FINAL FANTASY XII THE ZODIAC AGE

FINAL FANTASY XII THE ZODIAC AGE

View Stats:
eternal248 May 23, 2018 @ 12:42pm
Final Fantasy XII: Struggle for Freedom- A Difficulty Mod- 1.71 Released!
Download here: https://www.nexusmods.com/finalfantasy12/mods/59

Join our Discord community: https://discord.gg/kHkEgZE

Hey guys! Those of you who've been in the FFXII Modding Discord channel know already, but I've been chipping away at making a FFXII mod for the past month or so. The great news is that it's almost done and is in its testing phase! Once I've tested everything, I'll be releasing a public beta for everyone to enjoy.

I mod games throughout the entire Ivalice Alliance, barring Revenant Wings and Vagrant Story. I've made mods for Final Fantasy Tactics, Final Fantasy Tactics Advance, and Final Fantasy Tactics A2. FFXII holds a special place in my heart as one of my favorite games on the PS2. I remember coming home every day after school and just spending hours getting immersed in the world, and when I found out there was a dedicated modding community for this game, I immediately knew I wanted to work on this. To that end, I spent a very long time figuring out exactly what I wanted to do to make the FFXII experience more interesting, yet accessible for both new players and vets alike. Struggle for Freedom (SFF), is my vision on how to go about that. Will the changes appeal to everyone? Probably not. But I'm hoping that at the end of the day, people will want to try it and they'll have fun with it.

What does this mod change? Here's a quick rundown!


Struggle for Freedom (SFF) aims to overall be a more challenging/balanced version of FFXII while still being fair and adding quality of life features. SFF doesn't aim to be cruelly difficult.

SFF is balanced around Normal Mode and isn't intended for use with New Game- or New Game+, although there's nothing stopping you from playing with those modes.

There are four versions of the mod included:

1) The Struggle/Freedom Jobs, which feature unique jobs for each character based on their canon roles, each with two set Espers and Zodiark being a Wild Card that can be assigned to anyone. Struggle jobs are linear with little room to diverge from the set License path, whereas Freedom jobs are more open, similar to FFXII's original boards.
Vaan (Sky Pirate) is a Thief/Ninja, focusing on swift attacks with Daggers and Ninja Blades as well as Stealing and evading attacks.
Penelo (Dancer) is a White Mage/Dancer, focusing on healing and buffing while striking enemies with Rods and Poles.
Balthier (Leading Man) is a Machinist/Chemist, focusing on Guns, Spears and Measures and boosting the effects of items.
Fran (Wood Warden) is a Black Mage/Archer, focusing on elemental attacks, both magickal and physical to snipe enemy weaknesses.
Basch (Paladin) is a Knight/Paladin, focusing on defending allies while doling out powerful physical attacks with Swords, Knightswords, Axes, and Hammers.
Ashe (Princess) is an all-rounder, being a combination of a Time Mage/Red Mage/Samurai, focusing on combos with Katana, Maces, Knuckles augmented by Time Magick and Arcane Magick.

2) The PS2 Board, which features the original PS2 board, albeit with TZA's new Licenses added.

3) Rebalanced 12 Jobs, which feature altered versions of the 12 jobs introduced in TZA.

4) Unchanged 12 Jobs, which feature unaltered versions of the 12 jobs introduced in TZA.

Characters have had their stats changed around to better fit their canon appearances:
-Vaan has the highest Speed of the party and decent HP, but has low Magick and MP. Vaan comes with the Foe: HP = 100% Gambit upon reaching the Gambit tutorial, allowing for easier theft.

-Penelo has the highest Magick of the party and decent MP, but has low Strength and Vitality. Penelo also now comes with the Cure spell innately as well as the Ally: HP < 30% : Cure Gambit.

-Balthier has the highest Vitality of the party and decent HP, but has low MP and Speed.

-Fran has the highest MP of the party and decent Magick, but has low Strength and Vitality.

-Basch has the highest Strength and HP of the party and decent Vitality, but has the lowest Magick and MP.

