I think monsters themselves, including their AIs would be untouched. Maybe if this somehow takes off, then in a far future version we can attempt tackling that if the mood strikes us but I think the existing monsters are probably fine. In fact, the existing monster formations are probably fine as well. We can probably even pre-setup the monster domains of the floors before they're even generated as it would really only depend on dungeon level (you fight stronger monster formations the further down you go; doesn't really matter what the layout of the floor is like).
I did make a fully functioning "Random AI" command a while back where each enemy is assigned 4 random spells that they can access when a specific spell is called (in my case DullSong was replaced because it is hardcoded not to show its name on use). It looked at the Defense number (as in the index of which defense it was) to ascertain what 4 moves they would use. It would need some tuning, but it might be worth looking into, in time.
Thank you ^_^
However, I think there were quite a few changes in UC, even character balance wise, that were born more from my creativity and self expression than they were from necessity. The philosophy I'd prefer to go with for this would be to make it as close to vanilla as we can reasonably get away with without it being obviously unbalanced. So for example, giving Porom a command like "Bonk!" was not at all born out of necessity; it was born out of me going, "LOL wouldn't that be cute if Porom bonked your party members on the head to give them buffs". That said, there were some changes that definitely were born out of necessity of making certain characters viable at parts of the game where you wouldn't normally have them, and those I think should stay, or similar changes made.
So here's what I've thought of so far, and I'm by no means married to any of these ideas so feel free to criticize and/or suggest alternatives or additions:
- Dark Knight: This guy needs quite a bit of help, maybe the most help. Flavor wise, he's easily the coolest and probably most popular character, so he needs to be not only viable but extremely solid.
First change I would propose here is he needs more weapons and armor accessible. Giving him access to "normal" swords (the swords Kain can use) and armor (again, the armor shared among the other heavy lifters like Kain and Cid) would solve most of this problem in one fell swoop. However, I feel like he really needs the added oomph of another unique dark sword or two. One option is we can do something like what I did in UC where the Deathbringer is his endgame ultimate weapon (actually I think that change needs to be made no matter what) and then for the middling swords, just sort of convert some existing swords into dark swords, the ones that "sound" like they should have been dark swords to begin with (e.g. "Ancient/Curse Blade", "Avenger", "Blood/Drain"). Another option would be to leave those alone and create a new one or two (e.g. "Vorpal", maybe a two hander with very high atk power and very high crit rate? Is crit rate even a thing we can modify? In any case, it would be fantastic for dark wave which loves high atk and doesn't care about your off hand). Regardless of whether we convert or make up swords or not, the existing dark swords should be spaced out a little more (and have their stats modified to be appropriate to wherever we end up putting them).
I agree that the more unusual swords, Ancient, Avenger, and Blood sword should be turned into Dark Swords and that he should be able to equip other sword variants. Crit Rate is a stat, but it is set by character and the weapon they have equipped only doubles it or divides that initial amount, without custom code it can't be increased or decreased by various equipment.
Second thing I would change for DK is his stat growth. This is pretty straightforward; mostly what he needs is more HP. He probably won't get as much as Paladin, who has to take hits for the whole team, but maybe something slightly below Kain. It might depend on what we end up doing with the blood sword.
Kain's already a bit... much, I find in terms of survivability. I think the Dark Knight should have HP comparable to Edge at Level 60, which is roughly around 3300, so I'd say 3500-3700 max HP would be proper. I think the Blood Sword will go a ways towards his sustainability for those lucky enough to get it, it also make the Dark Knight unique in that aspect.
Dark Wave is quite solid in the beginning, but tends to peter off quite a bit in the mid to late game. So does kick, and I suspect for similar reasons. My proposal: Let's just outright double the damage dealt by both. Cecil would still have a reason to attack because, well, it doesn't hurt him to do so, and also his weapons will likely have some cool properties that won't be applied by Dark Wave. Likewise, Yang will still have a reason to fight because we've all seen what those claws can do, and they don't apply to the Kick damage.
Those three changes are all, IMO, quite benign and subtle to the end user who has no idea what's going on under the hood (DK I don't think ever has access to the "normal" equipment so his lack of ability to use them is mostly undetectable outside of hacking/genie), yet will (I suspect) make him quite viable for the entire dungeon.
