FFT: Reimagined is a new take on the Final Fantasy Tactics. Nearly every Job (both generic and special) has received updates, either through changed stat growths or revamped abilities. The Readme has a (very long) list of all changes made.
Major Changes Include:
- Overhauls to nearly all Jobs
- New Items and Equipment
- Updates to Story Mode encounters
-- Most changes made to boss/miniboss battles
- Overhaul to the Deep Dungeon
-- All encounters changed
-- New items can be found
-- Missable gear can be acquired
-- New boss fights!
Read the Readme for detailed information! Or don't if you want to go in blind and see what happens.
Use PPF-o-Matic to satisfy your patching needs!
*This project is still in beta as tweaks and updates are still being made. The vast majority of this patch is in a releasable state, so it is being opened up to other FFT players for their enjoyment. Feedback is always welcome.
**Incorrect file in original upload. PPF file should be included now.
**.9 Update
Weapon Overhaul. Most of the weapons have been adjusted to suit particular Jobs. Weapon power and other boosts they provided have also been changed. Weapon tuning still going on to work on balance.
Various small changes have been made. Refer to ReadMe for full list
**0.92
Overhaul to Armor and Accessories. Armors have become more job specific, and Accessories have been reworked.
Check the ReadMe in the download file for the list of changes, as well as the breakdown of the equipment.
**Minor item updates/bug fixes, see notes in file for list of updates.
Starting this post off with a massive THANK YOU to everyone here. The community you've created, the tools you've made, and all the people here are just awesome. FFT is one of my all time favorite games, and I never thought I would be able to create my own mod for a game like this. You are all the best people.
Alright, so what madness have I let loose? This has been a project I've been working on over the past few weeks, and it's my goal to share it with others to hopefully enjoy, and maybe offer me some suggestions/feedback so I can continue improving.
This does not alter the story. This focuses on overhauling many of the Jobs in the game. Some abilities have been shifted, previously unavailable abilities are available, new abilities are added, and some changes made to the items and equipment in the game.
High Level Changes
ASM's used:
- Unit Bench ASM
- No Zodiac Compatibiliy
- Deep Dungeon Fully Lit*
*When a unit crystalizes, the lights go out, and stay in perma-dark. I'm not sure what's causing this just yet.
Move/Find Item Change: The Common and Rare item are the same. I can appreciate trying to give a reason for someone to have low Brave, but there's always a 1/10 chance of getting the crap item, and that almost always means reset and go again. It was more tedious than fun to me.
Job Levels of each class have been doubled past Level 1. The goal was to give enemy units more JP to have abilities, making them more challenging.
Job Level Requirements have been more streamlined, with most classes having a linear progression to unlock. Some hybrid/special classes require a bit more to unlock.
Squire/Chemist - Available at Start
Knight/Archer/Monk - Level 3 Squire
Black Mage/White Mage - Level 3 Chemist
Lancer - Level 4 Knight
Thief - Level 4 Archer
Summoner - Level 4 Black Mage
Purple Mage - Level 4 White Mage
Green Mage - Level 4 White Mage
Samurai - Level 4 Lancer, Level 4 Green Mage
Ninja - Level 4 Thief, Level 5 Monk
Geomancer - Level 3 Monk, Level 3 Black Mage
Mediator - Level 4 Squire, Level 4 Chemist
Primal Mage - Level 4 Black Mage, Level 6 Summoner
Calculator - Level 6 Mediator, Level 4 Geomancer, Level 4 Samurai
Generic Job Changes
All Jobs have Equip Change and Defend. New abilities are colored Red.
Squire
Squires are the Basic Physical Class with no real defining characteristics. They provide very rudimentary physical abilities that can be useful in the short term, but become quickly outclassed as the game progresses.
Act - Fundamentals
Wish
Dash
Throw Stone
Heal
Reaction
Counter Tackle
Caution
Support
Equip Axe
Gained JP Up
Movement
Move Get JP
Move +1
Chemist
Chemists function as an instant (but less effective) healer than Priests. Cleansing items have been consolidated to Body/Mind Purifier to simplify their loadout.
