FINAL FANTASY XII THE ZODIAC AGE

FINAL FANTASY XII THE ZODIAC AGE

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eternal248 May 23, 2018 @ 12:42pm
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Final Fantasy XII: Struggle for Freedom- A Difficulty Mod- 1.9 Released!
Download here: https://www.nexusmods.com/finalfantasy12/mods/59

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; Aug 21, 2020 @ 2:12pm
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Showing 421-435 of 1,380 comments
Sines Mar 11, 2019 @ 6:22am 
Originally posted by Melodia:
FFX's character sections are actually as linear, if not more so than FFXIII's , as per this visualization:
https://i.kinja-img.com/gawker-media/image/upload/18j2jpksla2twjpg.jpg
(Sorry for the off topic it just REALLY bothers me when people think this way)
Heh, well to be fair, you do still have the other characters grids to occassionally veer off into. Not to mention the various spheres that let you learn other characters abilities. I always knew that the Sphere Grid was more 'illusion of choice' than anything, but it gave me that illusion a lot better than the Crystarium.

It didn't help that the Crystarium had regular and frequent story-based locks on it. This meant that those sections where the track briefly veers off the main path weren't even skippable, as you would easily get enough XP that they'd become the only thing you could level up before you'd unlock more levels of the Crystarium. Whereas not a whole lot prevented you taking a character off their own sphere grid entirely before they completed it (not that this was a good idea, but it was an option).
Last edited by Sines; Mar 11, 2019 @ 6:24am
Hinnyuu Mar 11, 2019 @ 7:45am 
Originally posted by Sines:
Whereas not a whole lot prevented you taking a character off their own sphere grid entirely before they completed it (not that this was a good idea, but it was an option).
It's actually a pretty good idea, given that there are virtually no differences between characters (overdrives and that's it, pretty much). Some routes are more optimal than others, and while you still might want some diversity there's also very good arguments for curtailing that diversity somewhat by having most characters converge on more or less the same path.

In any case, while the Sphere Grid is "linear" in the sense that eventually everyone will have everything, it's "non-linear" in the sense that getting to that point takes a long time and there are a myriad paths to do so. The Crystarium, meanwhile, is much less extensive, and has far more rigidly set "paths" than the (Expert) SG. Also, there is of course the fundamental difference that abilities are restricted by jobs, irrespective of the Crystarium - no amount of XP is going to allow you to use abilities outside of your job, whereas the SG has no such restrictions and can allow anyone to use anything as long as they have unlocked it.

Personally, what matters to me is not so much the individual freedom per character. Rather, I'm interested in the level of overall complexity arising from possible combinations. That's why I never played the SFF jobs, and stuck to the "old" two-job system - the sheer number of possible combinations between 6 characters with 2 out of 12 jobs each is staggering, and puzzling these combinations out is a metagame I enjoy greatly. Of course I realize that it's not nearly as complex as the math suggests, given how many combinations are quickly dismissed; but still, it adds an amount of variety to character and party building that I find highly satisfying. And having a more difficult environment in which to apply these choices makes it doubly interesting, because now small differences actually have a chance to make themselves felt.
Melodia Mar 11, 2019 @ 7:47am 
Yeah, as much as I actually love XIII as a game I do like FFX's better.

And to get back on topic, I actually really like playing with SFF's struggle boards -- it becomes more "what can I do with what I can access" instead of "what should I go get" + "crap I just wasted that LP on something I didn't need".
Both are valid, but after so many hours of the later, the former is refreshing. I even did part of a playthrough where I used only the struggle boards on vanilla everything else, with the extra challenge of having to do most the side stuff when I could access them....should really get back to that sometime. It's actually quite enjoyable that way.
Last edited by Melodia; Mar 11, 2019 @ 7:52am
Daedalus007 Mar 11, 2019 @ 1:54pm 
Time for me to shamelessly shill my Daedalus Mega ModPak[www.nexusmods.com] with a special shout to the 'Cutscenes Unleashed' mod (basically just a text file, if I'm honest) that removes the artificial black bars in the game and in cutscenes. It is an amazing difference and I'm apalled at just how egregiously the original tried to mimic the 'cinematic' feel in such a poor way.
eternal248 Mar 11, 2019 @ 3:21pm 
Hey everyone! 1.71 is out now! It's a small(ish) update, but it does fix some bugs and makes some tweaks thanks to the feedback of Hinnyuu and some other players. I've also updated documentation (Bazaar recipes are included in the Master Guides now)- and the first post of this thread has been updated with an overall view of what SFF changes from Vanilla, so if you haven't played it and want an idea of what it does, feel free to check it out!

