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Final Fantasy V Tweaks

Started by T92, April 27, 2022, 06:31:34 PM

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T92

Final Fantasy V Tweaks
v2.7a

The purpose of this patch is to provide the best possible experience for both
longtime fans and newcomers without affecting the gameplay too much.

The script uses the Legend of the Crystals Translation done by Spooniest and Vivify93 as a base, and some jobs, abilities, and description's names from the GBA version.

I'll add more changes on the next releases.
If you have any suggestions to improve the patch let me know them.



Gameplay Changes:
  • Better equipment for some jobs that previously can only equip one or two weapons (like the white mage).
  • Mimes can now equip any weapon or armor.
  • A GBA-like sprint.
  • Some minor improvements on the menu.
  • Now the Berserker has a command that casts berserk on him instead of being always berserk.
  • Calm ability was reworked into an auto-berserk command.
  • Restored enemy counter.
  • Added more than 20 bugfixes.
Special thanks:
  • RPGe for doing the original translation.
  • Spoonify93 GameMods for doing the Legend of the Crystals Translation.
  • Inu, Assasin, Grond, BerikXardas, InstructrTrepe, Chicken Knife, J121 and LeetSketcher for doing some patches used on this hack.

nanashi89

This may come off as a futile pipe dream, but any chance of adding the Jobs from the GBA/Mobile Ports?

T92

Quote from: nanashi89 on April 27, 2022, 06:35:53 PM
This may come off as a futile pipe dream, but any chance of adding the Jobs from the GBA/Mobile Ports?
Maybe I can create a Job called "Advance Player" which has the best GBA abilities, by removing some abilities like the "Equip x" and the dancer job.

MattKimura

One other hack that I enjoy using for the SNES version is having the learning ability be passive for all characters. That way you can learn blue magic without needing to first equip learning.
The other thing is being able to sprint without having sprint equipped, but seems that you already have that.

MysticLord

#4
A29, could you integrate this with parts of some other hacks?

https://www.romhacking.net/hacks/5790/

Liberating all 4 skill slots for all classes as per the above hack would be nice.

I really like some parts of Void Divergence too, but the overall list of changes (especially the elemental system) is too much for me.

I like:
* How each learned skill grants a static bonus to that character forever, which makes for a smoother character progression and saves skill slots as you don't need the passives that grant stat boosts.
* That some passives are permanent after learning them, which IMO is how it should work. Environmental passives should IMO be permanent other than ones you'd want to turn on and off.
* That character starting stats and stat growths are differentiated so it doesn't make sense to train a natural mage as a warrior, but I dislike how it's not an option at all - I prefer the freedom to make stupid decisions.
* How spell skill levels were consolidated into a single skill for each mage class, as it frees up skill slots and it's overall simpler. I'd rather pay 700 AP to be use black magic in one go no matter my class than 700 (or whatever) split over several levels.

Other than the above things, I'd really like a more exhaustive and informative menu interface and for each classes active skills to be grouped under a single skillset for each class like FFT does. It's not fair to for instance the Samurai that they need to use more than 1 skill slot for all their active skills, while a Black Mage needs only 1.

More variety in the gear system (either tier-less if that's your thing, or multiple options for each tier upgrade - plus greater access to elemental affinities and debuff resistances) and keeping stats low enough that you can just barely max them out with character levels, class bonuses, skill bonuses, and gear are all things that appeal to me personally but less so than the things above.

I'm aware that I'm e-begging but there isn't a FFV+ hack that keeps close to the original while fixing bugs and adding systems found in later class-based FF games.

T92

#5
Quote* That some passives are permanent after learning them, which IMO is how it should work. Environmental passives should IMO be permanent other than ones you'd want to turn on and off.

I will make every job have the innate abilities learned (like the mime and freelancer) on the next version, since the most useful passive skills (like "Evade") are learned after a lot of grinding.
Quote*How spell skill levels were consolidated into a single skill for each mage class, as it frees up skill slots and it's overall simpler. I'd rather pay 700 AP to be use black magic in one go no matter my class than 700 (or whatever) split over several levels.
Do you mean to fuse the "Lv.# [Magic]" into a single one that costs more ABP?