Act - Item
Potion
Hi Potion
X Potion
Elixir
Body Purifier
Mind Purifier
Holy Water
Phoenix Feather
Reaction
Auto Potion
Support
Throw Item
Maintenance
Movement
Jump +1
Knight
Knights are a front line physical damage class. They can wear the strongest armor and shields for protection, and they can use powerful sword techniques to attack nearby enemies. They can also buff themselves to be more effective in combat.
Act - Arts of War
Accumulate
Yell (now only self target)
Magic Break
Mighty Strike (Higher damage attack, costs MP)
Crushing Blow (Stronger version of Mighty Strike)
Assault Arc (three target Cleave, costs MP)
Grand Cleave (stronger version of Assault Arc)
Shock!
Reaction
Counter
Weapon Guard
A Save
Support
Equip Sword
Equip Shield
Equip Armor
Movement - Empty
Archer
Archers have a new set of skills: Cripple. Their skills now focus on physical debilitations instead of charging attacks. Archers have Innate Secret Hunt
Act - Cripple
Speed Break
Power Break
Mind Break
Leg Aim
Arm Aim
Reaction
Speed Save
Arrow Guard
Support
Equip Crossbow
Secret Hunt
Concentrate
Movement
Jump +2
Monk
Monks no longer have their HP/Status restoring abilities, but have increased Movement and Evasion, and have access to more attacks. Their Martial Arts attacks now deal Earth or Wind damage.
Act - Martial Arts
Spin Fist
Repeating Fist
Wave Fist
Earth Slash
Secret Fist
Mimic Titan
Hurricane
Reaction
Abandon
Hamedo
Support
Martial Arts
Movement
Move +2
White Mage
White Mages now have exclusive* (except Summons) domain over all healing/restorative magics. They also gain the ability to restore MP to their target. Spell range increased to 7.
Act - White Magic
Cure
Cura
Curaga
Raise
Arise
Reraise
Regen
Esuna
Refresh (Restores MP)
Refresha (Restores more MP)
Refreshaga (Restores most MP)
Reaction
Regenerator
HP Restore
Distribute
Support - Empty
Movement
Move HP Up
Black Mage
Black Mages deal exclusively in attack magic. All their spells do direct damage to the enemy. They have access to the first two levels of Black Magic. Spell range increased to 7 squares. Level 1 only hits target square, Level 2 hits 1 adjacent.
Act - Black Magic
Fire
Fira
Bolt
Bolta
Blizzard
Blizzara
Aero
Aera
Stone
Stonara
Aqua
Aquara
Reaction
Counter Magic
Support - Empty
Movement
Move MP Up
Green Mage
Green Mages have the ability to buff their party with various parameter increases to make them more effective in combat. Spell range increased to 7 squares.
Act - Green Magic
Haste
Hastega
Protect
Protectga
Shell
Shellga
Float
Reflect
Quick
Reaction
Critical Quick
MP Switch
Support - Empty
Movement
Float
Purple Mage
Purple Mages have domain over debuffing enemies. They have no direct damage, but they can apply nearly all debuffs to their targets. Spell range increased to 7.
Act - Purple Magic
Blind
Slow
Slowga
Zombie
Silence Song
Blind Rage
Stop
Confusion Song
Dispel Magic
Poison
Sleep
Frog
Death
Reaction
Absorb Used MP
Support
Defense Up
Movement
Any Weather
Summoner
Summoners are already unique in their skill loadout, only change made was to add MA Save to Reaction abilities.
Thief
Thieves already have a unique skillset, changes made add Move +3 and Move/Find Item to Movement abilities. Caution was moved to Squire
Mediator
Mediators don't really fall into a Physical or Magical damage archetype, instead being a support class capable of manipulating Brave/Faith levels. Debuffs are the domain of Purple mages, so they can no longer Berserk/Sleep enemies. Success rate of increasing Brave/Faith increased to 100%.
Act - Talk Skill
Invitation
Praise
Threaten
Preach
Solution
Reaction
Finger Guard
Brave Up
Face Up
Support
Equip Gun
Train
Monster Talk
Movement - Empty
Geomancer
Act
- Elemental Abilities range increased to 6 squares, but no longer has AoE. Damage slightly increased.
