-Deeda (Hero-11) wasn't displaying properly at the first drainpipe event...copy->paste->modify error (didn't change which switch it sensed)
--Found this while setting up another event...most likely, Luna would be displayed instead of Deeda...dialogue shouldn't be affected
-Class crystals were not removed when "processed"...no real effect, other than clogging the already overcrowded key items section
--These will be removed at the "1st entry" event of the new story (in addition to where they properly should, if you haven't gotten that far yet)
-Change to Marksman's stat growth wasn't reflected in Kit's info in the startup room
-When using the "Broken save bypass", your home point would not be properly set...so if you managed to die before setting it somewhere...you would most likely have respawned in place (which is certainly not game breaking, but not intended)
-When using the "Broken save bypass", Franseska would not have her special and armor changed as intended (which is also not a big deal...I just have to remember to make sure she's properly equipped if/when she comes back)
-The "Chosen Main Character" and "Main Character" variables are now "Chosen Hero" and "Hero" respectively
--This is only visible on save screen...and strictly to be more consistent with the terminology I'm using in the new stuff
--And I'm well aware that 18 out of 20 of them are a "Heroine" not a "Hero"...I say "Hero" has no gender bias in English
-Cost of Communicators lowered from 2500 each (10000 total) to 500 each (2000 total)
-The Auto-Battle Toggle key item can now be used during combat
--You'll see why...or not...I don't know how you play...it's a feature I wanted for testing purposes
--Characters who haven't selected an action yet will take no action on the turn it's used if automatic/trivial is turned on...just have the last person in the party use it if this bothers you
-Great Axes are now 2-handed weapons...why they weren't before...no idea
-Soldier's magic attack and magic defense growth have both been lowered from 1 to 0
-Gunner's "Close Quarters" and "Point Blank" abilities are no longer weapon type locked (previously required shotgun/pistol)
-Indra (Hero - 18) can now equip shotguns regardless of class (in addition to pistols, as previous)
-Fencer's magic defense growth increased from 2 to 3
-Plate mail now reduces all physical damage, not just slashing/piercing/blunt
-Tunics now provide explosive protection (same as their previous blunt protection)
-Scale mail now provides bullet/explosive protection (half the potency of its slashing protection)
-Chainmail now provides bullet protection (same as the previous piercing protection)
-Erin's (Princess - 9) Regeneration special has been adjusted to fit the lower HP totals (now 15% regen instead of 10%, but 15% other healing effects instead of 20%)
--Re-loading save after making this change stripped Erin of ALL equipment, so...
-Everyone's special ability now has "Actor name" as an equip requirement...if they somehow get stripped...I can't make you put it back on, but I can make sure you don't mix and match
--Cats "Ultimate Predator" has Class: Cat as requirement
--Familiars now have "Familiar" as their special with class as requirement (change made upon summoning...the absorb they use for healing, their exp boost, and battle start barrier now come from this special...so please re-summon ASAP where applicable)
-Familiars' weapons are now considered tier 1.5 instead of 0.5 (gain of roughly 7 attack)
--Orange's shield is no longer locked...that feels like a mistake that's been slipping through because I haven't really tested the familiars until now
-Cats' claws are now tier 1.5 instead of 0.5 (gain of 6 attack)
-Now that you should be gaining enough JP for it to really matter...it was time to make adjustments...
--Costs: Nothing went up, quite a few things went down
--Potency: EXP boost down from +20% per point to +5%
--Max Allocation: All downs here...not that anyone should be anywhere near the limits yet (possibly ever)
--New Stat: Magic Evasion...don't know why I neglected it before...it woulda been SO much easier to just change the magic evasion formula to use regular evasion, but I want them to be separate stats...so...yeah...most things that gave +/- evasion before now give the same amount of magic evasion (Gunner's proximity skills lower magic evasion by half as much as they lower physical evasion)
-Stat growth changes all around
--White Mage: Magic defense 2->3
--Black Mage: Magic attack 2->3
--Enchanter: Attack and magic defense 1->2
--Bard: Magic defense 1->2
--Summoner: Magic attack and magic defense 1->2
--Necromancer: Magic attack and magic defense now 2 (kinda not sure if 1 of those was 2 already)
--Scholar's stat boost from Arts +10%->+15%
--Geomancer: Magic defense 1->2
-Heal and Barrier spells are now magic DEFENSE based instead of magic attack...and can crit (like Dancer and Medic's heals...)