Did you know that there's an unused multiplier in the Kick/Dark Wave Formula that's simply set to 00? You just need to make that 01 and it should deal double damage. Here is the info. on that...
http://slickproductions.org/forum/index.php?topic=1883.msg23621#msg23621All of that should make him quite viable, I agree.
[/li][li]Rydia: In vanilla, Rydia is one of the first characters you meet and is part of your end game party, so it's not that she needs help (
); rather, since you will have all the other characters to choose from, she has to be compared to Palom and the two need to be distinguished from each other strategically in ways that matter. Normally, Rydia is pretty much just a black mage with some summons. She has slightly less natural magic power and not quite as rampy of a spell learning progression.
My proposal would be we take that difference and sort of run with it. We can make it so that Rydia still gets a full slate of black magic, but she takes forever to fill it, and takes forever to learn anything "good". What she does learn will be noticably less powerful than Palom's casting of the same spells. The spell progression can easily be redone by hand, but the spell power thing introduces an issue in that if we simply reduce her WIS, sure that hurts her black spell power, but it also hurts her summon power. So what about this: If we can hack it so that the summons are powered by WIL rather than WIS, this sort of kills two birds with one stone. We will be able to nerf her Black spell power without hurting her Summon spell power, and she will suddenly have a use for WIL boosting equipment that she had access to but no reason to really use.
It's not a bad idea, it would require some custom code though since the game only checks if something is not White Magic (spells 0-18) to apply Wisdom to. If it is White Magic +1 is added to a value to make it look for Will instead.
[/li][li]Tellah: Tellah doesn't need help with equipment. He can use standard mage gear, which grows quite nicely throughout the entire game. The decisions we need to make with him are how is he going to learn his spells, and how is he going to gain MP?
One way to tackle both these problems is to do something similar to Tellah Rejoined in UC. This is a little extreme, but hear me out. We have it so that Tellah starts the game with every spell learned. Don't forget, we're sort of "fusing" him with FuSoYa in a sense as well. However, he starts with a measely amount of MP (my initial thoughts are something like 25. Not enough for a "3", but he can throw out a Bio if you need it). And in the beginning of the game, his MP will creep up very slowly, point by point. The idea is he's already learned all the spells but can't cast them all. As his MP creeps up bit by bit, that gives him practical access to more and more spells, almost like "learning" them in a sense, but in order of MP cost. So for example, the moment he hits 50 MP, he can start throwing around Flares, but each Flare will be all his MP. In that sense he'll be a sort of "glass cannon" character. However, his WIS stat won't grow quite as well as Palom's, and his WIL stat won't grow as well as Porom's, so compared to a more specialized mage, his spells will be weaker. In the early to mid game, this is compensated for by having access to spells that they won't be able to learn for a long time, but there will eventually come a point when the twins have their sets mastered and that will no longer be an advantage for him. So, again just like UC, we han have at that point his MP growth suddenly ramp the hell up and he basically switches roles from being a glass cannon ether guzzler into an MP battery that can throw Meteos around like Oprah giving out cars (YOU get a Meteo! YOU get a Meteo! EVERYONE gets a Meteo!).
That is a pretty major change and will be pretty jarring to people used to vanilla, but I don't have any other ideas at the moment. If anyone has suggestions, I'm wide open.
I think it's a fine idea. In this manner Tellah retains usefulness throughout the game and since Inns and Tents will likely be stupidly rare, reliance on Tellah could be a mistake for the player during the early going and Tellah's stats will never match that of dedicated mages so in that manner it balances itself out.
[/li][li]Edward: Ah, his Spooniness himself. Two things need to happen here: better equipment (especially mid to end game), and better commands.
