version 2.0
April 5, 2020
The difficulty curve has been overhauled. You are expected to utilize your options in order to prevail.
- Improved world aesthetic
- Sprite & graphic improvements
- New parties start with 1 HEAL potion
- Added lone item shops throughout the world
- Added dirt roads, which protect you from battles
- The airship can land on roads
- The boat can now stop at any shoreline
- Removed ports from the game
- Enabled B button dashing in towns, castles, dungeons
- Enabled B button braking while flying the airship
- Encounters in the starting area have more variety
- Encounters on the way to Pravoka & Matoya’s Cave are generally more forgiving
- The airship can no longer land on the oasis
The item, magic and status screens now display additional helpful information!
- Spell names have been extended from 4 to 5 characters
- Spells now display icons which indicate their element or otherwise dominant function
- Usage of HEAL/PURE/SOFT potions is faster
- Resetting the game after using a HOUSE correctly restores magic points
- Quest items and Rest items now have icons
- Weapon/armor icons improved
- Weapon/armor icons show on the left for better visual organization
- Removed frame clutter from the battle screen
- Added magic defense display to the status screen
- Added critical strike chance display to the status screen
- Hit and magic defense are now shown to increase at each level up
- Removed INT from the status screen; this stat was useless
- Strength/weapon damage calculation bug fixed
- Status screen “AGL” is now “AGI” to match other references
- Status screen “EXP.POINTS” is now “EXPERIENCE”
- Status screen “FOR LEV UP” is now “NEXT LEVEL”
- Removed “%” from “EVADE” and “HIT” displays; these stats are not percentages but rather scores from 0-255
- Characters now display “Poison” or “Stone” in the status menus instead of “PO” or “ST”
- Spell levels no longer show in battle
- Similar to character stats, these values aren’t necessary while fighting. Spell charges are still displayed
- The canoe now appears in the inventory; rewrote descriptor text
The new battle system has arrived!
- Each actor now takes their turn one at a time
- Players can now attempt to recover from stun and sleep at the same time
- MUTE no longer prevents the use of potions
- Regeneration status added. When active, restores 5% of max HP per turn
- Poison now deals 16% of max HP per turn
- Poison now correctly affects enemies
- Added sound, graphics and amount display for player & monster poison damage
- Spells which add armor, evade or resistance now display the amount
- Instead of casting FIRE, confused monsters now deal half their attack damage
- Darkness (ailment) is now 25% more potent
- Removed automatic party sorting
- Rare battles are now twice as likely to occur
- Dead and stoned party members still receive EXP
- Sleep status redesigned
- Sleepers no longer always wake up after one turn
- Sleepers have a 30% chance per turn to wake up
- Physical attacks (but not spells) automatically wake the target (Monsters who cause sleep with their physical attacks will not wake their targets when attacking)
- Muted characters can no longer choose MAGIC or ITEM on the menu
- Poison damage (and regen healing) are now dealt to actors at the end of their turn
- If an actor wins a battle while affected by regen/poison, they will forego the effects
- Canceling a battle command no longer walks the character backward
- Fixed ‘confused enemy suicide skip’ bug
- Hit calculation corrected for sleeping/stunned actors
- The bottom-most character no longer has an inherent running disadvantage
- Squashed a bug in 1.1 which made running from battle exceedingly difficult
As part of this release I have created several optional patches to customize the experience.
These patches all come with specific initial settings which you may wish to toggle between.
- Patch 1 (Default: ON)
- Enable/disable experience gain for characters regardless of status. “Challenge” parties are still supported! The new material is set up to ensure this play style is as relevant as before, even in the face of new difficulty
- Patch 2 (Default: ON)
- Enable/disable display of all non-essential spell messages for faster combat. Don’t want to read “HP up!” anymore? Then don’t. Damage and status-related messages still display. I recommend memorizing all spell effects before using this patch
- Patch 3 (Default: Blue)
- This patch is divided into a group of four window color skin options which specifically affect the battle screen
- Patch 4 (Default: OFF)
- Still not hard enough? Try Patch 4. While enabled, all monster formations are huge. Small groups increase by +3, small-large mixes increase by +2, and large monster groups increase by +1
Say hello to the new Archer class!
