They have a 100% knockback, a bit of ailment heal, a weak revive and a modest heal that applies a Regen. Basic Skill, while not as impressive as other skillsets, allows the Squire to do a little bit of everything. Squire: With a vast weapon selection, decent bulk and nice speed, the Squire takes advantage of his innate Equip Change to adapt to the flow of the battle. Their skills have also been slightly retranslated for readability, trying to keep them as close to the spirit of the original names. Rafa is good with the light-aspected elements and Malak with the dark ones. To further differentiate Rafa and Malak, Rafa's strongest spells are now Malak's weakest, and vice versa. All the English version did was to name both the ability and the cast name the same. In the Japanese version of FFT (.and WotL), Summon and Draw Out have cast names which are different from the ability names. The possible solutions and drawbacks are similar to those of the speed problem, and the reason I prefer this solution is because it allows the game to have a satisfying power growth and still have linear and quadratic formulas coexist peacefully. Get to a high enough PA value and Monks will be instantly punching much harder than the big spell a Mage had to charge up for several clockticks to cast. Another big problem in vanilla is the power difference between linear and quadratic damage skills. Speed is not the only thing that breaks in vanilla at high levels. Lowering the level cap allows for a speed growth similar to vanilla but that never gets to the point where things just break. The problem with that one is that you make it so most of the game has tutorial levels of speed, just so the levels players will probably not reach will be balanced. You could greatly lower the speed growth so that it is balanced at lv 99. You could make speed just not grow at all, but that leads to there being no interesting changes in strategy as units level up at different paces and get their speed points.
There are a few solutions to this problem, all of them come with drawbacks. Speed is an enormous issue in vanilla, as at high levels units get so fast that even Short Charge spells have issues keeping up. Second: associated with the level cap we have growths. This one is the last on the list because it deserves to be elaborated more.įirst: level 99 is very high and won't be reached under normal circumstances by most players. Other stats have different growths by job which will lead to small differences between physically and magically trained units, but not enough to make a change in career unreasonable. There are still slight differences in HP and MP, but you actually get to choose what you want your generics to be without hurting their potential. Male and female units have the same PA and MA growths and gendered gear is gone. In-game help text has clearer information, JP costs are reasonably low and Special Characters can do propositions.
The main goals here are to allow more freedom of builds, make each job more unique and the choice of which job to have as a main to be harder and more interesting. More accurately, the game doesn't check if you have it or not before applying weapon evasion. Weapon Guard is "innate" to everything. At the cost of their unspent JP disappearing upon benching. Unit bench: 10 extra slots to hold units. Equip Change does not cost your turn as long as you only swap things on your hands. Smart encounters and cross skip: no random encounters unless you directly click a green dot and hold "x" to blast through dialog.
This mod uses some ASM hacks which don't have perfect compatibility across the board.ĮPSXe 1.9 (100%), ePSXe mobile (100%), psxFin (not fully tested but seems perfect)ĮPSXe 2.5 (Sword formula deals 1*WP), Duckstation (HP% formulas behave as if everyone has 1k HP)
zip with the patch and also available here: I have a if you want to contact me directly or talk about the mod. That being said, challenge is still a primary goal of mine. While I kept saying that my primary focus was to make a difficulty mod, I think that, more than difficulty, making things interesting is what guided my decisions the most.
Making an FFT mod has been on the back of my mind for at least a decade now, but it was only after I started streaming and played some great mods that I finally decided to make that thought into a reality.