireEmblem is similar with the stats but there you have a gigantic cast, so a couple bad cases can just be thrown out by the player; with a small cast, every bad egg hurts more.

    Sorry I'm dragging this point on and on, still curious...

     

    On 28.11.2017 at 5:39 AM, GrayShadows said:

    New Spell List: With the rebalanced ability system, the spell list will be divided evenly between Black, White, and Time magic -- but only certain characters can learn given spells, and most won't have access to the spell list at all.

    forgot to ask this:
    is this only how the vanilla spells are distributed among the characters or does it include changes to spells themselves, maybe even replacements?


  3. 2 hours ago, GrayShadows said:

    And I want to reiterate, I don't know that this is going to work out the way I intend it to, and I understand the concerns that are being brought up, but I'm not just throwing this system into an otherwise vanilla FF6 -- there are enough balance changes being made overall that we're not going to know how well it actually works out until I hit playtesting, and that's a long way off. I have backup plans that offer more flexibility and less randomness to the player, I just want to try this first.

    Yes, see it through.
    But just remember that with the proposed design there's an insane gap between those that play normally (stats are close to mathematical average), those that save scum (stats way above par) and those that have little luck (relevant stats +0). That's what worries me a lot.

    Dunno, maybe treat it like intended level for the final boss is around 40-50, cap is level 99 for those that get screwed over by RNG too much and cap stats without equipment very low, like even as low as 70.
    Don't mind me, just my 0.02$

     

    2 hours ago, GrayShadows said:

    I mean, I'm defining the level one stats, so I guess that means I have access to them?

    If FF6 is so nice, good, but in FF5 finding those values starting from a random stat block is an adventure and a half...


  4. Ok, so it is indeed a slippery slope (e.g. bad luck once has much more bad luck following OR good luck once increases chance to get even more good luck, imo not a good thing for stats)

    Example as I understand it:
    level up to lv30, you had a lv1 stat of 30
    1) has gotten every increase to the stat, so has currently 59, making the chance to get an increase 59/256 or 23%
    2) has never gotten the stat increase, still sitting at a 30 stat; chance is 30/256 or 11.7%

     

    do you have access to the level 1 stats during that formula?
    I'd suggest a more complex formula for the chance to increase that incorporates the "intended average" stat or something.
    Though that depends on the data you have access to there.


  5. On 28.11.2017 at 5:39 AM, GrayShadows said:

    Random Stat Increases at Level Up: Instead of using the Esper system, characters have a chance at a stat increase at each level -- the higher the stat, the greater the chance it'll increase, favouring a character's primary stats over their secondary ones. Of course, if you're unlucky, the wrong stats will increase -- or no stats at all.

    Stat Bits, Golden Apples, and Soma Drops: On the other hand, you can permanently increase your characters' stats through items! But be careful, there are only a few in the game... Unless you know where to look.

    I'd like some clarification on the "the higher the stat, the greater the chance it'll increase" point; it does read like a slippery slope.
    Do you really mean that if I had good luck on my stat so far (got an increase from lv1-10 every time) I'll have even greater odds later on?
    Does wearing stat enhancing gear factor in this as well?
    Or do you mean that the chance is relative to the character's base stat?

    Either way, be careful with this.
    Not only may it hurt some players but it also hurts your ability to know what a player can "do".
    E.g. how much damage can they take from boss XY?
    Just as extreme scenarios:
    A lucky player (got every HP and defense bonus) could easily eat 3k raw damage hits and laugh it off, while the unlucky player (got bare minimum) will have a game over from a 1.5k hit already.
    A lucky player may be able to take 2-3 turns per boss turn with "max speed", while the unlucky player can't even muster enough turns to keep up with healing.

    I'm not saying that random stat growth is necessarily bad, just that there should be a limit as to how bad it can go.
    And an ATB based game gets hurt even more from this thanks to how powerful "more turns" via higher relative speed is.


  6. If you want to use one, a translation patch must be patched before this mod.
    Most use an english one, I develop on JP (not that I understand anything there) - no problems there for the most part.
    Then make sure your rom is unheadered (e.g. via SNESUtils) and then apply this mod.
    Next you can add one of the difficulty modifiers from the sub folder, the default patch is set to hard.
    Afterwards there are some minor bonus patches included in the misc_patches folder you can apply as well if you want, though there's no "undo" option for those, so keep a backup in case you find you dislike those extras.