Reaction
Counter Flood
Support
Attack Up
Magic Attack Up
Movement
Any Ground
Move on Lava
Lancer
Lancers gain Innate Ignore Elevation. Their skillset is already well siloed. No other changes made.
Samurai
Same as Lancer, Samurai are already siloed in what they do. No changes made.
Ninja
Act - No changes
Reaction
Sunken State
Catch
Support - No changes
Movement
Move in Water
Jump +3
Primal Mage
The Primal Mage casts the strongest Black Magic - level 3 of each element (radius increased to 2 squares) along with the big spells - Flare, Meteor, Dark Holy, Holy, Tornado, Melt, etc.. JP costs of spells are reduced, due to the player having to go through Black Mage and Summoner to unlock.
Act - Primal Magic
Firaga
Boltaga
Blizzaga
Aeraga
Stonaga
Aquaga
Flare
Meteor
Tornado
Melt
Holy
Quake
Dark Holy
Reaction
MP Restore
Damage Split
Support
Short Charge
Movement - Empty
Special Class Changes
[spoiler=Expand to see Special Jobs]
All special classes share Reaction/Support/Movement abilities with base squire. Many special characters come with a secondary job unlocked.
Ramza
Chapter 1 Job renamed to "Noble"
- Same abilities as Squire
Chapter 2/3/4 Job renamed to "Outcast"
Act
- Same abilities as Squire
Night Sword (Learn from Gaffgarion)
Dark Sword (Learn from Gaffgarion)
Split Punch (Learned from Wiegraf at Riovanes)
Chapter 4 Skillset renamed to "Heroics"
- No longer has Squire abilities
Act
Night Sword (purchasable with JP if not learned earlier)
Dark Sword (purchasable with JP if not learned earlier)
Split Punch (purchasable with JP if not learned earlier)
Judgment Strike - melee range Holy attack
Revive - Full restore, 100% chance of success. High MP cost.
Recruit - Better version of Invitation
Rad
New Job - Infiltrator. Similar to Thief for stat/equip progression. Can use Spears, innate Ignore Elevation and Move/Find. Rad is the ultimate Treasure Hunter, as he has full range of movement over the map, and he can pass by unhindered by enemies.
Thief job unlocked
Act - Sneak
Float
Shadowmeld - grant self Transparent status
Disorienting Blast - reset CT of target
Nerve Strike - add "Stop" to target
Gamble Strike - extremely wide damage range, chance of knockback
Alicia/Lavian
New Job - Spellblade. Alicia and Lavian can cast elemental spells, but they split elements. They have less range/damage than Black Mages, but instant cast spells. They cannot wear robes/hats, so they have a more limited MP pool, but their MP growth is increased to help compensate.
Their level 1 spell blade attacks are melee range. Level 2 has a 2 square reach, and level 3 has a 4 square reach. No AoE on their abilities. Their abilities scale on MA.
Alicia - Purple Mage unlocked
Lavian - Green Mage unlocked
Act - Magic Blade
Frozen Slice
Glacial Blast
Ice Age
Earthen Slam
Rockslide
Gaia's Might
Tidal Impact
Tsunami Crash
Unfathomable Depths
Lavian
Blazing Strike
Blistering Inferno
Mighty Conflagration
Crackling Blast
Blitz Judgment
Shattered Sky
Winds of Fury
Hurricane Slash
Tempest Break
Mustadio
Mustadio can use Ancient Technology to provide buffs to the party, and provide healing/support. He no longer has Sniping abilities, as Archers now have that skillset.
Archer job unlocked
Act - Ancient Tech
Ancient Plating - add Protect, 1 square range, 100%
Ancient Barrier - add Shell, 1 square range, 100%
Refraction Device - add Reflect, 1 square range, 100%
Time Dilation Device - add Haste, 1 square range, 100%
Vitality Injector - restores 50% HP, target must be in Critical status
Vaccine - functions as Body Purifier
Stimulant - functions as Mind Purifier
Agrias
Agrias has the "Paladin" archetype, so her job has been renamed to match. All sword skills cost MP.
