The usual things to make the stuff from the last version faster:
-Baddie's HP reduced by 20% and 1 removed from each side
-Big Baddie's HP reduced by 40%
-Lancer's "Self-Care" recast increased from 3 turns to 5 (effect still only lasts 3, more about balancing it into the world than anything to do with the last version)
-The long talk (unlocks Sector 2)
-The (not so) Great Escape (player movement speed will be reduced for a while...this is not a bug)
--The long talk part 2
--The 2nd Great Escape
--The long talk part 3 (unlocks Samurai, Ninja, and Scholar)
--Chimdale (Franseska changes model/race/class again, unlocks Dancer)
--Operation: Midnight Horse (double indent = all 1 long ass scene with a couple intermissions)
-Attack on Kugane (Known Issue: Save>Load will cause the field music to revert to the peaceful Kugane standard until the next team change...engine issue that could be solved, but would be a huge PITA)
--Dethroning the Queen
-Version wrap up
-Flash and Flash+ MP cost reduced from 25 to 5
--These now also inflict "Flash resistance" for 2-5 turns, which reduces the chance of the accuracy down landing to 75% (also provides resistance to the resistance status...so things can get pretty random here)
--The MP cost was high to prevent "Flash locking" an enemy from being a viable strategy...the change is more about keeping YOU from getting flash locked
-Stun and Stun+ MP cost reduced from 25 to 5
--These now also inflict "Stun resistance" for 2-5 turns, which reduces the chance of the stun landing to 25% (also provides resistance to the resistance status)
--The MP Cost was high to prevent "Stun locking" an enemy from being a viable strategy...as it was for most of my FFXI career...the resistance version is more like how it work in FFXI no-...er...last time I played...
-*Steel Rapier's normal attacks now ignore defense...this is the new norm for high quality (*) rapiers
--While this greatly increases the damage potential of a FaeWood tank equipped with this rapier...it's still not enough to matter
-The mercenaries in Blood Gulch are now named "Agent X/Z" instead of just "X/Z"
-(Bug) The exits from sector 4 to sector 8 were set to "Action Button" instead of "Player Touch"
-(Bug) Tier 2 and 3 contracts will now be removed from inventory when they properly should (either nobody is playing or everybody is making their money in Blood Gulch...)
-New Ability for Scholar: Sublimation - level 25 - once per battle, sacrifice 25HP to recover 50MP.
-The trigger level to start this update's content was set at 35...this has been lowered to 30 (still checks Franseska's level only)
Weapon/Skill List:
-Knife added to slashing weapons
-Slashing weapons filled in
Character Lists:
-Class Restrictions added to those that have them (Key Item versions only)
-The list (reason)
--Deeda - no Necromancer (personal beliefs)
--Regienleif - no Bard/Siren (voice issues)
--Claire - no Bard (voice issues)
--Indra - no Bard/Siren (voice issues)
--Brina - no White Mage, Enchanter, Summoner, Necromancer, Scholar, or Geomancer (magic specialization)
--Que - no White Mage, Black Mage, Summoner, Necromancer, Scholar, or Geomancer (magic specialization)
--Amethyst - no Dancer (two left feet)
--Zelda - no Siren (elf ears)
--Soprana - no Bard (singer, not player)
--Baritona - no Siren (player, not singer)
--Felix - no Scholar (thinking hurts)
0.0.x saves:
-Once again, all class switching is done by the system and everyone but Franseska is returned to their default class afterwards...you should have no issues completing this section
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Spoiler Alert!
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Now reserved for the Discord (mostly technical crap you don't need to know anyway)
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