    • Upvote 1

  7. I guess I kinda have that already as an option.

    Spoiler

    Normal Mode:

    • similar to vanilla FF5
    • each character is restricted by which jobs they can use, e.g. Bartz can normally never be a Chemist
    • each character has access to a total of 15 jobs once the jobs are unlocked
    • each job is banned on at least one character
    • it is no longer possible to change back to Freelancer
    • wearing a Sage Stone unlocks ALL jobs on that character, even if not yet aquired
    • having 1 or more ABP in a banned job without an equipped Sage Stone makes the character suffer from incurable Old status


    Single Mode:

    • comparable to FF1 / FJF
    • you get access to all jobs after the first boss
    • once a non-freelancer job is chosen for a character (gained 1 ABP in it), it cannot be changed anymore
    • exp gain is doubled, abp gain is halved (rounded up)
    • Single Mode is not accessible when a character has two or more jobs with at least 1 ABP each
    • changing from Single Mode to Normal Mode is always possible

    FF5_class_lock.png

     

    There's only a few major things stopping me from releasing a playable (unbalanced) beta alpha:

    • a grind of 300 enemy formations
    • a bug with x-fight + spellblade that kills the game
    • a title for the hack

     

    If you want to read, this is my current change list:

    Spoiler

    general battle changes:

    • battle frequency is now dependant on the former battle speed setting; 6 - rare, 3 - vanilla rate, 1 - grind mode
    • challenge level can now be adjusted in the config: affects enemy damage, defense, HP and speed
    • ATB is now instantaneous
    • if MP is 100 or above the wait phase between turns can be skipped by using 100 MP
    • defending and guarding restore 100 MP
    • MP at battle start is set to 10 unless certain abilities are equipped or specific jobs were levelled
    • MP damage that exceeds current MP now gets added to ATB until next turn
    • near death is now 25% HP or less (instead of 12.5%), abilities like cover trigger accordingly
    • backrow modifier is now 75% instead of 50%


    Stat changes:

    • strength reduces equipment burden
    • agility increases accuracy and evade
    • agility and magic partially bypass enemy magic evade
    • changed HP/MP progression
    • HP gain softcaps at Lv30, 1600 base HP compared to 2000 at Lv99
    • damage softcaps at Lv35
    • equipped skills add stat bonuses instead of increasing the minimum stat level
    • most abilities provide stat bonuses when equipped; passive abilities, especially innate ones, provide higher stats


    Job changes, general:

    • choice between "Normal" and "Single" Mode in config, details below
    • required ABP for job up only depends on number of current total job level
    • stat influence of being in a certain job has been turned down
    • each Job level up grants stat bonuses to the character
    • each Job has now 7 levels
    • a character can at most have 70 job levels
    • all Jobs have one Job-related Slot plus 3 free slots
    • !Fight and !Item are optional
    • innate abilities are active for all jobs once unlocked
    • Caution, Preemptive, Berserk, Cover and Counter are no longer innate
    • Berserker is no longer auto-berserk
    • every job can equip every item


    Job changes, Normal Mode:

    • similar to vanilla FF5
    • each character is restricted by which jobs they can use, e.g. Bartz can normally never be a Chemist
    • each character has access to a total of 15 jobs once the jobs are unlocked
    • each job is banned on at least one character
    • it is no longer possible to change back to Freelancer
    • wearing a Sage Stone unlocks ALL jobs on that character, even if not yet aquired
    • having 1 or more ABP in a banned job without an equipped Sage Stone makes the character suffer from incurable Old status


    Job changes, Single Mode:

    • comparable to FF1
    • you get access to all jobs after the first boss
    • once a non-freelancer job is chosen for a character (gained 1 ABP in it), it cannot be changed anymore
    • exp gain is doubled, abp gain is halved (rounded up)
    • Single Mode is not accessible when a character has two or more jobs with at least 1 ABP each
    • changing from Single Mode to Normal Mode is always possible


    Weapon changes:

    • Knives now properly use (STR+AGL)/2 instead of STR/2 + (high byte)(AGL/2)
    • Chicken Knife now uses (STR+AGL)/2 instead of STR+AGL
    • Chicken Knife now has 20 attack at 0 escapes and goes up by 2 per escape, caps at 90 attack power; for non-weapon purposes attack power is 0
    • BraveBlade starts at 100 attack and goes down by 1 per escape
    • BraveBlade loses attack for ALL purposes on escaping not only for regular attacks, e.g. also for Goblin Punch
    • Lances can be used with Double Grip
    • Rods and Staves now use (STR+MAG)/2 instead of STR; attack value is no longer random between 0 and 2x attack power
    • all weapons have now a base element, e.g. most swords deal fire damage, this stacks with the effect of spellblade
    • weapons that had a element in vanilla are still "auto-spellblade", meaning using a spellblade effect overwrites the special property
    • unarmed attack power increases by VIT/2
    • increased accuracy of Blood Sword from 25 to 65