April 29, 2022, 04:18:05 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Quote
https://www.romhacking.net/hacks/5790/

Liberating all 4 skill slots for all classes as per the above hack would be nice.

It would be a great idea, but it's best to leave only 2 blank slots (removing the "Items" ) in most jobs to avoid Mime (The only optional Job) become useless.  :thumbsup:


MysticLord

Quote from: A29 on April 29, 2022, 04:08:52 PMI will make every job have the innate abilities learned (like the mime and freelancer) on the next version, since the most useful passive skills (like "Evade") are learned after a lot of grinding.
That helps a lot, and it makes sense too.

Quote from: A29 on April 29, 2022, 04:08:52 PMDo you mean to fuse the "Lv.# [Magic]" into a single one that costs more ABP?
Yes. Instead of Black/White/Red/Time/Summon [1-n], just have a single skill for that skillset that's reasonably expensive and do something interesting with the skill slots you free up.

Quote from: A29 on April 29, 2022, 04:08:52 PMIt would be a great idea, but it's best to leave only 2 blank slots (removing the "Items" ) in most jobs to avoid Mime (The only optional Job) become useless.  :thumbsup:
I didn't think of that, it's a good point.

Lumiere

One problem I have with fusing the Lv.# [Magic] stuff is that until you master the ability, you can't use the spells outside of the class that has them.

If you do decide to combine magic levels, maybe have a mid-point and full mastery. Say Lv 1-4 or 1-5?

FlamePurge

Check out and discuss my projects

T92

#9
Quote from: vivify93 on April 30, 2022, 04:21:14 PM
Congrats on the release! :thumbsup:
Thanks.  :thumbsup:

April 30, 2022, 05:34:25 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Quote from: Lumiere on April 30, 2022, 03:49:04 PM
One problem I have with fusing the Lv.# [Magic] stuff is that until you master the ability, you can't use the spells outside of the class that has them.

If you do decide to combine magic levels, maybe have a mid-point and full mastery. Say Lv 1-4 or 1-5?

I will only leave 2 abilities per magic (Level 1-3 and Level 4-6) like in FF I where the white mage could only use half of the spells and the white wizard could use the rest.

April 30, 2022, 07:52:46 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

I just started working on the bug fix patch. I hope to release it before Friday along with the v1.1  :thumbsup:

April 30, 2022, 07:57:00 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Quote from: MattKimura on April 28, 2022, 11:52:18 PM
One other hack that I enjoy using for the SNES version is having the learning ability be passive for all characters. That way you can learn blue magic without needing to first equip learning.
I guess you are talking about this one: https://www.romhacking.net/hacks/3746/

QuoteThe other thing is being able to sprint without having sprint equipped, but seems that you already have that.
I added a GBA-like sprint, you always dash and dash faster with the "sprint" ability.

