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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).
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.
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.
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!
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.
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.
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).
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.