    Equip changes:

    • instead of helm, armor and relic you can now equip 3 relics
    • all pieces of equipment are elemental and contrbute to elemental strength and weaknesses of the character
    • relics add a mix of resistances and weaknesses
    • relics increase attack power of weapons and spells of matching element by +10% (additive with each other and character bonus)
    • if you are both weak and resistant to an element it becomes neutral
    • shields remove their listed element from weaknesses, this step applies after weakness and resistance wipe each other out
    • armors can now increase eva% instead of only shields, this stacks with AGL and is capped at 70%
    • armors can now also increase base HP (profits from VIT)


    Item changes:

    • consumables like Potion, Ether, Antidote and mixing ingredients are no longer used up
    • their effectiveness increases with stack size, 1x Potion heals for 50 HP, 99x Potion heals 1250 HP
    • using !Item, !Mix, !Throw, !Drink puts those abilities on cooldown until it can be used again, stronger items require longer cooldown
    • Elixir, Phoenix Down and status removal items get shorter cooldowns with bigger stacks
    • breaking Rods does not give a cooldown and still destroys the weapon
    • when defending remaining cooldown gets reduced by 25%
    • added Bombs that deal constant damage to all enemies, power based on stack size


    Element changes:

    • hitting a weakness now only reduces effective defense by 25% instead of ignoring it entirely
    • hitting a resistance now reduces atk power by 25% and increases effective defense by 50% (formerly was just -50% attack power)
    • hitting a immunity now reduces atk power by 50% and increases effective defense by 50% (formerly was auto-miss)
    • defending targets have no elemental weakness
    • each character has two elements for which they increase attack power of weapons and spells by +10% (additive with relic bonus)
    • Bartz empowers wind and lightning elemental attacks
    • Lenna empowers water and ice elemental attacks
    • Galuf empowers earth and holy elemental attacks
    • Faris empowers fire and poison elemental attacks


    Ability changes:

    • spell abilities !White, !Black, !Red, !Time, !Summon are now only learned once and grant access to all their spells (if learned) like !Blue
    • in battle non-active skill slots are filled with non-duplicate !Item, !Fight, !Brave, !Scan
    • Barrier: triggers now at 1/4 instead of 1/16 (and only if shell is not already active)
    • Brawl: attack power bonus increases by 1 per level instead of 2 and caps at Lv35
    • Counter: chance increased from 50% to 70%
    • Counter: changed used ability from !Fight to !Counter; same modifiers for now but displays name on top
    • Defend/Guard: defend/guard stance is cancelled on free/extra turns (e.g. 100 MP use)
    • Defend/Guard: damage reduction now applies against all attacks that respect either physical defense or magic defense
    • Defend/Guard: negates elemental weakness, reduces chance to get hit by status effects
    • Defend: reduces damage only by 25% instead of 50%
    • Drink: items are no longer consumed but put the command in cooldown, bigger stacks give shorter cooldowns; cooldown shared with Item
    • Dual-Wield: now has a 13/16 attack power penalty
    • Double Grip: 125% attack power instead of 200% final damage
    • Drink: Power Drink now increases attack power by 10 instead of a dummy value, capped at +30
    • Equip X abilities were replaced with new abilities
    • Fight: successful hit regains 5 MP (3 if dual wielding), up to 80 MP
    • Gaia: random chance independant of level, roughly 25% chance for each local spell effect
    • GilToss: cost lowered to 10*VIT Gil per target
    • GilToss: base damage is 1.5*VIT+5 instead of based on level
    • GilToss: damage multiplier is based on level*(AGL+VIT)/2 instead of fixed 150
    • GilToss: uses earth element
    • Guard: take 1/4 damage instead of 0 from physical attacks
    • HP +10%: renamed to Bulwark, adds 10 VIT as well
    • HP +20%: renamed to Endure, HP +10%, can survive lethal hit if HP was > 1/8 before
    • Kick: takes unarmed base attack power now into account instead of only using the brawl bonus
    • Medicine: no longer affects MP recovery
    • Mix: items are no longer consumed but put the command in cooldown, bigger stacks give shorter cooldowns; cooldown shared with Item
    • MP +10%: renamed to Turbo MP, provides 10 MP at battle start
    • Observe/Scan: grant free turn afterwards
    • Red: grants White and Black magic up to level 4
    • Rose: formerly Red2, grants White and Black magic up to level 2
    • Slash: changed to hit-all physical 85 power STR/AGL attack with 75% base accuracy instead of kill all
    • Song: max stat bonus reduced to 30 instead of 99
    • Spellblade: grant free turn afterwards
    • Spellblade: now compatible with all non-spell weapon types (Bows yes, Rods yes, Blood Sword no)
    • Spellblade: no longer usable with X-Magic
    • Steal: chance to steal and chance for rare item increases with AGL
    • Throw: does no longer consume the item but gets a cooldown based on item used, e.g. Shuriken have faster cooldown, stronger weapons longer; cooldown shared with Item
    • X-Fight: no longer ignores defense or evasion
    • X-Fight: no longer lets magic weapons deal double the intended damage
    • X-Fight: reduced from 4 to 3 attacks, increased damage from 50% to 57%
    • X-Magic: only provides access to level 1 white/black spells by itself
    • X-Magic: spells cast via this suffer a 13/16 attack power penalty
    • X-Magic: can no longer use spellblade spells