ExL

So far changes like merging magic and innate abilities looking great :thumbsup:
Maybe Knight's Equip abilities could be dealt with too? I'd personally paired Armor with helms and gave it 250 AP, also merged Sword and Shield in one for 450 AP or so. Because well, it would be nice + 1 free slot ::)
With Mystic knight/Paladin left with 3 abilities(Magic Shell and 1-3? 4-6 magics) would be great to give him Runic from Celes' arsenal as job command, so there'll be something useful to him.
Now, Monk, it's really all good set, though 3 abilities with different HP bonus kinda sucks. I'd threw away 20% at least and made 10% into 15% cost more AP, like 150 AP. Less grind, also not leaving only 1 because would be nice to have early 15% for different jobs rather than going all way to costly 30%.
Blue Mage Check is redundant with View ability, Check must go completely. Also would be great if Learn would work like for Strago - character with Learn is present in battle and not undead/petrified/blind/paralyzed/dead than he learns ability on whomever it is used(not only on him).
Red Mage after merging his magics in 1 asks for something useful. Could be nice to have ability to double damage of next spell.
White and Black Mages abilities to give extra HP aren't needed with Monk having same. White Mage should have some MP regeneration instead and Black - 30% MP.
Berserker sucks, but gives axes and high attack growth. I have 2 propositions to unsuck him 8) Make Berserk an action command instead of auto status on battle start. And give him Umaro's Tackle - physical attack ignoring defense.
Time Mage have nothing interesting on him and with some slots freed after magic merging 1 new ability could be squeezed in. I propose Last Haste, when only 25% of HP left gain Haste status. Should work nicely with him and other jobs.
Summoner... Well, Half MP would be nice. Making call cost like 250-300 AP and Half MP an ultimate ability for 500 AP seems decent.
I would give one additional ability to Mimic too. While Mimic command mimics last used action by anyone, Encore ability should repeat Mimic's last move.
That's all for existing jobs I can think of to make 'em more interesting.
As for GBA jobs and content, it would be hard to squeeze them in and code even with all those abilities' merging. Instead I propose Dark Knight job using Gladiator's sprites. As for abilities for it: Advance - 2x power attack halving own defense until next turn, Provoke - all enemies attacking user with their next attacks, Dark Art - infamous dark element attack to all enemies using own HP as MP for it, Reach - no damage penalty from backrow.
It's everyone's favorite ;D If he could be there without sacrificing any other job that would be great enough for me.
No more job thoughts and there're more capable people to suggest everything else ;D

MysticLord

#11
Quote from: ExL on May 02, 2022, 07:25:40 AM
So far changes like merging magic and innate abilities looking great :thumbsup:

Maybe Knight's Equip abilities could be dealt with too? I'd personally paired Armor with helms and gave it 250 AP, also merged Sword and Shield in one for 450 AP or so. Because well, it would be nice + 1 free slot ::)

Now, Monk, it's really all good set, though 3 abilities with different HP bonus kinda sucks. I'd threw away 20% at least and made 10% into 15% cost more AP, like 150 AP. Less grind, also not leaving only 1 because would be nice to have early 15% for different jobs rather than going all way to costly 30%.

Blue Mage Check is redundant with View ability, Check must go completely. Also would be great if Learn would work like for Strago - character with Learn is present in battle and not undead/petrified/blind/paralyzed/dead than he learns ability on whomever it is used(not only on him).

Red Mage after merging his magics in 1 asks for something useful. Could be nice to have ability to double damage of next spell.

White and Black Mages abilities to give extra HP aren't needed with Monk having same. White Mage should have some MP regeneration instead and Black - 30% MP.

Berserker sucks, but gives axes and high attack growth. I have 2 propositions to unsuck him 8) Make Berserk an action command instead of auto status on battle start. And give him Umaro's Tackle - physical attack ignoring defense.

Time Mage have nothing interesting on him and with some slots freed after magic merging 1 new ability could be squeezed in. I propose Last Haste, when only 25% of HP left gain Haste status. Should work nicely with him and other jobs.

Summoner... Well, Half MP would be nice. Making call cost like 250-300 AP and Half MP an ultimate ability for 500 AP seems decent.

That's all for existing jobs I can think of to make 'em more interesting.
I added line breaks to your post, you should too in the future.

If passives are automatically equipped on every job after you learn them - and a lot of spell level skills are being consolidated - then they can be as granular as vanilla, or even more so. We are talking about freeing up maybe 20 or 30 skill slots. In reality, I wouldn't suddenly forget how to use a shield if I decide to become a martial artist. Why should FF5 be different?

I think Lumiere has the right idea for spell level skills - something less fine grain than vanilla, but which lets you get the bulk of the skills in a few chunks. My idea was too much. My biggest concern is getting more skills into skillsets, which limits non-caster classes the most.

Do Check and View have the max HP limits in this game? Is it possible to fix that, or instead check current HP and return "Too high!" if it's more than the amount that can be printed?