No job unlocked
Act
Stasis Sword
Crush Punch
Lightning Stab
Holy Explosion
Purify (Stigma Magic)
Seal Evil
Holy
Cid
Select this character to add Easy Mode to your battles. All sword skills cost MP.
Rafa/Malak
Rafa - Ninja job unlocked, innate Dual Wield
Malak - Samurai job unlocked, Innate Equip Katana and 2 Hands
Act
- Abilities increased to five squares, no AoE. Each ability has a chance to hit twice.
- All damage coefficients/JP costs normalized for all abilities.
- Ice element added to Space Storage to cover all elements, Sleep debuff removed.
Meliadoul
Equip Breaking has been removed. While an interesting mechanic, it can be very frustrating for unique gear to be lost. Meliadoul's sword skills now function as other sword skills. All sword skills cost MP.
Geomancer Job unlocked.
Act
Shellbust Stab - 6 Square range, lowest damage ability
Blastar Punch - 5 Square range, moderate damage
Hellcry Punch - 4 Square range, higher damage
Icewolf Bite - 3 Square range, highest damage
Beowulf
Beowulf's abilities now have a much higher chance of success than Purple Mages.
No job unlocked
Reis
Reis loses her abilities that affect Dragons only, gaining the Brave/Faith abilities of Mediators.
No job unlocked.
Act
Ice Bracelet
Fire Bracelet
Thunder Bracelet
Holy Bracelet
Dark Whisper
Bolster - Raise PA/MA/Speed of target
Praise
Threaten
Preach
Solution
Worker 8
No changes made
Cloud
Reduced CT of Limit Breaks
Joins at Party Level
Summoner Job unlocked
New Items
Mind Purifier
- Cleanses mental status debilitations: Confusion, Berserk, Charm, Silence
Body Purfier
- Cleanses physical status debilitations: Petrify, Darkness, Oil, Frog, Poison, Sleep
There are 7 items that remove status ailments, most of which are quickly overtaken once Remedy is available. These two items are for sale at the start of the game, albeit at a higher price. Undead and Blood Suck still require Holy Water.
Phoenix Down renamed to Phoenix Feather (I like the name more)
New Equipment
Items have been repurposed for these new items. Monsters that had the original item from Poaching have been updated.
Durendal
Knight Sword
16 WP
+6 MA
Evade: 25
Alicia/Lavian weapon
Acquisition
- Steal from Vormav during Muronde fight
- Deep Dungeon Move/Find
Tyrfing
Knight Sword
16 WP
+3 MA
Deals MP damage and Absorbs MP. Does not deal Physical damage
Alicia/Lavian weapon
Acquisition
- Steal from Rofel during Muronde fight
- Deep Dungeon Move/Find
Fomalhaut
Gun
10 WP (100 damage)
Acquisition
- Steal from Balk in Bed Desert fight (Dual Wields)
- Germinas Peak rare encounter (Stone Gun removed)
- Deep Dungeon enemies
Ras Algethi
Gun
12 WP (144 Damage)
Aquisition
- Steal from Mediators at Muronde Entrance battle (2)
- Steal from Balk during finale (Dual Wields)
Gandiva
Crossbow
8 WP
Range: 5
Dual Wield
Acquisition
- Deep Dungeon Move/Find
Vijaya
Crossbow
8 WP
Range: 5
Dual Wield
Acquisition
- Deep Dungeon Move/Find
Encyclopedia
Book
8 WP
Evade: 25
+1 PA, MA, Speed, Move, Jump
Acquisition
- Deep Dungeon Move/Find
Staff of the Magi
Staff
2 WP
Evade: 5
Strengthen ALL elemental damage
