-Forgot to run an auto-battle check when Franseska gets full restored when locking into cat form.
--Use of manual toggle would have been required.
-If using auto-battle, Scholars will be automatically set to Dark Arts.
-Apparently...the Warrior ability "Provoke" was tagged as useable out of battle as well as in battle...
-Forest Maze map renamed to Forest Labyrinth
--Size dropped from 80x80 to 46x46 (with the viewing size being 25x15...you can see a good 1/4 of it at any given time...hopefully that helps make clear the craziness going on).
--If you were saved on this map, you now might very well be off the map or stuck in a tree or something...if this happens (and off the map doesn't cause some kind of crash) use the key item you'll now have, "The Un-Stucker" (unfortunately I didn't have a plunger graphic available).
--The area is now "glitchy"...trees with no tops...tops with no trees...etc...
--Number of enemies reduced again...now 6 mice, 6 drones, and 4 guards.
-Number of enemies in the Bandit Camp reduced from 30 to 24 (1st pass was 46...so we're almost down to half of my original, sadistic vision).
-The middle Red/Blue in the bathrooms of the princess's tower are now avoidable.
--2 fireballs and 2 chickens removed.
-New Key Item "ReadMe", containing all the information found in the map-visible one in the character selection room (which now runs the same common event as the item version).
--Added to inventory after reaching Hub (next version).
-New Key Item "HP/Escape/Location checker", spits out of bunch of information that's useless to a player...but could really help me track down locational bugs.
--Added to inventory at startup or when first encountering the Home Point system (which is conveniently right at the last place you can get to in the old version).
-"Call Familiar" and "Catcall" can now be used outside of battle.
--Pets and Familiars will no longer be dismissed when receiving a full restore or changing classes (so long as someone in the party is of a class that can maintain them).
-Blues (frequency 3) and Gunner Fs (frequency 4) can use "Supressing Fire"
-Mk2 and Mk3 drones are now loaded with assault rifles rather than pistols and use the appropriate skills (skills are balanced so this doesn't change their damage output, but does allow them to use "Supressing Fire" to be extra annoying).
-Archer
--Double Noch, Lv10, fires 2 arrows with delayed turn order, can only use "Attack"...requires short/long bow.
--Triple Noch, Lv20, fires 3 arrows with futher delayed turn order, can only use "Attack"...requires short/long bow.
-Marksman
--Deep Breath, Lv10, improves accuracy but delays turn order, can only use "Attack"...any weapon.
--Super Scope, Lv20, greatly improves accuracy but halves defense, can use with skills...rifle/sniper rifle required.
-Gunner
--Supressing Fire (which I only now realize is probably misspelled), Lv1, 10TP, assault rifle required, advanced turn order, fires psuedo-randomly (55% accuracy) at all enemies, 20% chance of making them dive for cover and lose their turn.
--(Paladins, Lancers, Bikers, and Gunners do not take cover...nor do Ganymede, Reginleif, Audry, Iris, Ursai, or Ace)
--Close Quarters, lv10, shotgun/pistol required, improves accuracy of both you and enemies (meaning lowers evasion) by getting closer.
--Point Blank, lv20, shotgun/pistol required, greatly improves accuracy of both you and enemies (meaning lowers evasion) by getting A LOT closer.
-Samurai
--Pommel Strike, Lv10, instant attack that deals minor blunt damage, and gains half a normal hit worth of TP...katana required.
--Meditate, Lv20, instantly gain 15 TP.
-Ninja
--Shuriken, Lv10, throws a shuriken (agi sets base damage) to deal some slashing damage and gain a little TP.
-Paladin
--Cover, Lv5, 75% potency Provoke (which is 10x target rate) plus substitution (stand in front of hit for lower HP members).
-Fencer
--Parry, Lv5, 75% potency Provoke with +15% evasion.
-The "restore crystal" found at the 3rd member's party's campsite after their fiasco is now noted as "Home Point # 404", which will be your first set home point.
-I don't know what it's called in other MMOs, but your Home Point in FFXI is where you respawn when you die and/or where you "Warp" to...since they look like crystals there and here...borrowing the name.
--And that's what they do...we're going no Game Overs...you get sent back to a set location (probably FAR from where you died).
--And while 404 will be your 1st setting...and then 9 when F-Bomb explains them...you'll have to take care of setting them yourself from there.
-If you check a home point that is NOT your currently set one, the option to set it will be displayed...changing your set point to the current one is the default button option...careful spammers...
-Home points also handle your full restores/long rests.
-Home points # 1-9 allow class changing (the Hub has 9 maps...do the math).
-Though saving is allowed everywhere...there is a "Save" option at each home point...there will likely be some missions/quests that are tagged as "limited saving"...the "Save" button on home points has an "Enable saving" code on it just in case I mess that up down the line.
-You probably didn't know that you can escape from all but 2 battles up to this point (and lose any of them without a game over).
-Up to this point, escaping would send you back to where you entered the current map...and that's basically the plan from here on out too.
--Under normal conditions, changing maps will change a variable which will be used to set other variables to control a comment event...lotta bookkeeping.
--New Key Item "Regroup Here" changes the normal condition by setting a user defined escape point (appears in inventory after main/princess comes together with 3rd).
--Notification will be given if your custom escape point has to be overwritten (Possible occurences: one-way path type events, one-time areas, area permanently changed or no longer accessible due to large event, etc).
22 comments