I've also seen some odd things happen with boss forms from time to time but I can't seem to trigger them consistently enough to be able to debug.Expanded inventory:
I've found the main inventory in combination with the Fat Chocobo to be enough. I know it's not as nice as the "infinite inventory" of FF5 and up but I didn't think it was a big enough problem to be worth inventing a patch to address it. There should be plenty of room in the main inventory for all your potions/medicine, shurikens/bombs, and a few secondary weapon or armor options at any given time. You can always swap stuff with ol' fatty between quests if need be.Displaying defenses:
I agree this would be a nice feature, even in the original game. Unfortunately, short of creating a patch that modifies the menu in that way, I don't see an easy way of accomplishing this.NPC hints:
There is someone who gives a hint to where Rosa is, actually, in the main lobby of the Dwarf castle. The people of Fabul I think tell you where Yang is, Edward is in the first place you'd probably think to check, so is Cid, you already should know where Rydia is, and the next version will have the doctor in Toroia's hospital tell you where Tellah is, but suffice it to say, he didn't go far. People in Agart should give you some hints about a couple of things too. To get rid of the twins and/or Kain, and to get the Paladin, you will have to get the Floater stone first.Stat progressions:
Some characters are the same and some are different. The most notable differences are Edge, Rosa, DK, and Tellah. Edge has fewer HP, DK has more, and some MP progression; Rosa has less MP and more HP; Tellah's HP is mostly the same but his MP grows very slowly at first but gradually accellerates and eventually overtakes even the other devoted mages. The other characters' progressions were pretty much left alone. (EDIT: Most likely due to an oversight, Yang's progression is missing any HP growth after a certain level in the original FF4. I gave him a sensible HP progression after that level.)Mt. Ordeals:Cecil's magic:
The black effect spells are based on Wis if I'm not mistaken. What you may find though is that certain monsters are immune to certain statuses. Undeads, for example, tend to resist a lot of things. Blind is pretty generally useful, as a lot of monsters just attack a lot and blind works on most of them most of the time. Poison is good at taking out slimes and large groups of small enemies in the early game. Mute is only useful against certain enemies, but when it is, it's a complete game-changer. Berserk, in addition to its usual use, is good against monsters with special techniques that can't be muted (for example, you can berserk the ToadLady to stop her from commanding her toads to croak). Sleep can shut down a monster completely (it won't even wake up when attacked!) but many things resist it. Drain has obvious uses; its advantage over the blood sword is that it doesn't reduce all your stats. Bio allows Cecil to actually dish out some decent magic damage when needed. Charm mostly does what it sounds like, but not all monsters have charm scripts currently. I'm working on that. The ones that do can do some interesting things sometimes when charmed. Dispel removes most of the statuses that Esuna does not, most notably, Reflect! This can even make some of the endgame monsters like the EvilMask end up hitting themselves. If you level up DK Cecil to needlessly high levels he even learns things like Death (I might reduce the level of this one in light of the Deathbringer) and the multitargetable insta-kill Break (Petrify).