-Ashe falls right in the middle of the group, having an average stat spread among everyone in the party.

Each character has Brawler as an innate License, allowing True Unarmed to be a more viable gameplay type without needing to buy the License or use the Amber Armlet.

Espers have many, many more skills at their disposal and have custom Gambits set up to take advantage of their new skillsets. As such, Espers are far more powerful now. Each Esper also has new passive abilities to further augment their power. Most Espers have a theme to give them each a unique use. For example, Cuchulainn has the ability to corrupt and invert items that he uses, similar to the Nihopalaoa.

Guests can no longer set off traps.

Many enemies have had their stats augmented. As a general rule, most enemies have 2x HP and 1.3x stats, with certain exceptions to the rule.

Certain Steals and Drops have been changed to better fit the balance of the game.

Trial Mode enemies have had their stats severely increased, and no longer give LP.

Certain "broken" enemies such as Dustia and Negalmuur have been severely nerfed.

Many enemies have different pieces of equipment now, such as the Urutan Yensa, who can now Poison the party with their Bamboo Arrows.

Some enemies are now differently sized, making them stand out more.

The Treasure system has been completely changed. Many chests that were not 100% spawn are now 100% spawn, meaning there's less of an RNG element to finding treasure, particularly late-game. For example, the Cleanse chest in Cerobi is now a 100% spawning chest.

Diamond Armlet mechanics have also been changed- now, wearing the Diamond Armlet doubles the ceiling of potential Gil that can be obtained from a chest. Also, the Rare item found without the DA becomes the Common item found with the DA. Knots of Rust and the Meteorite items are now the Rare DA item.

FFXII PS2 players can rest easy- the Demonsbane is now once again in the post-Demon Wall chest.

The Invisible Equipment (Gendarme, Seitengrat, etc.) can now be obtained via the Bazaar and treasure chests. Seitengrat has been moved to a new location.

Certain Bazaar recipes have been changed for balance purposes.

Consumable item Bazaar recipes can now be repeated infinitely, allowing a capable hunter to farm the materials they need to get consumables for cheap.

Many shops have new items, with items like Serums and Teleport Stones being more readily available.

The Hunt Club sidequest has been made to be more interesting.

Each Trophy Rare Game now has a 100% drop of a rare or useful item.

Each of the prizes you can buy from the Hunter's Club salesman is streamlined, so you no longer have to worry about who you give what trophy to.

By getting all 30 Trophies, you are rewarded with the Wyrmhero Blade. The Hunt Club is now the only way to acquire the Wyrmhero Blade.

Many weapons have been completely changed, with weapon types having niches now, making each weapon type more viable and interesting and allowing for more interesting job combos.

-Swords are simple weapons, with many of them having an elemental affinity with which to strike down the foe. Their elemental affinity allows them to be easily boosted by element augmenting equipment.

-Daggers are quick weapons, focusing on quickly debilitating the target with debuffs.

-Axes no longer deal random damage, instead focusing on damage with a higher combo rate compared to comparable weapons.

-Hammers no longer deal random damage, instead focusing on raw damage and debuffs that impair the foe's ability to move and act.

-Maces are versatile weapons, focusing on debuffs and element augmenting with the boon of being able to be used alongside a Shield.

-Measures have been completely rehauled, with each Measure no longer inflicting damage and instead bestowing the target with two buffs 100% of the time.

-Greatswords can no longer Combo and are instead considered to be defensive weapons, with many Greatswords bestowing an Auto: Buff such as Protect and Haste on the user.

-Katana focus on dealing high amounts of damage with long combos. Masamune is now 1H, allowing it to be used with the Genji Shield.

-Ninja Blades are now 1H, allowing them to be used in conjunction with Shields and focus on combos, with Iga/Koga being a devastating combo that takes advantage of Oil and Fire.

-Spears are powerful weapons capable of hitting Flying units, with many late-game Spears having new elemental affinities to strike down targets more quickly, and many can also inflict debuffs.

-Poles can no longer hit Flying units, but are otherwise well-balanced between offense and defense, being able to allow the user to easily evade attacks while being able to string together long combos of attacks.

