Post by Vireo Gilvus on Jul 30, 2012 17:10:02 GMT -5
www.romhacking.net/hacks/789/
Released by Pinkpuff in 2011, this comprehensive redesign of the original Final Fantasy features a complete overhaul of the classes, equipment, spells, enemies, dungeons, and event flow. Many of the original game's more annoying bugs were dealt with (like Poison screwing around with the party order), and the game is generally more improved and more balanced.
First of all, there are now twelve starting classes instead of six.
KNIGHT: High HP, attack, and defense, but no spells. Uses swords, holy swords, dark swords, heavy and light armor.
VIKING: Similar to the Knight, but values defense over attack. Uses heavy armor, axes, and hammers. No spells.
MONK: A bare-handed fighter with high HP and agility, but low defense and no spells. Wears clothing, uses staffs at earlier levels.
THIEF: High speed, average everything else. No spells. Uses swords, knives, clothing, and rings.
PALADIN: Uses swords, axes, holy swords, light armor, and White Magic up to Level 4.
DARK KNIGHT: Uses swords, katanas, dark swords, light armor, and Black Magic up to Level 4.
RED MAGE: Uses swords, staffs, light armor, clothing, rings, and Red Magic up to Level 6. (No, he can't use knives.)
NINJA: Uses knives, katanas, clothing, rings, and Time Magic up to Level 6.
WHITE MAGE: Uses staffs, hammers, robes, and all White Magic. (Hammers are much stronger in this version!)
BLACK MAGE: Uses staffs, knives, robes, and all Black Magic. Below-average HP growth, but above-average MP growth.
TIME MAGE: Uses staffs, robes, and all Time Magic. Worst HP growth, but best MP growth.
SAGE: Uses staffs, robes, and all Red Magic. Worst HP growth, but best MP growth.
Recommended party: Knight, Red Mage, Ninja, and White Mage. At least for a first playthrough.
You're probably wondering what Red Magic and Time Magic are. In this hack, each magic level has two White/Red spells, two White/Time spells, two Black/Red spells, and two Black/Time spells. Red usually causes direct damage/healing, while Time tends to be more defensive and utilitarian. There are a few exceptions, though, like the Red spell Melt and the Time spells Comet, Life, and Meteor.
In one of my favorite gameplay changes, Heal Potions now restore 100 HP on the field (and 75-150 during battle). They cost 200 Gil now, but that's totally worth it. Also, the ship can land anywhere your party can walk, not just at ports. And names can now be 5 letters long instead of 4, which is nice.
The twelve sages moved from Crescent Lake to Coneria Town, where they now tell the player about the basics of the new job system. (Once you start collecting the Orbs, they'll give you some info about the new dungeons.)
The Marsh Cave and Sea Shrine were shortened considerably. Some areas, like Titan's Tunnel, Sarda's Cave, the Cardia Islands, and the Waterfall, were removed altogether.
Melmond was moved to where Sarda's Cave used to be. The Earth Cave is in the same place as before, but don't bother challenging Lich until your party's max HP totals are well over 200. You have been warned.
To get the Canoe, speak to the sleeping NPC in the northwestern corner of Crescent Lake after defeating Lich.
Several new dungeons (such as Bikke's Hideout, the Ancient Library, the Ryukahn Ruins, the Dark Cave, and the Tower of Time) were added.
The Caravan is now a desert ruin dungeon. You can find the Oxyale there, as well as some guarded equipment upgrades.
There is a new island castle that's not on the world map. To find it, sail or fly east from Crescent Lake or south from Melmond. The entryway leads to four trial rooms, each with a key item -- the Lute, Crown, Rod, and Cube -- as a reward. However, they don't seem to serve any purpose in this hack, as far as I know.
The Castle of Ordeal was repurposed as the Holy Citadel, since there's no class change or Bahamut anymore. You need the airship to get there.
The Ice Cave no longer has the Floater, but is instead home to an optional superboss.
The Sea Shrine no longer has the Slab (or the mermaid sanctuary, for that matter). Instead, there's another key item called the Papyrus which serves the exact same purpose. You can find it in the southern room of the Ancient Library, after defeating the boss and looking through the bookshelves behind him.
The Dark Cave is my least favorite dungeon in the game. Although it has a few nice treasures, everything inside the dungeon is completely black except for the chambers and the stairs leading outside. To make matters worse, the boss of the dungeon loves to use an unblockable AoE instant-death spell! It took me a long time, but I constructed a map of the Dark Cave so none of you will have to go through the same thing I did.