Vulnerable to ALL elemental damage
+4 MA
Immune: Silence
Forced 2 Hands
Acquisition
- Deep Dungeon Move/Find
Earthshaker
Monk Weapon
12 WP
Evade: 25
Strengthen Earth and Wind
+3 MA
Immune to Stop, Don't Move, Don't Act
Acquistition
- Deep Dungeon Move/Find
Anelace
Dagger
15 WP
+2 Speed
Add: Stop
Evade: 20
Acquisition
- Deep Dungeon Move/Find
- Deep Dungeon Enemies
Gramr
Sword
35 WP
Forced 2 Hands
Evade: 0
Permanent: Slow
Immune: Haste
Aquisition
- Nelveska Temple Move/Find (replace Nagrarock)
- Deep Dungeon enemies
Equipment Changes
Jump Boots - Increased to +3
Pole Weapons - Forced 2 Hands
Mace of Zeus - Innate Protect
Sage Staff - Innate Shell
Spell Edge - +1 MA, no longer adds Don't Act
Sasuke Knife - Add: Don't Act
Muramasa - +1 MA
Masamune - +2 MA
Genji Helmet: +20 MP
Genji Armor: +25 MP
Genji Shield: Evade: 40% P, 40% M
Maximilian: +40 MP
Robe of Lords: +120 MP, +2 MA
Grand Helmet: +15 MP
Kaiser Plate: Evade: 60% P, 30% M, +1 PA
Venetian Shield: Evade: 20% P, 50% M, Half all elemental damage
ENTD Changes
Many story battles have had tweaks made to them.
- Some enemy units have new jobs
- Most enemy units now have set secondary Jobs
Bosses
Bosses/Minibosses in the game have been buffed. Some now have ??? stats, all have had changes to their equipment/skills/abilities.
Algus
Archer Primary skillset, Geomancer Secondary
Reaction: A Save (Brave increased)
Movement: +2
Backup units have more diverse secondary jobs
Gafgarion
Item Secondary skillset
Reaction: Counter
Support: Concentrate
Movement: +1 (Golgorond Execution Site)
Movement: +2 (Lionel Castle Entrance)
Queklain
HP Increased
MA Increased
Reaction: MA Save (Brave Increased)
Movement: Move HP Up
Now casts level three Black Magic
Weak to Holy
Zalmo
Gains Holy and Dispel Magic
Innate Short Charge
Immune to Silence
Backup Units given secondary jobs
Izlude
Innate Attack Up, Defense Up, Magic Defense Up
Backup units given secondary jobs
Wiegraf
Movement: +2
Backup units given secondary jobs
Wiegraf (Duel)
Uses Split Punch (Ramza can learn)
Movement: +2
Velius
HP Increased
Reaction: MA Save (Brave Increased)
Zalmo 2
Reaction: HP Restore (Brave Increased)
Support: Magic Defend Up
Movement: +2
Backup units given secondary jobs
Balk
Dual Wields Fomalhauts
Cripple Skillset
Reaction: HP Restore
Backup units given secondary jobs
Zalera
Reaction: Speed Save (Brave Increased)
Movement: +2
Immune to Silence
Dycedarg
??? Stats
Movement: +2
Adramelk
Reaction: MA Save (Brave Increased)
Movement: +2
HP Increased
Immune to Silence
Temple Knight Fight at Muronde
Vormav equipped with Durendal
Rofel equipped with Tyrfing
Kletien equipped with Faith Rod
Kletien has Short Charge
Orbonne Fights
Rofel
Black Mages changed to Primal Mages
backup units given secondary jobs
Rofel has Tyrfing equipped
Rofel can cast Bio
Balk 2
Reaction: Hamedo
Ras Algethi x2 equipped
Hashmalum
Reaction: MP Switch (Brave Increased)
Movement: Move MP Up
Innate Non-Charge
HP Increased
Ultima
HP Increased
Monster Changes
Monster Units have received various updates, with various Reaction abilities, and new elemental affinities.
