It's still got 16 bytes for every level a character can reach, but there's no such thing as TNL; each level in the ROM is defined by the total amount of experience needed to reach it, and a character's current EXP is stored in RAM as their absolute amount.
Glad to hear you're enjoying the mod! That's a strange glitch with the save menu...probably an arcane result of the text table repointing. I'll make sure to fix that.
Don't be too fussed about the Steel Quill; it's a good non-elemental weapon but doesn't outclass the Shadow Blade, and Gatlingers will have much better chances of dropping it when I edit their data. The general pattern for most rare drops is that they'll be available as a very rare drop before the area they're tuned towards, and then some time later as a rare or uncommon drop, or as a treasure. Some of them will just be hard to find, though!
I wanted to make the early enemies at least potentially dangerous; Helldivers won't wipe you if you know what they're doing, but they're a worthy foe now. Sword Rats are the same idea; they're there to make the early portion of the game a bit more thoughtful than hitting Attack.
The Dark Sword change lends some utility to Cecil, since he was otherwise pretty straightforward in how he was used. Dark Knights being adept at debilitating their opponents also helps contrast the class with the Paladin.
Bah, if only we could break this TNL garbage for FFIV SNES, since it seems they just found a way to ignore it all together for FF4A.
Ah? I had assumed that because it was second on the list it was the SwordRat's uncommon drop? Is that not the case then? Good to know Gatlingers will have a better chance to drop it. I did pick up a Goblin Summon through all of that grinding though so I guess it wasn't a complete waste of time.
The Mist Dragon at least dealt damage, not sure about its speed though, granted I was Level 15 due to all of the grinding though. I also like how you have Titan outright kill Cecil and Kain, I mean, it makes sense instead of the 70-80 it deals in other versions.
Aside from being slightly faster the Soldiers and General did not seem much more powerful.
Hmm, Goblin Punch still seems useless and SandWorms still deal only 5 or so damage with Cyclone (because it's tied to their Max HP, if I recall right)
Did you increase the power of the Rod's magic attack or did this version do so? It dealt 60 damage to a normal foe!
Umm... Desert Sahagins have 4 Attack... I cannot assume that was the intention. Hundlegs only have 11 at that measure... this does go up to OctoMammoth, right?
Killer Fish have disappointing Attack stats as well only dealing 5 or so damage to a Level 5 Rydia.
Everything here seems to have 11 Attack which is normal as far as FFIV is concerned but that x2 multiplier for them does not appear to be cutting it.
I like the chance of a Polymorph Rod from the Gigantoads, nice touch!
Alright! Now that's a nice change of pace. The Toadgre's can cast Blizzara which is high damage for this point, but survivable and Toad (which they did cast originally anyhow) can be quite deadly. Well conceived.
Toadgre's I feel have the appropriate strength, if not a little less strength than this area should provide. I wonder if that Lilith's Kiss is a 1/8 item or much lower...
For 2 MP Poison deals a pretty good amount of damage!
Ah, Zombies poison, very nice. Did you also include your ffaster Poison? Since I noticed that Rydia actually took a measure of Poison damage during the fight. I like their boosted stats as well.
Was not expecting Silence from Flans... do you sell Echo Herbs at early shops then? Since in the normal game they aren't available until Mysidia as I recall.
Alligators are more than respectable foes with 48 Attack but I imagine that they probably have lowish Accuracy.
Seems like Mini-Mage's are still a bit tricky.
Ah, the dummied Hand Axe, an interesting place to put it.
Only the Hades Armor here? Interesting...
The Hand Axe is a legitimate thrown weapon, nice touch. Though I'm not sure giving the Dark Knight even more survivability with background usability as being such a great idea. I guess I'll see.
Did they change the way Magic Items worked in FF4A? I noticed that Tellah seems to be dealing more damage with the Rod than Rydia was doing.
And Octomammoth is down! I like what you did here. As you fight him his attack mulitpliers increase. At the start I used Tellah for Blink on Rydia mostly so she can hammer away at him with Chocobo and while he started to deal more and more damage we were able to keep pace and defeat him. A very satisfying boss.
All in all this is a promising start and I have to give TOSE credit where credit is due, FF4A does feel much faster and more fluid than its SNES counterpart, giving it a more frantic feel which is missing from the SNES version.