    New Abilities:

    • AreaCast: equip-passive that lessens multitarget penalty for damage and accuracy from spells as if spells were "always multitarget"
    • Brave: does not use the current turn and gain 100 MP = get to act twice now; delay until next turn is doubled
    • Crit Up: increases chance for critical hits and their damage on katana and bows; increases min and max damage of axes
    • Finesse: menu with 8 physical skills; work with spellblade, 2handed, dualwield and weapon's element
    • Heal Amp: increase power of heal magic by 50%
    • Martial: menu with 8 physical skills, 3 of those are shared with Finesse, same modifiers
    • MagicAmp: increase magic elemental damage, same as e.g. Ice Rod, not stacking with those items
    • MassCast: allows to multi-target certain otherwise single-target-only spells
    • Pierce: attacks ignore absorb, immunity, resistance to element
    • Politics: stealing gets you 2 copies of an item, double post battle reward
    • Revenge: receive 25 MP when taking attack damage; poison and other effects do not count for this
    • S-Jump: jump with double damage and longer air time
    • Steady MP: recover MP after each turn
    • TwinCut: perform two regular attacks with reduced attack power but increased multiplier
    • Y-Magic: "counterpart" to X-Magic; non-X-cast magic gets 25% attack power boost
    • Aero, Aid, Armor, Comet, Cure, Drain, Fury, IceSwd, Mute, Psych, Shell, Slow: cast spell of same name free of charge, single target only
    • Sleep: cast spell of same name free of charge, multi target possible
    • Sand: use enemy ability Quicksand free of charge, single target only
    • Quake: use enemy ability of same name free of charge, multi target only


    Spell changes, general:

    • changed spell damage formula to include equipped weapon; this works as a % modifier of the spells' spell power
    • in case of dual wield, uses the stronger weapon
    • in case of double grip (ability known + free hand), 1/8 bonus is given
    • for BraveBlade the dimished attack value is used
    • "rod breaking" uses a value based on level instead
    • staves and rods grant an additional bonus to spell power
    • multitarget penalty was changed from -50% atk power to a M factor based on the number of enemies hit (100%, 65%, 45%, 36%, 29%, 25%, 23%, 20%)
    • formerly multitarget penalty free spells (not abilities) now are subject to a lesser multitarget penalty (100%, 82%, 60%, 49%, 43%, 38%, 35%, 33%)
    • likewise magic accuracy modifiers (mostly status spells, other auto-hit) were changed from 100%, 50%, ..., 50% to 100%, 71%, 60%, 53%, 47%, 44%, 41%, 38%
    • flare-type spells now only pierce 1/2 defense instead of 31/32
    • level based type spells use (80..150)% weapon damage as base instead of fixed 10..100
    • random type spells use (100% weapon damage + (0..40))*C/16 power instead of 50..200, with C as the original M multiplier
    • for random type spells M is now calculated the same as for normal spells
    • modified a few spell animations to make them multitarget compatible
    • revive effects cancel doomed state
    • extra damage against specific monster type spells now only get x4 damage instead of x8
    • magic accuracy was changed from Hit% + (attacker.Level - target.Level) to Hit% + (attacker.Mag - target.Vit)/4


    Spell changes, specific:

    • Animal/Mysidian Rabbit: heals party slightly instead of doing nothing
    • Animal/Unicorn: no longer a full heal, changed to very strong heal with blind/poison removal
    • Black/Curse: replaces Bolt3, against next hit target has 0 defense and takes +50% damage
    • Black/Dark: replaces Lightning2, try to inflict blind to one enemy
    • Black/Drain: added wind element
    • Black/Psych: added poison element, capped at 50 MP
    • Black/Quake: replaces Fire3, earth/ground elemental damage to all enemies
    • Black/Stun: replaces Ice2, try to inflict paralyzation to one enemy
    • Black/Tempr: replaces Ice3, increases attack power by 6, capped at +30
    • Black/Water: replaces Fire2, water elemental damage to one/all enemies
    • Blue/Aqua Rake: added water element
    • Blue/Crusher: replaces Fusion, deals damage equal to target's max HP - current HP
    • Blue/Exploder: x2 damage and caster survives with 1 HP if used by player
    • Blue/Goblin Punch: damage bonus against same level target reduced from x8 to x4
    • Blue/Hammer: MP damage changed to 50%+20
    • Blue/L? Holy: replaces Aero2, use "Holy" against enemies whose level is NOT dividable by 2,3,4 or 5
    • Blue/Needles: x2 damage if used by player
    • Blue/Snowstorm: replaces Aero3, deals ice elemental level based damage against all enemies, can inflict blind
    • Blue/Vampire: drains by 50% caster HP instead of 100%
    • Blue/White Wind: heals by 50% caster HP instead of 100%
    • Mix/Dragon Shield: immunity to wind damage
    • Mix/Explosive: x2 damage and caster survives with 1 HP if used by player
    • Mix/Kiss of Blessing: berserk status now respects immunity
    • Mix/Resist Fire: absorb fire damage, become weak to water and wind
    • Mix/Resist Ice: absorb ice damage, become weak to fire and poison
    • Mix/Resist Thunder: absorb lightning damage, become weak to ice and earth
    • Spellblade: elemental enchants deal x2 damage on weakness hit and make no change to defense
    • Spellblade/Dark: replaces Fire2, attacks can inflict blindness
    • Spellblade/Drain: heals only 25% of damage dealt
    • Spellblade/Flare: ignores all defense and basic physical evasion, does not modify attack power
    • Spellblade/Hold: replaces Ice2, attacks can inflict paralyzation
    • Spellblade/Psych: drains 20 MP, less for dual wield and X-Fight
    • Spellblade/Stone: replaces Fire3, enchant with earth elemental damage
    • Spellblade/Tempr: replaces Ice3, ignores 25% defense and adds 20 attack
    • Spellblade/Water: replaces Fire2, enchant with water elemental damage
    • Spellblade/Wind: replaces Bolt3, enchant with wind elemental damage
    • Summon/Golem: lowered Earth Wall's HP from 1000 + (Level * 50)  to 200 + (Magic * 20)
    • Time/Bleed: replaces Drag, minor damage + HP leak
    • Time/Demi: damage doubles against wind weakness, halved against heavy types (instead of auto-miss)
    • Time/Echo: try to cast an offensive spell any enemy has recently used; on failure to find a usable spell uses Demi instead
    • Time/Flood: replaces Quick, water elemental damage to all enemies
    • Time/G100: replaces Slow2, removes float and reduces evasion
    • Time/Renew: replaces Haste2, reduces remaining item cooldown
    • Time/Shift: replaces Void, target gets to act now (ATB = ready)
    • White/Dia: replaces Scan, holy elemental damage to one/all enemies
    • White/Holy: now pierces defense like Flare
    • White/Pure: cures in addition to poison blind and paralyzation
    • White/Smite: replaces Cure2, lightning elemental damage to one enemy, pierces defense
    • White/Storm: replaces Cure3, wind elemental damage to one/all enemies
    • White/Ward: replaces Life2, negate physical damage (Golem effect)


    New Spells:

    • Finesse/Martial: Cleave, stronger physical attack
    • Finesse/Martial: Rampage, physical attack that can hit all
    • Finesse/Martial: Fate Hit, random damage
    • Finesse: Weaken, inflict physical damage and lowers evasion stat directly
    • Finesse: Armor Break, inflict physical damage and lowers defense stats directly
    • Finesse: Venom Strike, inflict physical damage with additional chance to inflict poison
    • Finesse: Chill Out, inflict slow
    • Finesse: Sharpen, ignores 25% defense and adds 20 attack for weapon attacks
    • Martial: Salted Wounds, inflict physical damage, stronger against hurt targets
    • Martial: Danger, inflict damage equal to own lost HP against all
    • Martial: Tera Break, inflict very high physical damage
    • Martial: Aid, restore 50 MP to ally, profits from Medicine skill
    • Martial: Prepare, increase own level by 10


    Status effects, general:

    • status effect chance is no longer: if immune then 0% else 100%
    • status effect chance now depends on affinity towards a relevant element (e.g. lightning for paralyzation), status resistance (now only 1/3 instead of 0%), attacker's magic, target's vitality and a few other minor factors
    • heavy-type enemies can now be affected by HP to 1, revive-kills-undead and doom effects, subject to magic accuracy/evasion
    • heavy-type enemies can now cure themselves from certain status effects after some time: berserk, blind, charm, mini, mute, old, sleep, toad


    Status effects, specific:

    • Charm: ends when taking any damage
    • Haste: delay between actions is now only reduced by 33% instead of 50%
    • HP leak: strength increased from 1 to maxHP/512 + 1, capped at 20, doubled if weak to fire, halved against player
    • HP leak: only ticks per ATB point, not 3~5 times per second
    • Level halved: against monster can no longer drop below half starting level
    • Old: stats drop only to 50% of base (=no equipment) stats instead of down to 1
    • Old: monster no longer lose levels instead now affects monster strength
    • Old: increased tick delay from 5 to 30
    • Poison: strength increased from maxHP/16 to (maxHP/16+20)*1.68 (roughly 10%), capped at 1000, doubled if weak to poison, halved against undead
    • Regen: strength changed from VIT*Level/16 to VIT*softcap(Level+5)/32 + 2 * (VIT - 22)
    • Sleep: ends when taking any damage
    • Slow: delay between actions now only increases by 50% instead of 100%


    Monster changes:

    • potential max HP increased from 65.535 to 524.272
    • with very few exceptions enemies have always elemental affinities, no more 90% of enemy types are pure neutral
    • bosses and strong regular monsters can have "HP barriers", any overflow damage when reaching such a barrier is lost
    • e.g. a boss with a barrier at 5000 HP is sitting at 5001 HP and hit for 9999 damage, he'll only drop to 5000 HP now and only the next attack continues as normal
    • upon passing a HP barrier the following stats increase slightly: attack, STR, MAG, AGL, evade, m.evade
    • upon passing a HP barrier maxHP decreases accordingly, meaning the enemy can never be brought back above such a barrier
    • successfully inflicting a death, petrify or similar status will not kill a boss/monster with HP barrier directly, only drop it to the next HP barrier
    • enemies can no longer be immune to displaying their HP
    • enemies don't spend MP for spells
    • self-targetted revival for monsters fails after the first time; monster reviving other monster has no limit
    • stats, spell selection and drops were modified to fit with the other changes
    • all monster should now reward non-0 exp
    • strong fight is reduced from x8 attack power to x4
    • changed Gloom Widows color so it can be differentiated from Tarantula
    • monster like Omniscient should now treat !Gaia, !Animal, !Item, !Scan, etc. properly as non-physical


    Monster formation changes:

    • enemy formations of random encounters are now more random; for most formations there's only 1/8 chance that it spawns with all members present.
    • if this 1/8 chance is not met, it is 50/50 for each monster (except the first) if it stays home.
    • boss formations and select few random encounter formations stay fixed
    • ABP gain is no longer determined by the base formation but a percentage of exp earned, capped at 200


    Misc. changes:

    • can now save at any time
    • running on the world map no longer requires the ability
    • can rename lead character by pressing L or R + menu button
    • damage cap increased from 9999 to 32k
    • in-battle dialog can be forwarded by holding any A,B or direction button, previously these dialogs had fixed speed
    • same for cutscene auto-dialog
    • eva% cap has been reduced from 99 to 70
    • exp gain can be switched off in the config
    • exp gain is no longer divided by the amount of surviving party members
    • after battle, the party is healed by (1/8 maxHP + 4 * (VIT - 20)) * (VIT + 12) / 32
    • reequip after job/ability change can now be set to either optimize or none (keep current items)
    • changed menu attack display from 200% for dual wield and double grip to 13/16 and 5/4 respectively
    • "sort" now actually sorts items instead of only grouping them by consumable/weapon/armor
    • level from the likes of Hero Drink and Dragon Power mix is now capped at 239 instead of 255
    • escape via L/R either works or doesn't, no more RNG; success depends on encounter, AGL, deaths and a few status effects
    • "JOB Lv X ability" text on ability selection replaced with Active/Passive/Innate


    Bug fixes:

    • damage should no longer be able to overflow
    • game no longer crashes when spells target 7 or 8 enemies at once, very few spells were not affected
    • attempting to hit the 8th enemy with a single target attack should no longer hit a "random" party member

     


  8. v1.042

    • high AGL reduces weapon cooldown
    • added effect to headgear tier helms to reduce weapon cooldown
    • added effect to hero's crown tier helms to resist death effects
    • added cap of 320 damage (400 with day bonus) for fraction damage spells like Half Vanish, Slime Prince special, etc.
    • change a few regular enemies to resist snowman status effect
    • fixed defense stats on Wind Demon Mail and Silverwolf Pelt
    • corrected displayed name for Dark Lich's Anti Magic
    • Upvote 1

  9. Think of savestates like a timemachine; everything that happened between save and a later load did not happen.
    That bug I mean occurs after several hours in the same play session. In one of my cases it took 8-10 hours before it became easily visible.