1.71's changelog:

Equipment Edits:
-In order to fix a bug that causes softlocking, Penetrator Crossbow once again uses Bolts instead of Bullets.
-Karkata’s ATK has been increased from 92 to 98 and has a 100% chance to inflict Disease/Sap on vulnerable foes.
-Simha’s ATK has been increased from 103 to 107.
-Great Trango’s ATK has been increased from 110 to 113.
-Shikari Nagasa now inflicts Immobilize rather than Disease.
-Loxley Bow is now the fastest Bow, having 20 CT instead of 29, but no longer provides +MP, and its ATK has been increased from 60 to 62.
-Giant Stonebow now has 20% EVD rather than 10%, but longer has an increased Critical Hit rate.
-Yoichi Bow now gives +390 HP, +2 STR, and +9 SPD.
-Dragon Mail now provides Boost: Wind, but no longer increases STR or HP.
-Dragon Helm now provides Boost: Ice, but no longer increases STR or HP.
-Many pieces of Light Armor now provide a boost to Speed and to a smaller extent, Vitality, making them equitable to Heavy Armor (+STR) and Mystic Armor (+MAG). This allows Bow, Knuckle, Dagger, and Ninja Blade users to remain more competitive throughout the game.
-Leather Cap/Leather Clothing/Headgear/Chromed Leathers give +2 SPD.
-Headguard/Leather Breastplate/Leather Headguard/Bronze Chestplate give +3 SPD.
-Horned Hat/Blazer Gloves give +4 SPD.
-Balaclava gives +10 VIT/+3 SPD.
-Soldier’s Cap gives +5 STR/+3 SPD.
-Green Beret gives +10 SPD.
-Red Cap gives +5 SPD, but no longer grants any VIT.
-Headband gives +6 VIT/+3 STR/+2 SPD.
-Goggle Mask gives +7 SPD.
-Officer’s Hat gives +8 SPD.
-Chakra Band gives +9 SPD.
-Thief’s Cap gives +15 SPD.
-Crown of Laurels gives +10 SPD.
-Renewing Morion gives +5 SPD and +20 VIT.
-Dueling Mask gives +5 SPD and +6 STR.
-Ringmail gives +4 SPD, but no longer grants any STR.
-Windbreaker gives +3 SPD.
-Heavy Coat now grants +20 VIT.
-Jujitsu Gi now grants +3 STR/+6 SPD.
-Metal Jerkin now grants +6 SPD.
-Power Vest now grants +3 STR/+8 SPD.
-Ninja Gear now grants +15 SPD.
-Minerva Bustier now grants +5 SPD and +20 VIT.
-Rubber Suit now grants +9 SPD.

Bazaar Edits:
-Vrscika now requires Charged Gizzard x3, Scorpio Gem x3, Salamand Halcyon x1.
-Ultima Blade now requires Gemsteel x1, Death Powder x3, Wyrm Bone x3.
-Simha now requires the Undin Halcyon, rather than the Leshach Halcyon.
-Kanya now requires Mythril x3, Aquarius Gem x4, Leshach Halcyon x1.
-Venetian Shield now requires a Mystleteinn, rather than an Undin Halcyon.
-Mythril Sword/Manufacted Nethicite/??? Recipe has been changed to instead yield Sword of Kings/Treaty Blade/Manufacted Nethicite.

Reward Edits:
-The July sidequest (where you break through Biggs/Wedge with the Chocobo) has had its reward changed. The reward is now an Embroidered Tippet.
-The Hunt Club has had its final rewards fixed and now properly grants the player a Wyrmhero Blade for turning in all 30 trophies.

Treasure Edits:
-Sagittarius can now be obtained in a treasure chest in the Hall of Slumbering Might, replacing the Jade Collar.
-The Scathe Mote in Site 7 of Lhusu has been replaced with a pair of Germinas Boots.

Ability Edits:
-Cyclone has been fixed and no longer inflicts X-Zone.

Text Edits:
-A few Bazaar descriptions have been updated and corrected.

License Edits:
-For those playing with the Struggle/Freedom boards, Fran now has access to Magick Hands, rather than Diamond Knuckles/Rocket Punch, allowing her to use her high Magick stat to pummel enemies with her fists.

Enemy Edits:
-The Storm Elemental in Giza (Rains) is no longer bugged and will now properly act.
-Luxollid and Vagrant Soul have had their 3% Steals updated to become more common.
-Entites now have their Halcyon as a 100% drop and a Reflectga Mote as their 3% drop. Their 3% Steal is now a Hi-Ether- Halcyons must now be won by defeating Entites in battle. These Halcyons can be used with other rare loot to create powerful items.
-Mardu Halcyon- Mardu Entite- Giza Plains (Rains)- Golden Axe
-Undin Halcyon- Undin Entite- Cerobi Steppe/Pharos- Simha
-Diakon Halcyon- Diakon Entite- Giruvegan- Holy Mote x5
-Gnoma Halcyon- Gnoma Entite- Dalmasca Westersand- Mithuna/Mud Shot
-Leamonde Halcyon- Leamonde Entite- Nabreus Deadlands- Karkata
-Leshach Halcyon- Leshach Halcyon- Paramina Rift- Kanya
-Salamand Halcyon- Salamand Entite- Ogir-Yensa Sandsea- Vrscika
-Sylphi Halcyon- Sylphi Entite- Ozmone Plain- Dhanusha
-Disma is now 2x bigger.