-Rods are now 1H, allowing them to be used in conjunction with Shields. Many Rods focus on either augmenting the user's magickal abilities or protecting their frail mage users from harm.

-Staves are now 1H, allowing them to be used in conjunction with Shields. Staves focusing on augmenting elemental damage- particularly those of spells- to devastate the enemy.

-Bows are now slightly faster, with many late-game Bows able to augment elemental damage, particularly those of their Arrows, with many Arrows having new elements, such as the Bamboo Arrows being Water Elemental, and the Parallel Arrows becoming the Silver Arrows, which are Holy Elemental.

-Crossbows are now able to Combo and ignore the weather, making them more accurate and ultimately able to inflict more damage.

-Guns are mostly the same, still capable of ignoring stats to deal decent damage regardless of level. Two Guns are now Gunblades, which can Combo and deal damage based on STR, but can swap out ammo to change the sword's element.

-Hand-Bombs are now Knuckles, weapons that deal damage based on Strength and Speed. Knuckles focus on raw damage and combos together to deal heavy damage. Knuckles use Claws as ammo, and Claws can be switched out to change their element and status effects. Certain Claws also have special effects, such as dealing damage based on Magick instead of Strength.

The FINAL FANTASY weapons (Vrscika, Mina, etc.) now have new weapon models. The Invisible Weapons also have proper models now.

Guest weapons such as Larsa's Joyeuse can now be obtained and used by the party by stealing from certain bosses.

The previously unused Hero's Blade is now Ashe's starting weapon.

Armor is mostly the same, with many differences being found with Shields and certain pieces of armor bestowing elemental augmentation.

Shields- in addition to focusing on evasion- now also focus on reducing elemental damage, with there being a Shield to guard against each of the 8 elements. Zodiac Escutcheon is now the best overall shield, Gendarme is now the most elementally resistant shield, and Ensanguined Shield bestows Auto: Decoy onto the user.

Many previously uninteresting pieces of armor such as Pirate's Hat and Bone Helm now offer new effects.

Accessories have been retouched, with many no longer having random elemental affinity.

-Thief's Cuffs have been fully removed and replaced with Giant's Gloves, which grant +HP and +Vitality. A new License, Master Thief, allows a character to permanently have boosted Steal rates.

-Firefly no longer cuts EXP gains to 0, rather, it grants immunity to Instant Death, Syphon, and Fractional Damage.

-Steel Poleyns no longer grant immunity to traps, instead it boosts damage dealt by the Attack command by 20%.

-Quasimodo Boots now reduce all damage taken by 30%.

-Winged Boots now grant Swiftness 2 (50 LP version) to a character if they don't have it already in addition to Auto: Float.

Many, many abilities have been altered in some form or fashion. This ranges from MP Cost changes, to element changes, etc.

-Black Magick is largely the same, focusing on elemental damage with some big changes. Aqua is now Water and comes with an upgraded form- Waterga- finally accessible to the player for use. Each elemental spell family has its own niche use. Fire spells can inflict Oil for increased damage, Blizzard spells are AoE, Thunder spells have reduced casting time, Water spells are MP efficient, and Aero spells can inflict Immobilize to pin down foes. Scourge now can inflict many debilitating statuses at once, and Toxify is able to inflict both Disease and Sap at once- making it the first time a player has access to a Disease spell. Flare is instant-cast to make up for its long animation, Poison is AoE, and Bio can inflict both Poison and Sap.

-White Magick still focuses on healing and buffing with some major changes. Protect and Shell last longer and Regen is AoE and lasts longer, making those buffs more viable early-game. The status clearing spells such as Poisona are now AoE, making them more useful compared to items. Esuna now clears statuses that those status cleansing spells don't, such as Stop, Slow, and more. Renew is worth the high MP cost now by virtue of it becoming instant-cast, and Holy is AoE now with a shorter animation, and has a small chance of Stopping foes.