-East section ("Sector 7" or "7th Heaven") now accessible!
-Unlock event (call from Franseska, 1st time you're outside in "Springfield" after unlocking base 6 classes)
-1st entry (Unlocks Marksman, Gunner, and Rocketeer)
-Operation: Charlie Tango Foxtrot (I'm not explaining it)
--Final bosses have exceptionally high HP...this is this update's delaying tactic...those undergoing the challenge of manual battles will probably want to switch to automatic/trivial to finish this once the damaging enemies are dealt with
--Using automatic/trivial battle in the big boss fights will activate a 20 minute timer...trying to lean on trivial mode's immortality to get through...not allowed! Level up to the recommended range (30-40)
--Failing the boss fight once (by defeat, escape, or time-out) COULD be beneficial...
--The HP bar goes empty quite a while before the boss actually hits 0...don't complain about that
--The timer has the potential to cause some strange issues...multiple safeguards are in place...holler if anything weird happens...I'll tell you if it's intended or not
-Unlocking end/crafting system
--Some of the "master craftsman" (that one is clearly gender biased...but it's such a pain in the ass to have it switch correctly...please just let it slide) gear will be find-able in the next area...so don't flip out about it if you don't have the right characters yet.
-Tier 1 Class Boosters/Tier 2 Hunting Contracts
--Narasimha's discount will not work on the NPC that sells Class Boosters (nor with "master craftsman" shops)
--Biker becomes available for unlock if you can find the class crystal (it's not well hidden, and also not required for further progression...yet...)
-The combat challenge of this update focuses on guns
--11 of 20 heroes and 13 of 20 princesses can use guns, and thus will hardly be effected
--A further 3 heroes and 1 princess have offensive magic...which isn't handicapped like physical attacks...but doesn't get the bonus guns do
--Sarah, Artemis, Amaterasu, Deeda, Ixion, and Pearl as well as Zelda, Lucy, Olivia, Sapphire, Angelica, and Ophelia will have very low damage output from their starting classes...though the tanks' (particularly Deeda) ability to soak up damage while healing the party could be very helpful
--Moral of the story: you CAN muscle through...either by grinding to very high levels...or just not using automatic battle for the boss (because of the timer)
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-Blood Gulch...did I re-use ANYTHING from the Chibi-Quest version? F*** NO! That woulda been WAY too easy. The general concept and dialogue are pretty similar...possibly because I do a good Blood Gulch...or (more likely) just because it's the same guy making it...
--Auto-battle from the start will need to be down to just the base with around 11 minutes left minimum (10 minutes didn't finish, 12 had 2 minutes left)
-Strong Heroes/Princesses for this update:
--Ganymede (Warrior's gun access, high attack, and solid HP/defense)
--Reginleif (Dark Knight's gun access and high attack...her natural dual wield)
--Deeda (Bullet-Proof special)
--Indra (Shotgun on any class)
--Asena (Soldier's gun access and high attack/defense)
--Audry (pre-leveled Rocketeer + her explosion resistance)
--Amy (Soldier)
--Iris (Shotgun on any class)
-Honorable mentions (that are pretty much always gonna be strong):
--Sarah's TP gain
--Jade's evasion
--Artemis, Kit, and Lola's massive accuracy boosts
-Strugglers:
--Human/Cats (Wisp, Rona, Grace - 15% attack/defense penalty)
--Witches (Brina/Que - 25% attack/defense penalty)
-If you haven't guessed by now...your 3rd party member won't be with you on your 1st Blood Gulch excursion
--But (if you meet conditions) temporary 3rd members can join you...these are tailor-made to the challenge (Wolf hybrid Soldiers with enormous accuracy boosts)
-You can't...tanks are up next...all 3 members will be force changed to a previously locked, lv1 tank (Heroes become Lancers, most Princesses become Paladins, most 3rds become Fencers)
-Grinding Franseska's level up before losing her MIGHT prove beneficial
-Buying tank class boosters ahead of time will almost certainly prove beneficial
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