As for your other ideas:
1. I don't know how OP is doing all this, or if any of your ideas (or mine) are feasible. Which begs the question, "How exactly is OP doing this?"
2. While these ideas are interesting, they don't seem too balanced.
3. There are plenty of ideas to draw on in other Final Fantasy games, both with and without job classes.
4. I'm pretty sure passive HP/MP bonus skills stack, so why remove them?
5. While your ideas may or may not be something OP wants to do, they're not bad ideas. If there's a tool to edit FF5, you should make this patch so other people can experience it.

Quote from: ExL on May 02, 2022, 07:25:40 AM
With Mystic knight/Paladin left with 3 abilities(Magic Shell and 1-3? 4-6 magics) would be great to give him Runic from Celes' arsenal as job command, so there'll be something useful to him.
Mystic Knight aka Sorcerer is a sword mage, not a Paladin. Their skills are closer to Steiner than Agrias or Celes.

Celes' Runic is pretty useless most of the time without a complete enemy rebalance, as few enemies use human magic spells.

Runic is global anti-magic field and Absorb Used MP that acts so long as it was used previously and Celes' turn hasn't come up again. This is:
1. Too broad to be useful as it prevents you from casting spells of your own.
2. Too pathetic to rate using it to restore MP unless more spells are caught by it due to more enemies having spells.
3. Too short and uncontrollable a duration to be consistently useful in an anti-magic fight.

You could make it affect only enemy magic, but then it becomes OP - especially if more enemies have spells. You could limit it to enemy spells that target your party to slightly reduce that effect.

You could make it act as a bit toggle, and prevent the caster from doing anything else while it's active and until it absorbs a spell. You lose a party member to block a spell, which is pretty niche and you need to know what's coming beforehand to equip it.

If you make it act as a bit toggle and let the caster resume actions after a turn then it's more useful and worth keeping on your party.

You could make it act like a byte, and store up Runics with each use.

You could tie it to Sword Magic somehow, and have a successful Runic let the caster use a Sword Magic spell immediately and for free. This would make it act like global (or enemy) anti-magic field, Absorb Used MP, and a less automated version of Counter Magic.

And of course I have no idea how easy it is to implement, which it probably isn't.

Quote from: ExL on May 02, 2022, 07:25:40 AM
I would give one additional ability to Mimic too. While Mimic command mimics last used action by anyone, Encore ability should repeat Mimic's last move.
In other games there are two Mime skills.
1. An active skill that repeats the last action taken, as the Mime command in FF5 and FF7.
2. A passive skill that repeats every legal allied action, as the Mime job in FFT.

I'm not sure if #2 is possible, but if it is it should be very expensive.

Quote from: ExL on May 02, 2022, 07:25:40 AM
As for GBA jobs and content, it would be hard to squeeze them in and code even with all those abilities' merging. Instead I propose Dark Knight job using Gladiator's sprites. As for abilities for it: Advance - 2x power attack halving own defense until next turn, Provoke - all enemies attacking user with their next attacks, Dark Art - infamous dark element attack to all enemies using own HP as MP for it, Reach - no damage penalty from backrow.

It's everyone's favorite ;D If he could be there without sacrificing any other job that would be great enough for me.

No more job thoughts and there're more capable people to suggest everything else ;D
None of the GBA jobs are interesting, I'd rather get something from FFT or FFTA.



T92

#12
Quote from: ExL on May 02, 2022, 07:25:40 AM
As for GBA jobs and content, it would be hard to squeeze them in and code even with all those abilities' merging. Instead I propose Dark Knight job using Gladiator's sprites. As for abilities for it: Advance - 2x power attack halving own defense until next turn, Provoke - all enemies attacking user with their next attacks, Dark Art - infamous dark element attack to all enemies using own HP as MP for it, Reach - no damage penalty from backrow.
The only GBA abilities that worth adding are the "Long Reach" and the "1.5 ABP/EXP". Maybe I can make them replace the "Check", and other useless abilities with them.

QuoteMake Berserk an action command instead of auto status on battle start.
I'm reworking the "Berserk" ability into a command like the "Image" wich cast Berserk on the user.