-Time Magick remains a good blend of buffs and debuffs, but with some big changes. Gravity and Graviga have been replaced with Quake and Quakega, spells that deal Earth Elemental damage in an AoE, giving Time Magick users a reliable method of dealing damage with an element that wasn't seen often in Vanilla FFXII. Vanish is now AoE, with Vanishga being replaced with Gravity, which reduces HP by 50% in an AoE.

-Green Magick has seen some drastic changes. Reverse was very broken in Vanilla and has been replaced with Drainga- a spell that drains HP from multiple foes in an AoE, effectively fully restoring the user's HP while dealing that damage. Decoy is now considered a buff, has had its duration increased, and has perfect accuracy, while Oil is more accurate. Oil will now wear off over time.

-Arcane Magick has remained mostly unchanged from Vanilla, albeit with some minor MP and Power changes.

-Technicks have received the largest overhaul of all skill types in the game. First Aid now restores a flat 15% of the target's HP, making it useful for conserving MP between fights. Wither and Addle have been replaced with Blitz and Erase- the former dealing weapon damage in an AoE and the latter removing all statuses from a target. 1000 Needles is now instant-cast, making it great for finishing off bosses with damage resistance. Traveler now bestows Haste/Vanish/Float on the user, while Numerology reduces the HP of enemies in an AoE by 25%, while Horology removes Time Magick-based effects such as Slow and Stop from the party.

-Esper abilities and Finishers have been buffed, making them far more devastating than they were previously, with the exception of Zeromus' abilities, which were nerfed slightly for balance. Many Esper abilities now inflict debuffs as well.

Many consumables have been changed, although for the most part they have effects similar to how they were in Vanilla.

-The Fang items no longer deal percentile damage, instead dealing elemental damage similar to -ra level spells.

-Baltoro's Seed now bestows defensive buffs on an ally, whereas Domaine Calvados bestows offensive buffs on an ally.

-The Meteorite items have been renamed for clarity upon getting them from chests, and they have a variety of new effects, primarily focusing on dealing heavy damage to enemies.

-Black Orbs now act as normal drops from enemies in the Penumbra in addition to their "Press X to Collect" versions. This means you can get Black Orbs without needing to mash X to collect them if you don't want to.

-The "Foe: Vulnerable to X" Gambits have been renamed for clarity to "Foe: Not-Immune to X".

Thank you for playing! Please send any feedback, bug reports, or even just general comments on whatever thread or board you found this mod on. I'll do my best to keep an eye on everything and reply to feedback as it comes back!
Last edited by eternal248; Mar 11 @ 3:21pm
< >
Showing 1-15 of 586 comments
M a Ƶ e - 迷宮 May 23, 2018 @ 2:37pm 
Sounds good, I made a post earlier on in another thread asking about the status of any ongoing Difficulty mods so I'm actually glad this popped up.
I like what I've read and honestly I'd take the opportunity to jump at just about any difficulty mod at this point in time but I do have a few questions as well.

I completely agree with the universal buffing of enemies HP and stats, it's extremely needed but I was wondering if you would also be granting certain other enemies an additional boost in power.
I feel that there are enemies that were outright meant to be stronger than your average run of the mill common enemy (even though some of the enemies I'm talking about giving an additional buff technically are classified as common enemies themselves) but honestly just don't feel any different from them.
I understand this will take a good deal more time and effort than a sweeping buff of everything all in the same manner however I can't help but feel it would do the game a world of good in terms of keeping things interesting.
I'll go ahead and throw out a few examples of the sort of common enemies I personally would have given some extra love to, to make them stand out and be that bit more dangerous than other enemies.

Gazer from Lhusu mines. It's a fairly rare common enemy, doesn't get seen often by a lot of people yet its stats are lower than basically everything else that appears in the Lhusu mines despite Gazer actually being a HIGHER level than them. This is the sort of thing that makes enemies not feel special or any different, Gazer's spawn condition makes it a pseudo-rare game and yet when you fight it, it's just as underwhelming as the countless headless or dullahan's that are all over the place.