Chocobo
Reaction: Speed Save
Cancel Earth Damage
Black Chocobo: Half Wind Damage
Goblin
Move/Jump increased to 4
Red: Absorb Fire
Black: Absorb Wind
Gobbledeguck: Absorb Earth
Gobbledeguck Reaction: Hamedo
Bomb
Move/Jump increased to 4
Reaction: Critical Quick
Explosive: Innate Ignore Height
Panthers
Movement increased to 5
Reaction: Speed Save
Negate Wind Damage
Squids
Move/Jump increased to 4
Reaction: Counter Flood
Negate Earth Damage
Skeletons
Move/Jump increased to 4
Negate Earth/Ice damage
Now Teleports
Ghosts
Reaction: Damage Split
Negate Earth/Ice damage
Flying Eyes
Reaction: Critical Quick
Absorb Dark and Fire
Birds
Reaction: Critical Quick
Teddy Bears - No changes made
Trees
Move/Jump increased to 4
Reaction: Reflect
Negate Wind Damage
Minotaurs
Move increased to 5, Jump increased to 4
MA/MP Growth increased
Reaction: MP Switch
Movement: MP Up
Absorb Earth
Half Wind
Malboros
Movement increased to 4
Reaction: Regenerator
Negate Lightning damage
Behemoth
Movement increased to 5
Reaction: Meatbone Slash
Half ALL elemental damage
Dragon:
Reaction: MA Save
Movement: HP Up
Green Dragon: Absorb Lightning, Weak Earth, half all other
Blue Dragon: Absorb Ice, Weak Fire, half all other
Red Dragon: Absorb Fire, Weak Ice, half all other
Hydra
Movement increased to 5
Absorb Fire/Lightning
Weak Ice/Wind
Half all other elemental damage
Deep Dungeon
All Deep Dungeon encounters have been changed. Each floor now has:
- A Poaching encounter. 4 Monster types, of which at least one will always spawn, and up to 4 of each type can spawn. Different monsters spawn on each floor.
- An Acquisition Encounter. Enemies in this fight will have powerful equipment that cannot be bought, allowing players to farm up end game gear (Steal/Invite/Treasure Chest). Gear that drops in Deep Dungeon cannot be acquired until it could be found via Move/Find.
- Two "Boss" Encounters. These fights involve bosses fought earlier in the game in new combinations. Some new bosses can also be encountered.
- Enemy levels are significantly increased compared to party.
Move/Find Item Changes
Elixirs are no longer findable, replaced by new items.
Nogias - Defender, Glacier Gun, Blaze Gun, Blast Gun
Terminate - Earthshaker, Save the Queen, Blood Sword, Holy Lance
Delta - Tyrfing, Yoichi Bow, Mace of Zeus, Encyclopedia
Valkyries - Faith Rod, Kaiser Plate, Venetian Shield, Gandiva
Mlapan - Anelace, Iga Knife, Koga Knife, Dragon Whisker
Tiger - Cursed Ring, Secret Clothes, Durendal, Vijaya
Bridge - Cachusha, Sage Staff, Excalibur, Barrette
Voyage - Ras Algethi, Ragnarok, Robe of Lords, Perseus Bow
Horror - Staff of the Magi, Maximilian, Grand Helmet, Vanish Mantle
End - Stone Gun, Chirijiraden, Chaos Blade, Ribbon
Poaching Encounters
Nogias - Black Chocobo, Ahriman, Juravis, Hyudra
Terminate - Bull Demon, Pisco Demon, Woodman, Behemoth
Delta - Bone Snatch, Living Bone, Gust, Revnant
Valkyries - Dragon, Minitaurus, Gobbledeguck, Grenade
Mlapan - Red Chocobo, Hydra, Flotiball, Steel Hawk
Tiger - Sacred, Uribo, King Behemoth, Vampire
Bridge - Plague, Cocatoris, Squidlarkin, Ochu
Voyage - Tiamat, Mindflare, Porky, Taiju
Horror - Blue Dragon, Morbol, Trent, Explosive
End - Red Dragon, Dark Behemoth, Great Morbol, Wildbow
Acquisition Encounters
Nogias
Knight with Masamune and Genji Equipment
Two Samurai with Kikuichimonji and Crystal Gear
Two Black Mages
Two Time Mages
Terminate
Three Engineers: Blaze, Glacier, Blast Guns equipped (1 to each)
3 Chemists with Fomalhauts
Delta
Primal Mage with Dragon Rod
Three Black Mages - one with Zeus Mace
One White Mage with Sage Staff
One Thief with Zorlin Shape
Valkyries
Lancer with Holy Lance
Lancer with Dragon Whisker
Lancer with Kaiser Plate
Lancer with Venetian Shield
Additional Lancers
Mlapan
Ninja with Setiemson
Knight with Salty Rage
White Mage with Chantage
Monk with Cherche
Additional backup units
Tiger
Knight with Defender
Knight with Save the Queen
Additional Knights
Two Geomancers
Two Green Mages
Two White Mages
Bridge
Archer with Ultimus Bow
Archer with Yoichi Bow
Additional Archers
Two Summoners
Two Samurai
Voyage
Ninja with Sasuke Knives
Ninja with Iga Knives
Ninja with Koga Knives
Additional Ninjas
Three Purple Mages
Two Summoners
Horror
Two Knights with Gramr and Cursed Rings
Additional Knights
Purple Mage with Whale Whisker
Primal Mage
Summoner
End
Primal Mage with Ribbon
Black Mage with Cachusha
Purple Mage with Barrette
Green Mage with Robe of Lords
Additional backup units
Boss Fights
All boss units in these encounters are flagged as Immortal and have ??? stats.