The equipment is the first problem, and probably easiest to solve. We need to make at least two more harps IMO. They also need to be spaced out more, power level wise, just like the dark swords. My suggestions for specifics would be Requiem and Apollo. Apollo is just so iconic and makes him such a badass in that lunar domain. Loki is good too, but IMO it's less interesting and not really needed. Requiem is also pretty iconic for Edward since it was in his special quest in Advance, and also I seem to recall the FF5 bards having a Requiem song they could deal great damage to undead with. Anyway, I also would suggest not only spacing the harps out, but switching up the order a little. The lamia monsters from the tower drop Charm harps long after Edward has left your party and even in the versions where you get him back, by the time you do, that weapon is way outdated. The reason they drop those, I'm almost 100% certain, is because what was translated "Charm harp" is really "Lamia harp", so it makes sense for Lamias to drop their own harps. So we can still have them drop it, but now it will be an equipment on par for that stage of the game, and instead Requiem will be the second harp, leaving Dreamer to remain the starting harp, and Apollo where it belongs at the end. His armor equips are fine as-is.
I like these ideas for Edward, there is some ridiculously rare equipment that I think we could turn into other items though, also the Silver/Mythril Anything is useless to keep around in its unaltered state.
Command wise, the easiest thing to fix is disabling auto-hide. I don't think anyone will miss that. This is a trivial change in FF4kster; we can just assign the actor to auto-hide to be the no-longer-existent FuSoYa.
The next most important thing to tackle would be Salve/Split. We can't really do what UC did to scale this up because it involved a different Edward actor with a different command. There are a few things we can do here. We can ditch Salve altogether in favor of something like Regen (which itself would still have to be scaled such that it starts weak and improves as your characters improve). My ideal solution, though, would be to have it so that when you select Salve, it brings up a menu. From this menu, you can select any consumable item (potion, ether, phoenix down, remedy, even things like baccus wine or hermes shoes). It would consume one of those items from your inventory, but apply its full effect to each party member.
For Combat Boost, I had made ItemLord (which was Salve with a caveat) and the Chemist Ring (x2 Healing Items, building out of redundant Cure4 code). ItemLord looked at the first item in your inventory and you could choose whether to target yourself, the party, an enemy, or all enemies with the item. And if Edward is given the Chemist Ring ability innate (make it look at Job rather than what's equipped on the Arm) then that should solve that.
Finally there's Sing. Sing, Sing, what hast thou dunst. One option would be to have something like the After Years' Sing or UC's Bonk where he can use it on an ally (all allies?) to get some kind of good effect but you have no idea what it will be. I'm not particularly married to this idea though, as for one thing, it will be quite similar to my idea for how to improve Pray which I will get to further down. Another idea that crossed my mind, but again I'm not married to, is that Sing will apply a specific status to all enemies, based on which harp he has equipped (and does nothing if you have no harp). Dreamer = Sleep, Requiem = Mute, Lamia = Charm, Apollo = Stop? Except for Apollo, the harps would usually add these statuses on a hit anyway, so while Sing wouldn't deal damage, it would have the advantage of AOE targeting.
Whatever changes we make to Edward, they will most likely be major and noticable, but I somehow suspect that most people will welcome any kind of major changes that make Edward better, no matter how much of a departure they are from vanilla.
I did just that for Combat Boost, but I made them Sing (or Bardsong) a spell dependent on the Harp used (also an FFIII-esque effect where the the Song would boost everyone's attack by +5 each cast), only positive spells though. That was one of my earlier hacks actually, I could probably refine that and make it work closer to what you suggest.
[/li][li]Rosa: Rosa is probably mostly fine as is. Like Rydia, mostly what she needs is to be distinguished more from Porom. I think as an overall strategy, much like UC, Rosa will be more capable when it comes to physical attacks with her bows and arrows, but Porom will be the better healer. Unlike UC, Rosa will still get the full slate of white magic, including the healing spells, but like my suggestion for Rydia, her spell progression will be much slower than Porom's, and while Porom will probably learn a lot of the good healing spells early, Rosa will prioritize the support and effect spells.
As far as commands go, I think Rosa can ditch Pray, as she doesn't really need it, and Porom does really need it, and it suits her more flavor-wise anyway, as Rosa has no plot connection to praying for anything whereas Porom, you know, lives in the Tower of Prayers. Rosa also definitely doesn't need help with equipment; you get her early and she's in your end party, so no need to mess with that.