Wyvern's and Bull Yensa in the Sandsea. Wyverns are just fairly uncommon unless you actively go look for them and there's only one Bull Yensa and it suffers from the same thing that Alpha Wolves and Hyena's have, which is no real stats to backup the title of Alpha that it has. Feels like you're just fighting a ever so slightly bulkier version of the things you've already been fighting.
Diresaur at Golmore Jungle. There's only one of it, it's in a big arena-like area and it's a complete pushover.
Great Malboro at Golmore jungle too. There's two species of Malboro at Golmore Jungle, first is simply the Malboro and second is the Great Malboro. So what is so great about the Great Malboro compared to the regular Malboro? Well it has a whopping 2 extra strength, a tiny bit more health and....yeah that's all. They both have the same techniques and similar stats, you literally wouldn't even feel a difference in which version you fight and that's something that irritates me to no end.
Tyranorox at the Henne Mines. Same situation as the Diresaur honestly, they put this big menacing looking enemy in your way but it's just as trivial as the bats and jelly you've been killing en mass in the area.
Emperor Aevis at Paramina Rift.

I'll just stop there, I could go on for a while listing every area but I think you get the picture by now as far as 'common' enemies like these are concerned. Having these types of creatures recieve a more substational buff would be incredible.

As far as other enemies such as rare game, hunts, Espers and bosses I dunno, I think I personally might have bumped bosses up in particular a bit more since I always felt like they suffered the most from being too easy and make no mistake all of the story bosses in FFXII are extremely easy. I just have so many bad memories of the bosses dealing no damage to me and dropping in seconds that I find it hard to believe that 2x the HP and 1.3x their stats would change them in a substantial enough way but who knows.

Moving along from enemies themselves, I do have a question regarding the other changes you've made.
Non of the changes honestly sound bad or anything and I personally wouldn't mind them for an initial playthrough but as somebody who likes to do specialized runs with solo characters I was wondering if this would still be possible. Basically I'm asking if one wanted just the difficulty changes could you actually get that so you can retain having a normal licenceboard and spell effects or is it all a package which absolutely must be had together?

Either way, I look forward to crossing the Ozmone plains and hopefully not just steamrolling everything because it's always been an area I look forward to getting to but then I get disappointed when I do get there because it's trivial at the point you reach it. Hopefully this mod will remedy this, even if just by a bit.
FFXII is my favorite FF game by a landslide and I'd like to enjoy and savor it as much as possible.

Oh and nice video, that Mateus fight got quite intense a few times.
eternal248 May 23, 2018 @ 2:50pm 
Hey Maze, and thanks for the reply! And yes, I completely agree with you. Once I'm finished with the sweeping buffs, there are definitely other enemies that will be getting special treatment. Even if you go as early as Giza, enemies like the Slavens are big and intimidating and look like they should be scary... but they're not. Sleipnirs are fairly tough now, and Werewolves are Werewolves, but I definitely agree that the Alpha creatures and bigger creatures deserve a little more love.

In regards to the 2x HP and 1.3 Stats change, there's a lot to consider about this. First of all, 1.3x Stats means 1.3x Defense, Resistance, and Speed. These are big, because it effectively gives enemies more than the 2x HP boost. The additional Speed means enemies get more turns and of course, that plays into the 1.3x Strength and Magick. With the right Gambits and equipment, fights will still be very doable, especially in areas you've already been to. Although SFF will be tougher, it's not going to be brutal, unfun difficult. I still want it to feel like a proper RPG that rewards using everything you can to win without needing just one strategy. Also, with the License Board system how it'd be, there are less ways to cheese things early on, unless you opt to take the Quickening shortcuts, which in turn leaves you weaker late-game.

The way I've been balancing the mod has been around the License changes, but you could easily omit the new License boards and just stick with the other changes. I don't feel it'd be -as- tough, simply because there's a lot more options open to you with a normal License Board, but it's certainly a route one could take.
Daedalus007 May 23, 2018 @ 4:03pm 
Awesome to see your progress on the difficulty mod progressing quite well, eternal!
I'm going to shamelessly shill my own ideas here as well, lmao.