QuoteMaking call cost like 250-300 AP and Half MP an ultimate ability for 500 AP seems decent.
Yeah.

May 02, 2022, 10:08:36 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

V2.0 Changes:

  • Fixed a error that caused the "Items" command to display smaller than intended.
  • Added some bugfixes.
  • Updated credits.

Lumiere

I'm not sure if you're aware but, there is a patch that "unberserks" the Berserker so it acts like a normal class. You would have to rebalance it, maybe improve it's stats and give it !Drink?

The HP/MP+ abilities improving your str/mag maybe would make them more appealing?

There are several tools available for people to work on FFV but, many of ExL's ideas require assembly which A29 may not know how to do.

Also here is a wiki for FFV: https://www.ff6hacking.com/ff5wiki/index.php/Main_Page

There's a lot of documentation there, maybe some of it will be useful.

ExL

Lumiere, thought A29 knows assembly or other ways to do advanced stuff :-X
Sorry if I got a bit overboard, guys, that's my fav FF game. I'm way too excited to have the ultimate version and play again :laugh:
Threw ideas that could've worked out to give more fresh feeling, yet be inline with the game and universe. No bards with laser-eyes or whole balance overhaul(please). If A29 finds anything of that applicable, I'll be glad :thumbsup:
Either way, looking up for the new version, I'll wait for it before starting this journey again.

T92

#15
Quote from: Lumiere on May 02, 2022, 10:28:33 PM
The HP/MP+ abilities improving your str/mag maybe would make them more appealing?
Actually, according to the Final Fantasy wiki, magic commands already give you a magic power boost. I'll rework the "equip x" to give you the strength modifier of the class it came from.

May 03, 2022, 02:07:59 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Quote from: Lumiere on May 02, 2022, 10:28:33 PM
I'm not sure if you're aware but, there is a patch that "unberserks" the Berserker so it acts like a normal class. You would have to rebalance it, maybe improve it's stats and give it !Drink?
I guess its the best way to rework the berserkers, in the real world, they actually do that (drink something to became berserk before battle).
I will do the following:
Change the "fight" command to "drink" (so you always turn berserk before attacking), and change the "berserk" ability to "Equip Axes and Hammers". When I manage to rework the "berserk" ability into a command that casts "berserk," I'll implement it instead of drink.

Lumiere

There isn't a drink that causes "Berserk" but, that's probably easy to fix. I know that the "Power Drink" is bugged in the snes version(only improves Goblin Punch). I would leave "Fight" alone and make !Drink the Berserker's command ability.

It would be smart to double-check axes & hammers damage formula. If I remember right, they don't use the formula as swords and a few other weapons. The game mechanics guide on gamefaqs has all of the formulas and a bunch of other stuff that may be useful.

T92

#17
Quote from: Lumiere on May 03, 2022, 02:17:24 PM
There isn't a drink that causes "Berserk" but, that's probably easy to fix. I know that the "Power Drink" is bugged in the snes version(only improves Goblin Punch). I would leave "Fight" alone and make !Drink the Berserker's command ability.

Ironically, it was harder to create the item than to turn "berserk" into a command. :laugh:

But finally, it's done.  :)



It works like the "Image" command, since I used the same code.

May 05, 2022, 04:07:34 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Released the v2.5
Changes:

  • Berserker now has a command that casts berserk on him instead of always being berserk.
  • Calm has been reworked into an auto-berserk command.
  • Restored enemy counter.



May 05, 2022, 04:08:33 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

I'll starting working on a reverse patch to have "vanilla" jobs.

MysticLord

Do you have a list of your changes to jobs and skills?

T92

Quote from: MysticLord on May 06, 2022, 11:17:44 AM
Do you have a list of your changes to jobs and skills?
Yes:


  • Calm was reworked into an auto-berserk command (like the "image" command) and renamed "rage".
  • Berserkers now have a command that casts berserk on them instead of always being berserk.
  • Mimes can now equip everything.
  • Dragoons can now equip swords.
  • White mages can now equip bows.
  • Summoners can now equip whips.
  • Knights can now equip axes.