    If you save ingame and then load ingame you start a new session.

    If you make a savestate, switch your emulator off, return later and reload your savestate to continue where you left off then you continue your old session.

    What can happen?
    more frequent slow downs
    palette mishaps
    monster AI disappearing (they become dummies, but also immortal sometimes)
    random game reset
    left over sprites from stuff that is long dead; like half od Dolan's arm sticking around
    spell animations running into an infinite loop
    ...this
    Seiken Densetsu 3 (J)_sinofmana011.png

    I recall reading an article once about a bug with spell animations with similar results (real hardware crashing) being a supposed reason why we never got an english version.

    • Upvote 1

  10. Sorry, I'm not interested in hunting down vanilla bugs.

    That graphic glitch is already known, it is caused by "something" that occurs over long playtime (save and load via savestates does not help in case you use that), especially spell animations - which will happen more often compared to vanilla.
    Ingame reload is the only cure for that.
    Or rather call yourself happy; that same thing can cause lockups and worse stuff.

    I wouldn't be surprised if the snowman thing is related to that as well.


  11. On 26.9.2017 at 4:05 PM, praetarius5018 said:

    1) As said somewhere above, originally I wanted to remove MP altogether.
    But that is kinda difficult if you have tiered spells. I mean sure, I could change it to Fire1 hits one target, Fire2 hits all with the multitarget penalty but what should Fire3 do then?
    Or replace tier3 entirely, that'd work too.
    Or scratch Fire2 AND 3, then keep Fire"1" as toggleable single/multitarget.
    Ok, there probably aren't that many staples in the series we're missing AND can recreate.
    Plus, certain classes would become overpowered just on the basis of sheer choices.
    A Black Mage with 18 answers per problem instead of 5 would be terrifying.

    not sure if I should corrected or have proven my point

     

    new white spell list:

    Spoiler

    cure, restore some HP for one/all
    dia (replaces scan), one/all holy damage
    pure, cures poison, blind and paralyzation
    mute, inflict silence
    armor, half physical damage
    mini, inflict or cure mini status
    smite (replaces cure2), one lightning damage, pierces 50% defense like flare
    life, revive with 1/16 HP
    charm, inflict confuse/charm
    image, block 2 physical hits
    shell, half magic damage taken and greater chance to resist spells that don't auto-hit (e.g. status effects)
    heal, removes status ailments that aren't death or doom
    storm (replaces cure3), one/all wind damage (white had aero in some titles)
    wall, reflect spells for a short period of time (about 2-3 turns)
    fury, inflict berserk
    ward (replaces life2), like golem but a bit weaker
    holy, high single target holy elemental damage, pierces defense like flare
    dispel, removes most buffs

     

    new black spell list:

    Spoiler

    fire, one/all fire elemental damage
    ice, one/all ice elemental damage
    bolt, one/all lightning elemental damage
    venom, can inflict poison
    sleep, can inflcit sleep
    toad, inflict/cure toad status
    water, one/all water elemental damage
    stun, can inflict paralyzation
    dark, can inflict blind
    drain, wind elemental HP steal
    break, can inflict petrify (=death for monster)
    bio, poison elemental damage vs one, inflicts HP leak
    quake, earth/ground type hit all spell (ground = can't hit float/flying)
    tempr, increase attack power of ally by +6, max +30 (affects thanks to scaling physical and magic damage)
    curse, not yet implemented, aiming for target takes +50% damage on next hit and has 0 def for that hit
    flare, high single target fire elemental damage, pierces defense (means halves defense)
    doom, instant death if successful
    psych, poison elemental MP steal