I actually have an old Shining in the Darkness difficulty mod on the Steam Workshop (Thornwood Terrors) that has been reposted there by others (yay Creative Commons). I got in touch with them and asked them to update the attribution since I no longer use RHDN (romhacking dot net) for releases.

I'm quite familiar with how seemingly minor buffs can have an incredibly sharp change in difficulty of the monsters in question. I leaned far too much on the 'brutal' side of things and as a result my mod was barely-played other than for people asking for the version without the harder stuff.

I'm going to be taking a similar route to eternal in starting off with 2x hp and 1.3x stat boost for all enemies right from the get-go. Then I plan to do an additional 10x hp and 1.5x additional stat boost on all bosses. Then I plan to further do individual additonal stat tweaks to 'optional' mobs and bosses so that they feel both menacing and powerful. Yiazmat will probably be the hardest damn thing ever. Also planning on giving the 10kk+ (10+ million) hp values of the original JP version of Omega Mark XII.

To counteract this, I believe in allowing the player to gain power as they see fit without a narrow one-path license board to preserve the freedom of choosing any jobs for any characters. Each character will be limited to just one job, but will have full access to all licenses.

I've already released the modified license boards that I plan to balance my hardcore mod around. I'd toyed with the idea of 'Esper Gates' to throttle progression, but I quickly realized that it would be far too much time to balance around and would restrict player freedom.

So basically the player will become powerful and will in turn face really powerful enemies that will demand teamwork and strategy to overcome. I'll need testers to fully test out the mod using a variety of jobs with a variety of characters (both with and without the two jobs version of license boards) and see whether things are a bit too tough.

Essentially, eternal's mod is something I see as a 'challenge mode' that is slightly more difficult but still doable with suboptimal teams/setups.

My mod is planned to be more hardcore and more along the lines of Dark Souls 3. You have freedom and strategy to become powerful but you will probably die a few times before figuring it out.

I'm going to be balancing my mod around 'weak mode' and the 'one job' license board system. So for those who feel like a slightly easier time, they can use normal/strong mode instead, use the built-in cheats for max LP and Gil, and/or use the 'two job' license board system.

I want people to be willing/able to enjoy my hardcore mod even if they are in a suboptimal setup. But something goofy like a party of all white mages probably won't have a good time, lol.
M a Ƶ e - 迷宮 May 23, 2018 @ 4:16pm 
I'm hyped beyond belief then to hear you say that, I've been wanting this style of increased difficulty mod since back when the game first came out on the PS2 after my first few playthroughs.
I've held off on my current Steam playthrough to not burn myself out since I've played the game like 4 times in multiple different ways in the past and to be honest I actually didn't think people would be working on a mod of this caliber at this point but thankfully that's not the case.

I'm particularly happy that you are indeed going through and looking at giving some well deserved attention to certain enemies in each area though because that was one of the biggest downfalls with the game. Each area's enemies all just felt too similar, you never really had a reason to change up your strategy when coming across different things because you usually just burst them down before they could react in time to cause any sort of significant damage.
In the games defense it did sprinkle a few enemies in certain zones which were higher level than everything else around them like the dinosaur in the Estersand, the Werewolves in the Giza Plains and Dive Talons in the Westersand but those aren't really the same as having enemies near your level that surpass the other more common enemies in strength.

The 2x HP and 1.3 stat changes you're giving things in general is quite significant, I'm not trying to deny that I'm just having a hard time imagining story bosses in particular being any sort of threat although in my defense they are some of the easiest fights in the game, even several rare games put up more of a challenge.
Esper battles on the other hand were decently challenging even in the base game, particularly if you went to them as soon as they became available to fight. Cúchulainn is quite nasty for how early he can be faught and hell even Adrammelech as well with the endless amounts of Shambling Corpses spawning so I have no doubt that the 2x HP and 1.3x stats will make these very very competent challenges on the Esper fighting front. I'm not worried about Esper's being too easy at all actually.
I'm more worried about bosses like Tiamat, Daedalus, Judge Bergan, Ahriman and Tyrant still being the pushovers I've always seen them as. I've always liked the designs of a lot of the bosses in FFXII but their non existent difficulty takes away a lot of the joy in fighting them when they go down so quickly with so little effort.