Readme Edits:
-Certain equipment previously had incorrect info in the Master Guide- this has been fixed.

Miscellaneous Edits:
-Add to Known Bugs: Deathgaze will cast Drainga on itself.
-The new title screen’s text is now easier to read.
-The “Supplementary Mods” document has been added. Mods and tools listed in that document are compatible with SFF.

As always, feedback is welcome! I'm keeping an eye on the Light Armor and Halcyon changes to see if they need tweaked, so if anyone has any opinions on those as you're playing through, please let me know.

Thanks again to everyone!
Hinnyuu Mar 11, 2019 @ 5:44pm 
Great news! This should make the mod even more fun now than it already is :)
Serafie1999AD Mar 21, 2019 @ 2:17pm 
Hi, I've got a question about this mod. Since Wither and Addle have been removed, are there any other abilities or spells that let you debuff enemies for defensive purposes, lowering their physical or magical attacks?
eternal248 Mar 21, 2019 @ 2:48pm 
Hey there! There's nothing that lets you lower STR/MAG, because the formula is programmed to allow it to stack indefinitely, effectively making them super overpowered. I tried different ways to make them less so, but no matter what I did they were just too strong, and we unfortunately don't have a way yet to change it so it doesn't stack. That said, you can still use Expose/Shear to reduce DEF/RES to 1, since debuffs to defense don't seem to be as overpowered.
Last edited by eternal248; Mar 21, 2019 @ 2:48pm
Serafie1999AD Mar 21, 2019 @ 4:25pm 
Originally posted by eternal248:
I tried different ways to make them less so, but no matter what I did they were just too strong, and we unfortunately don't have a way yet to change it so it doesn't stack.

That's too bad. It would have been handy if it was possible to change the formula from 0.7*current str/mag to 0.7*maximum str/mag. Alternatively, there could be a status ailment like Power Break (FFX) or Debrave (FFXIII) for temporarily reducing physical damage, and Magic Break or Defaith for temporarily reducing magic damage, but I'm not sure if implementing something like that is technically possible.

A question about Yiazmat in your mod: since enemies have 2x HP, does that mean he has 100 million HP, not to mention 1.3x stats? If so, how long does it approximately take to defeat him in your mod? Even in the vanilla game, the battle was overly long and dragged on forever, taking about 1-2 hours without fast-forward.
eternal248 Mar 21, 2019 @ 4:33pm 
It's funny you bring up XIII, since I was hoping to emulate Deprotect/Deshell/Debrave/Defaith/Imperil at some point in SFF's development. I'm sure one day we'll figure out how to make it a proper status or, at the very least, not stack.

With regards to your second question, SPOILER and some other super late-game enemies didn't get HP buffs, meaning the battles won't necessarily drag longer than before, aside from the 1.3x DEF/RES buffs, so SPOILER has his Vanilla HP.
Hinnyuu Mar 21, 2019 @ 4:41pm 
Originally posted by Serafie1999AD:
It would have been handy if it was possible to change the formula from 0.7*current str/mag to 0.7*maximum str/mag.
The problem is primarily the infinite stacking, which means you can reduce any enemy to hit like a wet moogle if you reduce them enough.

Originally posted by Serafie1999AD:
Alternatively, there could be a status ailment like Power Break (FFX) or Debrave (FFXIII) for temporarily reducing physical damage, and Magic Break or Defaith for temporarily reducing magic damage, but I'm not sure if implementing something like that is technically possible.
To my knowledge, this is currently not possible. In an ideal world, yes, you'd have an ability like that - some kind of temporary, limited reduction in power. Limit stacks, limit duration, whatever. But it can't be done (yet).

Originally posted by Serafie1999AD:
A question about Yiazmat in your mod: since enemies have 2x HP, does that mean he has 100 million HP, not to mention 1.3x stats? If so, how long does it approximately take to defeat him in your mod? Even in the vanilla game, the battle was overly long and dragged on forever, taking about 1-2 hours without fast-forward.
I believe the absurdly high HP enemies were adjusted manually. Yiazmat didn't feel substantially longer as a fight to me, neither did Hell Wyrm. They do hit harder, though.
Melodia Mar 22, 2019 @ 5:42am 
I would sooo love a stat-reduction debuff. It'd fit in great for a mod I was working on (until I stupidly lost a few hours of work due to working my the files on my backup drive instead of my main one...)
Last edited by Melodia; Mar 22, 2019 @ 5:42am
Kupo Nut Mar 23, 2019 @ 8:36pm 
I get an "error loading" trying to add the mod.
eternal248 Mar 23, 2019 @ 8:58pm 
Can you give some detail as to how you tried patching it? It’s kind of a generic error message so I’d like to see if we can narrow it down a bit. Thanks!
Kupo Nut Mar 23, 2019 @ 9:04pm 
I tried adding the mod before and after replacing (FileSizeTable_US) still give me an error, I have other mods installed and working in game. adding the mod (FFXII Struggle for Freedom Folder) via Draklor lab
Last edited by Kupo Nut; Mar 23, 2019 @ 9:09pm
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