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KalivosGG

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KalivosGG

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About this mod

This mod overhauls some aspects of the core gameplay such as Jobs, Spells, Weapons and Hunts.
It balances some weapons damage and formula and make some hunts more challenging early game.
Changes all 12 job license boards to be more "Ivalice" flavoured by changing names and available licenses, such as the Blue Mage job/board.

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Changelogs
This mod applies a lot of changes, here's the list:

  • Most of old technicks are now Blue Magicks: Goblin Punch, Mighty Guard, 1000 Needles, Blood Drain, White Wind, Self-Destruct, Bad Breath, Ice Spikes, Choco-Comet, Mimicry, Lv.2 Sleep, Lv.3 Reverse and Lv.4 Disable. 
  • Technicks that were replaced with Blue Mage technicks: First Aid, Souleater, Charge, Bonebreaker, Infuse, Traveler, Sight Unseeing, Numerology, Stamp, Achillers, Horology, Gil Toss, Charm, Telekinesis. 
  • Initial items and equipments were changed for each character. 
  • Blue Magicks are obtained via Bazaar and Hunt rewards. 
  • Battle lores had their name changed to Strength +2.
  • Magick lores had their name changed to Magick Power +2. 
  • Battle and Magick lores now gives +2 stat increases instead of +1. 
  • All accessories licenses were removed and all accessories can be equipped by anyone.
  • All espers licenses were removed and can be summoned by any character.
  • Gambit licenses were reduced to 4 for each board and each license will provide 2 ~ 3 gambit slots. 
  • Lances now does piercing damage (Pierce formula), had its overall damage reduced and ranged increased slightly.
  • Rods now are 1-handed weapons. 
  • Rods now gives the user positive status on equip and MP. 
  • Poles had their range increased slightly. 
  • Hand-bomb category was renamed to Ninja Sword (to paired with Ninja Bombs). 
  • Hand-bombs weapons became fist-weapons and are 2-handed and uses Speed formula to deal damage.
  • Ninja Swords now can only be equipped with Ninja Bombs (old Bombs). 
  • Ninja Swords had their on-hit effect removed. 
  • Bows and Crossbows have increased chance of crit/combo. 
  • Measures no longer gives buffs when hitting targets. 
  • Axes are now 2-handed and uses Strength formula to deal damage.
  • Hammers remained one-handed but uses Crossbow formula and can only crit. 
  • Invisible weapons such as Gendarme, Seintegrat and Great Trango were rebalanced, received proper weapon models and licenses requirements to be equipped. 
  • Some licenses were merged into another, like some sword licenses such as Blood Sword and Karkata are now one license only. 
  • All ammunition changed, arrows are now purely elemental, shots remained almost the same, bolts can inflict two bad status on hit, ninja bombs have high chance of inflicting bad status on hit. 
  • Daggers uses Bow formula instead of Speed, thus now can crit instead of combo.
  • Crossbows uses Strength formula and thus now can combo instead of crit. 
  • Crossbows had their CT increased. 
  • Bows and Guns had their CT greatly reduced. 
  • Almost all rewards were changed for better loot/gil. 
  • All hunts received buffs on hp/stats/attributes/loot.
  • Some accessories received extra effects while others were completely redone. 
  • All accessories have better descriptions. 
  • Some treasures had their content changed/removed. 
  • Seintegrat chest from airship was removed, and now can only be obtained late game in another dungeon. 
  • A lot of chests had their spawn chance set to 50%.
  • Vanish, Vanishga, Warp and Countdown were replaced with Aerora, Water, Waterga and Fear. 
  • All license boards were completely redone. 
  • Each license board contains some unique license to add a more unique flavor to each job/class. 
  • All magicks had their CT, MP cost and effects rebalanced. 
  • Some bazaar items were replaced with blue magicks.
  • Some shops had their content changed. 
  • Some status effects such as Libra, Lure and Reverse had their duration extended. 

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Jobs:


Black Mage is now focused more on elemental damage than inflicting bad status; now has access to 5 elements and their stronger versions (fire, water, blizzard, thunder, aero); silence, sleep and blind were moved to green magick category. It has access to Staves and Arcane Magicks. 

Sage is a mage focused on applying bad status effect on enemies and can also do moderate damage with Poles. It has access to Green and Time Magicks. 

Blue Mage is a mage that uses technicks (blue magic) that costs MP (although is not shown in-game), blue magic is derived from monsters' skills, meaning you won’t find any in regular shops. It has access to Maces and Shields. 

Chemist is the old Machinist, it uses Guns, Measures and Shields, has access to all potion, phoenix down, ether and remedy lores. Chemists also have access to steal and a license that raises its base evasion. 

Hunter is the old Archer class but with access to Bows, Crossbows, poach and can deal almost all kinds of elemental attacks by using different arrows.
Crossbows in the other hand can harm enemies with different kinds of bad status using different bolts. It also has access to a license that ignores enemy evade stat when attacking. 

Thief is the old Shikari class, now have access to all Daggers, Ninja Swords and Shields; it also has access to steal and improved thievery license. 

Monk now have access to Fist-weapons and have licenses that increases its base attack power. Monks can also counter attacks, deal elemental melee attacks and have access to some White Magicks. 

Lancer is the old Uhlan class, but now have increased range with lances; can access two licenses that adds and enhances counter. Lancers now deals piercing damage and can use two breaking technicks (strength and magick). 

Berserker is the old Foebreaker class, is now more focused on dealing high damage, has access to a unique technick that sacrifices HP for Berserk and Bravery buffs, have access to 2-handed and 1-handed weapons and two breaking technicks (defense and resistance). 

Samurai is the old Bushi class, it uses heavy armor and can access licenses that increases combo chance and enable counter. 

White Mage is a job focused on healing and buffing, has access to White and Green Magicks and is the only class that can access magic efficiency license. It also has access to Shields that can be used with Rods. 

Knight remained almost the same as before, has access to Swords, Greatswords, Shields and heavy armor, has access to damage resist license. Received 3 new weapons, 2 swords and 1 greatsword. 

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To read more about all changes access: here

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WARNING: After the last update some default gambits were reset to the "vanilla" way when characters enter your party, so there are some inconsistencies with what some characters should NOT do (specially guests), such as being able to use some blue magicks, so I HIGHLY recomend that you remove/reset those gambits to avoid any problem. 

Also be VERY CAREFUL if you're going to reset any character's license board as it removes the ability from your character to summon all espers from start! and it might add the vanilla licenses to your character that were removed in this mod. It's not something that can't be fixed right now.

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Shoutout to all modders and members of the discord FFXII modding community!
Special thanks to Raiden, Xeavin, Melodia, Twiska and ffgriever for helping me build this mod!