As for being able to switch back and use the original licence boards if wanted, that is a good thing to hear. Don't get me wrong I fully intend on doing my first playthrough with the licence and whatever other changes you've created activated, I was more so asking about that for future playthroughs.
I like to do things like 'Ashe solo, Time mage summoner build' or whatever and other challenge runs down the line and it's nice to know that I'll have the option to go that route and still have the difficulty mod itself working just fine.

Oh and I completely agree with the whole not making the mod one of those absurd difficulty ones in which every fight is a hassle to get through, that's not what I'm after either, I just want to be able to go through each area and have a moderate level of difficulty and enemies that actually get to use their attacks without dying instantly. I had to actively try not to overlevel in the original but with these stat upgrades in this mod that shouldn't be too big of an issue. Hopefully.
My idea of fun is being able to do the optional things in the story as they open up for me without gimping the story sections and bosses themselves which is understandbly a very hard thing to balance in general.

Damn I was excited for a bunch of other games coming in the future but now they've been side tracked in my mind purely due to the existence of this mod. Seriously it's been something I've wanted for like 10 years. so you better believe I'm filled with pure hype for it.

Nice one for taking the liberty of creating this, I look forward to its release.
M a Ƶ e - 迷宮 May 23, 2018 @ 4:29pm 
Originally posted by Daedalus007:
Awesome to see your progress on the difficulty mod progressing quite well, eternal!
I'm going to shamelessly shill my own ideas here as well, lmao.

I actually have an old Shining in the Darkness difficulty mod on the Steam Workshop (Thornwood Terrors) that has been reposted there by others (yay Creative Commons). I got in touch with them and asked them to update the attribution since I no longer use RHDN (romhacking dot net) for releases.

I'm quite familiar with how seemingly minor buffs can have an incredibly sharp change in difficulty of the monsters in question. I leaned far too much on the 'brutal' side of things and as a result my mod was barely-played other than for people asking for the version without the harder stuff.

I'm going to be taking a similar route to eternal in starting off with 2x hp and 1.3x stat boost for all enemies right from the get-go. Then I plan to do an additional 10x hp and 1.5x additional stat boost on all bosses. Then I plan to further do individual additonal stat tweaks to 'optional' mobs and bosses so that they feel both menacing and powerful. Yiazmat will probably be the hardest damn thing ever. Also planning on giving the 10kk+ (10+ million) hp values of the original JP version of Omega Mark XII.

To counteract this, I believe in allowing the player to gain power as they see fit without a narrow one-path license board to preserve the freedom of choosing any jobs for any characters. Each character will be limited to just one job, but will have full access to all licenses.

I've already released the modified license boards that I plan to balance my hardcore mod around. I'd toyed with the idea of 'Esper Gates' to throttle progression, but I quickly realized that it would be far too much time to balance around and would restrict player freedom.

So basically the player will become powerful and will in turn face really powerful enemies that will demand teamwork and strategy to overcome. I'll need testers to fully test out the mod using a variety of jobs with a variety of characters (both with and without the two jobs version of license boards) and see whether things are a bit too tough.

Essentially, eternal's mod is something I see as a 'challenge mode' that is slightly more difficult but still doable with suboptimal teams/setups.

My mod is planned to be more hardcore and more along the lines of Dark Souls 3. You have freedom and strategy to become powerful but you will probably die a few times before figuring it out.

I'm going to be balancing my mod around 'weak mode' and the 'one job' license board system. So for those who feel like a slightly easier time, they can use normal/strong mode instead, use the built-in cheats for max LP and Gil, and/or use the 'two job' license board system.

I want people to be willing/able to enjoy my hardcore mod even if they are in a suboptimal setup. But something goofy like a party of all white mages probably won't have a good time, lol.


