![]() ![]() 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, PCSX-Rearmed, Retroarch (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. ![]()
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