Nogias 1
Elmdore
Algus
3 Ultima Demons
3 Archaic Demons
Nogias 2
Gafgarioff
Lafgarion
Sadgarion
Madgarion
Badgarion
I made this fight because it made me laugh.
Terminate 1
Balk x2
Mustadio x2
Archer Backup
Terminate 2
Zalmo
Dracleau
Two Black Mages
Two Purple Mages
Delta 1
Workers x4
Delta 2
Wiegraf (White Knight version)
Miluda (Knight Blade)
Gustav (Dark Knight)
Golgaros (Divine Knight)
Valkyries
Dycedarg
Zalbag
Alma
Additional Knights
Valkyries 2
Agrias
Alicia
Lavian
Additional Spell Blades
Mlapan 1
Larg - Holy Swordsman
Goltana - Holy Swordsman
Two Primal Mages
Two Summoners
Mlapan 2
Delita
Ovelia
Additional Knights
Additional White Mages
Tiger 1
Rofel
Kletien
Wiegraf (Temple Knight)
Three Ultima Demons
Tiger 2
Queklain
Other Zodiac bosses have a random chance to appear
All bosses have 'human' sprite
Bridge 1
Funeral
Simon
Two Primal Mages
Two Green Mages
Bridge 2
Velius
Other Zodiac bosses have a random chance to appear
All bosses have 'human' sprite
Voyage 1
Rafa
Malak
Three Ninjas
Three Summoners
Voyage 2
Zalera
Other Zodiac bosses have a random chance to appear
All bosses have 'human' sprite
Horror 1
Vormav
Meliadoul
Izlude
Three Ultima Demons
Horror 2
Adramelk
Other Zodiac bosses have a random chance to appear
All bosses have 'human' sprite
End 1
Beowulf
Reis
One of each Dragon
One of each Hydra
End 2
Hashmalum
Other Zodiac bosses have a random chance to appear
All bosses have 'human' sprite
------
I still consider this as Beta, because I'm still making tweaks. Having extra eyes on it can be helpful, but the main thing here is for people to have fun with a (hopefully) fresh experience in the game.
What I'm still working on:
Tweaking Deep Dungeon boss encounters: I haven't been able to fully test these, and I'm still weighing my options on the fights. Maybe give classes some special job classes so they have more abilities. I'm also not fully sold on the zodiac refights, as those might be a bit too much.
I've noticed some AI problems with Refresh. Enemy units have sometimes targeted my units with the MP restoring ability. That's definitely not what I want.
New ability animations: I believe most of these have been updated, but there may still be some where the animation doesn't make sense.
TacText: I'm still going through all the various fields to make sure they are updated for my mod.
------
If you managed to get through all of that...wow. I'm impressed. If you do end up giving this a shot, I hope you have fun, and please let me know what you think!
If you have any feedback on changes, I'm very open to it. I would request you please include some reasoning behind any suggestions.
SCUS-94221