Fully agreed, some of the choices they ended up with in FFIV seems like remnants of earlier plans that they never figured out a replacement for, Prayer would be an example of that I feel. Instead of Elemental/Status Arrows though maybe we should make each Arrow type effective against a given enemy type? The game has some of those by default yes, like Holy Arrows and Lit Arrows, but beyond that they aren't all that useful. For instance Poison/Mute/Darkness arrows come far too late to really make a difference. However if they're included in early random draws, then maybe they could serve some purpose (except Poison, alone Poison is nigh useless).
[/li][li]Palom: More or less identical. He would still have Focus, which is probably fine as-is. Twin would need to have something done to it though so I'll talk about that here since I have more to say about Porom specifically.
Twin would need two things fixed: First, it needs to look for the other twin and disable the command (or just have it fail) if they aren't present. Second, it needs to scale better with levels. The twin spells are great early on but quickly lose their edge. Advance attempted to solve this by giving them the Twin Stars Double Meteo thing but I'm not sure that's such a great solution here (or even there, though it does make me smile). There are two potential solutions I can see here: One is to make it so the damage dealt by the twin spell(s) scale with their level rather than just having a base attack power. The other is to have something like FF4DS where you "learn" twin spells and it actually brings up a menu where you can select them. I'm more partial to the first since it seems easier to implement and doesn't eat up spell slots, but I can definitely see the appeal of having some more variety.
Yes, opening up menus in FFIV seem to be... not good? It's very difficult from my experience. Twincast does need to scale better. Comet looks to be as powerful as Titan though, they use the same formula all around. Flare is a Single Unit 30 Power spell which when split deals not impressive damage. However Titan is fast and only takes up one character where as Twincast is an eternity and takes two characters. I'm not sure of a good way to fix this one.
[/li][li]Porom: Again, more or less identical. Rather than Tears though (which I promise no one will miss), she would have Pray. Again, there's a precedent for this in the After Years, so I can't see people seeing this as too jarring of a change.
Pray I imagine would work something like Asura or Bonk where it would choose from among several different ally party buffs randomly. IMO it shouldn't be able to fail outright, simply because getting an effect you weren't looking for is in a lot of ways like the spell "missing". How many times have you needed healing from Asura but up comes the reseurrection effect, or you need the resurrection effect but here comes... protect... whoohoo... Anyway, the effects I'm thinking are: Slight HP healing (more common than the other options, scaled with level or maybe caster's MaxHP?) Basuna / heal battle statuses, Slight MP healing (again, scaled by level or MaxHP, much smaller amount than the HP healing), Arise (what good is coming back to life if you just get punted again?)
This sounds like it could easily use Recall's current slot for a base. MP Healing can be done, scaling it though would be trickier, I'm also not sure having MP recovery through a spell (That's not Osmose) is a good decision since a game like this is focused on conservation to have that ability may trivialize battles and just have the player spamming that ability until they get what they want out of it. Didn't Yang have a skill which healed by %MaxHP in Unprecedented Crisis?
[/li][li]Paladin:
(Forgot this bullet the first time) Paladin needs to have his weapons spaced out so some of the earlier holy swords are weaker and obtained earlier. We can get rid of his pre-Lv10 levelups to make room for others'. He could probably do with a little more white magic; there's somewhat of a precedent for this in FF4DS. I definitely think Raise should be on the menu. Other than that, though I think he can remain more or less untouched.
Agreed, the Legend Sword can't go around with 40 Attack at game start, or if it does it would be obtained like any other treasure and Paladin Cecil could start with... well he could start with a Staff, it would make him challenging out of the gates, but once you find some equipment he could really shine.
[/li][li]Cid: The only change Cid needs to have is an extra hammer or two. That said, Peep sucks and Cid is kinda boring with essentially just Fight and Item so I wouldn't mind coming up with something for him. I have one suggestion but it is pretty major so, again, I'm wide open to ideas for this.
Equipment wise, I think we can get away with adding one hammer, especially if we space out the existing ones more, like we did with the harps and dark swords. Especially where he can reasonably use axes and isn't so reliant on the hammers specifically. I think Thor's hammer is a cooler and more interesting candidate than Firey. Especially where Edward has the firey Apollo's Harp and bolt element seems more suited to Cid thematically.