Released by Pinkpuff in 2011, this comprehensive redesign of the original Final Fantasy features a complete overhaul of the classes, equipment, spells, enemies, dungeons, and event flow. Many of the original game's more annoying bugs were dealt with (like Poison screwing around with the party order), and the game is generally more improved and more balanced.
First of all, there are now twelve starting classes instead of six.
KNIGHT: High HP, attack, and defense, but no spells. Uses swords, holy swords, dark swords, heavy and light armor.
VIKING: Similar to the Knight, but values defense over attack. Uses heavy armor, axes, and hammers. No spells.
MONK: A bare-handed fighter with high HP and agility, but low defense and no spells. Wears clothing, uses staffs at earlier levels.
THIEF: High speed, average everything else. No spells. Uses swords, knives, clothing, and rings.
PALADIN: Uses swords, axes, holy swords, light armor, and White Magic up to Level 4.
DARK KNIGHT: Uses swords, katanas, dark swords, light armor, and Black Magic up to Level 4.
RED MAGE: Uses swords, staffs, light armor, clothing, rings, and Red Magic up to Level 6. (No, he can't use knives.)
NINJA: Uses knives, katanas, clothing, rings, and Time Magic up to Level 6.
WHITE MAGE: Uses staffs, hammers, robes, and all White Magic. (Hammers are much stronger in this version!)
BLACK MAGE: Uses staffs, knives, robes, and all Black Magic. Below-average HP growth, but above-average MP growth.
TIME MAGE: Uses staffs, robes, and all Time Magic. Worst HP growth, but best MP growth.
SAGE: Uses staffs, robes, and all Red Magic. Worst HP growth, but best MP growth.
Recommended party: Knight, Red Mage, Ninja, and White Mage. At least for a first playthrough.
You're probably wondering what Red Magic and Time Magic are. In this hack, each magic level has two White/Red spells, two White/Time spells, two Black/Red spells, and two Black/Time spells. Red usually causes direct damage/healing, while Time tends to be more defensive and utilitarian. There are a few exceptions, though, like the Red spell Melt and the Time spells Comet, Life, and Meteor.
In one of my favorite gameplay changes, Heal Potions now restore 100 HP on the field (and 75-150 during battle). They cost 200 Gil now, but that's totally worth it. Also, the ship can land anywhere your party can walk, not just at ports. And names can now be 5 letters long instead of 4, which is nice.
The twelve sages moved from Crescent Lake to Coneria Town, where they now tell the player about the basics of the new job system. (Once you start collecting the Orbs, they'll give you some info about the new dungeons.)
The Marsh Cave and Sea Shrine were shortened considerably. Some areas, like Titan's Tunnel, Sarda's Cave, the Cardia Islands, and the Waterfall, were removed altogether.
Melmond was moved to where Sarda's Cave used to be. The Earth Cave is in the same place as before, but don't bother challenging Lich until your party's max HP totals are well over 200. You have been warned.
To get the Canoe, speak to the sleeping NPC in the northwestern corner of Crescent Lake after defeating Lich.
Several new dungeons (such as Bikke's Hideout, the Ancient Library, the Ryukahn Ruins, the Dark Cave, and the Tower of Time) were added.
The Caravan is now a desert ruin dungeon. You can find the Oxyale there, as well as some guarded equipment upgrades.
There is a new island castle that's not on the world map. To find it, sail or fly east from Crescent Lake or south from Melmond. The entryway leads to four trial rooms, each with a key item -- the Lute, Crown, Rod, and Cube -- as a reward. However, they don't seem to serve any purpose in this hack, as far as I know.
The Castle of Ordeal was repurposed as the Holy Citadel, since there's no class change or Bahamut anymore. You need the airship to get there.
The Ice Cave no longer has the Floater, but is instead home to an optional superboss.
The Sea Shrine no longer has the Slab (or the mermaid sanctuary, for that matter). Instead, there's another key item called the Papyrus which serves the exact same purpose. You can find it in the southern room of the Ancient Library, after defeating the boss and looking through the bookshelves behind him.
The Dark Cave is my least favorite dungeon in the game. Although it has a few nice treasures, everything inside the dungeon is completely black except for the chambers and the stairs leading outside. To make matters worse, the boss of the dungeon loves to use an unblockable AoE instant-death spell! It took me a long time, but I constructed a map of the Dark Cave so none of you will have to go through the same thing I did.