I'd write another massively long post stating my happiness hearing that there's another difficulty mod in the works after thinking there wasn't going to be any but I can barely keep my eyes open so I'll just have to cut it short by saying that all sounds great as well. Having another mod that is a decent step up in terms of difficulty from the other mod sounds great, gives me even more reasons to play this great game multiple times over which I have no trouble doing at all.
I wouldn't have any problems testing it out when you think you've got a presentable build to show.
As for balancing it around 1 job per character, I actually only play with 1 job per character anyway. The dual job thing Zodiac Age added is novel and all but I knew it would do nothing but make a fairly easy game even easier with no real compensation so I just avoided using the feature personally.
Red May 23, 2018 @ 4:31pm 
>Vaan is a speedy Thief, focusing on evading blows and debuffing enemies. Vaan's primary weapons are Daggers and Ninja Blades

Wait...Does this mod forces you to take a specific class for each character?
Last edited by Red; May 23, 2018 @ 4:33pm
eternal248 May 23, 2018 @ 4:35pm 
It does if you use the default version, yes. If, however, you want to still pick classes for everyone, it's very easy to remove that part of the mod and pick and choose classes however you'd like, as before. :)
Daedalus007 May 23, 2018 @ 4:39pm 
Eternal's mod is balanced around a specific job/class for each character. So yeah you'd be 'required' to do that if you want the full modding experience.

My plans for the mod are balanced around the default or my slightly-modified license boards that preserve the freedom & open-ended gameplay of any character with any job or combination of jobs.

Eternal's mod should be ready Soon-ish.

However, my hardcore mod (Ivalice Incineration) is planned for a public release sometime this late winter (around Oct/Nov/Dec) unless a miracle comes up where I can pay bills for the ~2 months of balancing and testing I'll need to do. Bills have to come first :(
Hinnyuu May 23, 2018 @ 5:06pm 
Originally posted by eternal248:
It does if you use the default version, yes. If, however, you want to still pick classes for everyone, it's very easy to remove that part of the mod and pick and choose classes however you'd like, as before. :)
That should definitely be in there. I don't like mods that remove options, I want to EXPAND my game not streamline it into narrower choices. The linear progression of e.g. the FFXIII Crystarium was some of the worst gameplay I ever experienced in FF.
Daedalus007 May 23, 2018 @ 5:40pm 
Originally posted by Hinnyuu:
That should definitely be in there. I don't like mods that remove options, I want to EXPAND my game not streamline it into narrower choices. The linear progression of e.g. the FFXIII Crystarium was some of the worst gameplay I ever experienced in FF.

With the way modding works now, you'd get an 'all in one' mod pack that has everything required in the archive file that will be placed on Nexus. If you didn't want certain aspects like the new license boards then you could remove those from the mod (delete the directory) and keep the rest of it.

I respect what eternal is trying to do with their mod. Although I'm taking a different approach with my stuff, at least eternal's mod will be done way before mine is ready, lol. ^_^
eternal248 May 23, 2018 @ 5:47pm 
For sure! I totally understand why someone wouldn't want to use the License Boards. That's why I'm glad everything can be removed so easily. Even if you decide to use your own custom License Boards, or the Vanilla ones, you'll still have the buffed enemies, the rebalanced items, etc. I can respect how people enjoy the freedom of the original boards, and I wouldn't want to take that away from them and make it 100% forced.
Hinnyuu May 23, 2018 @ 6:40pm 
Modular is always best. If components can be removed as desired, that's perfect.
eternal248 May 24, 2018 @ 6:07am 
Here's a video of my stream last night. Nothing too interesting, but it shows how tough Adrammelech is now. https://www.twitch.tv/videos/264769211

I'll do some more streaming tonight!
Daedalus007 May 24, 2018 @ 12:32pm 
Holy cow, those status effects can do far more damage than just buffing stats ^_^
eternal248 May 27, 2018 @ 8:15pm 
Update: I just finished revamping Espers and I gave them each more interesting Gambits. To see how they'll perform in battle by your side, take a look here: https://imgur.com/a/lhP5wG6
< >
Showing 1-15 of 586 comments
Per page: 15 30 50