     

    new blue spell list

    Spoiler

    condemn, 30 seconds (more like 2-3 turns now) until certain death; also "revive effects" cancels this state
    roulette, tries to kill a random target
    aqua rake, got water element (and keeps anti-desert for x4 damage), was previously only neutral + anti-desert
    l5 doom, all enemies with level dividable by 5 die
    l4 quarter, all enemies with level dividable by 4 take damage of 75% remaining HP
    l2 old, all enemies with level dividable by 2 suffer old status
    l3 flare, all enemies with level dividable by 3 get hit by "flare"
    frog song, inflict/cure toad status
    tiny song, inflict mini status
    flash, inflict blind
    time slip, inflict old + sleep
    moon flute, inflict berserk
    death claw, HP to 1 with paralyzation
    aero, one/all wind elemental damage
    L? holy (replaces aero2), casts "holy" on an enemies that are NOT affectable by L2, L3, L4 or L5
    Snowstorm (replaces aero3), level based ice elemental damage against all enemies, can inflict blind
    emission (flamethrower), single target fire damage
    goblin punch, x4 multiplier instead of x8 against target of same level
    dark shock, halves target level
    guard off, halves target defense
    crusher (replaces fusion), deal damage equal to target's missing HP
    blast, damage, HP leak and paralyzation
    vampire, steal HP equal to half HP lost
    magic hammer, inflict MP damage
    big guard, armor, shell and float
    exploder, if used by a PLAYER, caster survives with 1 HP instead of 0, also double damage; monster get normal damage and die
    ????, deal damage equal to own lost HP
    needles, 1000 damage if used by monster, x2 if used by player
    white wind, only half current HP is used as heal power
    missile, deal damage equal to 1/2 of target's current HP, +50% if weak to wind; usable versus boss at reduced power

     

    new time spell list

    Spoiler

    bleed (replaces drag, the does nothing spell), low fire elemental damage + HP leak
    slow, increase delay between turns by 50% (vanilla was +100%)
    regen, heal HP in set interval
    warp (replaces void), change row of ally
    haste, reduce delay between turns by 33% (vanilla was -50%)
    float, avoid "ground" type moves
    demi, 50% damage normally, 75% if target is weak to wind, works against heavies but at reduced power
    stop, inflict stop status
    exit, escape from battle independant of flee chance (as long as possible at all); escape from dungeon
    comet, got earth element and "random" damage is now random relative to weapon power and regular M instead of pure 50..200 and a constant M
    G100 (replaces slow2), remove float/flying, reduces p.evade if above 15 by 25%
    reset, start battle over as if it never happened
    shift (replaces demi2), target ally gets to act now (atb = 0); basically trade own turn for ally's
    ??? (replaces hast2), not decided yet
    old, target gradually loses stats; has minimum values compared to "naked" stats (without armor)
    meteo, same damage change as comet; still hits 4 random targets (or same target 4 times)
    flood (replaces quick), water damage to all enemies
    xzone, instantly destroy target (means it works against undead as well)

     

    new spellblade list

    Spoiler

    (unless otherwise noted, elemental buff affects are x2 damage against weakness with NO defense change; applying the buff does not consume a turn and works on most now weapons that aren't in reality casting spells instead of attacking, e.g. harps, blood sword,..)
    fire, fire elemental weapon buff
    ice, ice elemental weapon buff
    bolt, lightning elemental weapon buff
    venom, weapon buff that enables to inflict poison
    mute, weapon buff that enables to inflict silence
    sleep, weapon buff that enables to inflict sleep
    water, water elemental weapon buff
    hold, weapon buff that enables to inflict paralyzation
    dark, weapon buff that enables to inflict blind
    drain, weapon attacks try heal 1/4 damage; inverse on undead and if damage was absorbed
    break, weapon buff that enables to inflict petrify
    bio, poison elemental weapon buff
    stone, earth type weapon damage
    tempr, +20 attack, def -25% (nerfed vanilla flare blade)
    wind, wind type weapon damage
    holy, holy elemental weapon buff
    flare, not sure what to do with that one, probably ignore all defense
    psych, steal 10 MP per hit; reduced for dual wield and X-Fight

     

    additional changes:
    MP "damage" that exceeds current MP damages ATB (= longer delay until next turn)

    The relevant element for most attacks will be shown in the top display (only one color for those though...)

    FF5_holy_x8.png

    can now rename character in first slot any time that menu is available (just via holding L or R while entering menu)

    FF5_rename.png

    FF5_rename2.png

    doesn't affect "story" dialog yet, since those are hardcoded, only menus. maybe later.


  12. not even 2 weeks without a new patch despite me being "done", :$

    v1.035

    • excluded a few cinematic and boss death animations from being skippable via optional patch
    • fixed light-Angela having wrong weakness to fire instead of ice
    • fixed bug that made spell power armor not turn spells non elemental
    • replaced "magic up" with "increases generic magic and damage item power" in documentation for greater clarity
    • Upvote 1