After all the Wooden Hammer was meant to have Bolt-2 built into it before they decided against it. Yes, Thor's Hammer fits him very well. Flare Sledgehammer was always an odd choice considering the Gaia Hammer was Fire Elemental. In Combat Boost I turned the Silver Hammer into the Sage Smasher (sort of a joke on how he has a rivalry with Tellah) which was basically a Mage Masher in Hammer form but also had 15 Wisdom/Will to give him a magic defense multiplier so he could take a magical hit without imploding.
My only real idea for a command (if the game includes baccus wine, UC's Rage command would be a little lackluster) would be what I call "Boost". Essentially, he can use the attack items (and maybe even healing items) for extra effect (double? time-and-a-half?). It's in flavor with all his exploding and such and I guess an engineer would know how to use items better? That's about all I got. Tackle/Dash could be a possibility, but that was motivated more by UC Cid's berserker/Umaro type theme than it was from vanilla Cid.
We could also maybe have him keep Peep/Scan, but have it actually deliver a weakness, not just scan it. So the sequence would be: Give random weakness, report HP, report weaknesses. And the scanning part, at the very least, should be usable on bosses, and maybe even the weakness part. This would also synergize well with Boost, as, if the monster isn't weak to anything by default, you can make it weak to something and then use that attack item on it.
I did both of those for Combat Boost, heh. The first is the Scholar's Hat which doubles the damage Items do to enemies and the second was Piercing Sight (Harley's special ability from The After Years) which gives a foe a random weakness while casting Scan.
[/li][li]Edge: Edge sort of has the opposite problem of a lot of the other characters in that he's viable late game, but would be pretty broken early on. First off, we can apply our usual "spacing out" technique to his katanas. We can also take a page from UC by having knives give a speed boost, especially since most characters that can use them would probably never main them normally, and this would give a good reason for anyone to do so, but particularly Edge. The throwing weapons (shurikens etc) should also be scaled back and spread out better across the levels.
What is possible in terms of modifying Steal? I feel like early on, farming potions might be a little too good. Also being able to infinitely farm anything makes steal some combination of broken and/or boring. Can we make it operate more like the later versions of Steal where you have a chance at any rarity of item drop, but you can only steal once per monster? Can we also make it so that it fails less often and/or doesn't damage you for like 4 HP LOL when it does fail?
I'm wide open as to what in the world to do with Edge's Ninjutsu magic. Cut it completely to make room for other spells or spell-like effects that we might end up needing for other commands? Give him some standard black magic like UC did? Expand the Ninjutsu set and make some more lower level effects? Ideas?
Edge is a sticking point... Chillyfeez created a hack that made it so you could only steal one item from one enemy (I think after one it defaults to Potions) The failure rate with damage can be easily changed, yes. Any rarity is a bit trickier, it would require a bit of custom code to make work. I think they originally had some different idea in mind for Edge, notice how his skills mimic Three of the Four Fiends? Flood, Blitz, Flame, only one missing was Scarmiglione. I think it might be neat if after defeating an Elemental Fiend if Edge would learn their corresponding skill (by the way I am all for including Unprecedented Crisis's Underworld Elementals), I think in that case it should be expanded and getting rid of Smoke for Tremor would be preferable. Either the Throw Formula can be changed to be more accompanying or the thrown items can have their attack lowered, simply by removing the random variance for a /2 amount should balance it pretty nicely.
If you wouldn't mind? I feel like the more room we have for equipment (esp. weapons), the better the finished game will be; plus, I really feel like any space spent on "plot" items really is wasted space (especially since, if we really wanted it to, a weapon could be made to serve as a plot item much more easily than the reverse).
Eh... I tried and the editor doesn't seem to recognize the new ranges and the game looks at proper Usable Item Starts a ton of times that its very difficult to actively change, it's loaded in RAM, ROM, and so many specificities look at those indexes to clarify their effects (E.G. Status Healing Items, Phoenix Downs, Whistle, Summon Orbs, especially Summon Orbs, etc). I also don't think that Armor has all of the graphic options that weapons would have if weapons could somehow be extended.
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