- Fighter
- Base LUCK raised by 3
- Base AGI reduced to 1
- Gains less AGI levels
- Gains 2 MDEF/level, down from 3
- Updated sprites
- Thief
- Can use almost all weapons
- Base HIT raised by 2
- Base STR raised by 2
- Base AGI raised by 5
- Base LUCK raised by 35
- Gains more STR levels
- Gains AGI at every level up
- Ninjas can wear all armor except mage robes & heavy helmets
- Thieves can now use Wooden Shields & Wooden Helmets
- Updated sprites
- Archer
- Can equip arrows & light armor
- Specializes vs. armored targets
- Archers gain 1 hit per level
- Rangers gain 2 hit per level
- Archers gain 1 MDEF/level
- Rangers gain 3 MDEF/level
- Green Mage
- Can now equip shields
- Can no longer equip heavy armor or heavy gauntlets
- Gains 3 MDEF/level, up from 2
- Updated sprites
- White Mage
- Gains 3 MDEF/level, up from 2
- Updated sprites
- Black Mage
- Base LUCK reduced to 1
- Gains 3 MDEF/level, up from 2
- Updated sprites
Don't forget to visit all the chests...and secrets.
- Treasure chests display their contents if inventory is full
- Added secret areas and items
- Castle of Ordeal puzzles are now more challenging
- Fixed the exit portals in the Temple of Chaos
- Improved chest loot
- Includes several infamous chests with 'ha-ha' items
- Removed redundant “linked” treasure chests
- Added new treasure to the Marsh Cave
- Flame/Ice Armor & Flame/Ice Shields have swapped dungeons to be more useful
- Removed pointless doors in the Marsh Cave, Earth Cave, Volcano & Sea Shrine
- Marsh Cave, Ice Cave, Cardia, Sea Shrine design altered slightly
- Lava has erupted in B5 of the volcano, conveniently sealing off paths that definitely weren’t useless
- Monsters can now be encountered on Chaos’s floor
- Moved several bats on the Vampire’s floor away from narrow hallways
- Fixed fire/air altar text display
This section consists mainly of quality of life improvements.
- Added weapon & armor shops to Onrac
- Added inn, item shop and clinic to Lefein
- Magic shops which teach green magic now also display a green magic symbol
- Improved shop symbols
- Small adds to dialogue which coincide with the update. Talk to people!
- Coneria clinic cost cut by half
- Elfland, Melmond, Gaia, Onrac, Lefein design altered slightly
- Switched Onrac entrance to the south side of town
- Gaia & Onrac item shop menus now show potions at the top
- Green magic spells are always at the bottom in shop menus
- Edited inventory for weapon & armor shops in Pravoka, Elfland, Melmond, Crescent Lake & Gaia
- Fixed the invisible lady in Coneria Castle
- Moved Coneria & Elfland NPCs further from the exits (!)
- Moved Onrac NPCs further away from key areas
- Rewrote Inn text
- Fixed Gaia spring text
- Fixed Onrac sage text update
- Fixed Crescent Lake sage text update
Weapon diversity has increased. There are numerous small changes undocumented - see the Equipment Chart for details.
For greater challenge, the Ribbon’s resistances have been split between two items. One resists the primary elements and the other resists secondary elements.
CABINs are now mathematically worth purchasing, and HEALs have a sharper role.
- Weapons can now have elemental & creature bonuses (see Equipment Chart)
- Certain weapons can now inflict status ailments (see Equipment Chart)
- All weapons have rewritten critical rates (see Equipment Chart)
- New weapon type - Arrows: primary Archer weapon
- New weapon type - Whips: primary Green Mage weapon
- Changed Hammers to Flails
- Added 27 new items
- HEALs now cost 100G, up from 60
- HEALs now restore 50 HP out of battle, up from 30
- HEALs now restore 27-54 HP in battle, up from 16-32
- CABIN cost reduced to 225G, down from 250
- CABINs now restore 90 HP, up from 60
- Items which cast single-target spells can now target enemies other than those in adjacent party slots
- Ribbon renamed to Force Helm, resists Fire, Lit, Ice and Earth
- ProCape renamed to Force Shield, resists Poison, Time, Status and Death
- ProRing renamed to P-Ring
- ‘Opal’ items renamed to ‘Gold’ since many resist lightning
Four out of eight magic elements were not properly utilized (or even heard of) in the original FF1.
As of 2.0 I have created resistance/weakness themes for all of the secondary elements and polished the primaries’.
Spells’ elements are in general more varied, more useful, and their effects are more likely to land.
In the original game, it was common to avoid effect magic. You will need it in 2.0!
- Sharpened elemental themes for all eight elements
- Fire - strong vs. undead and ice-types, weak vs. fire- & water-types
- Lit - strong vs. flying, mechanical & water-types, weak vs. earth-types
- Ice - strong vs. fire-types, plants & some lizard/earth-types, weak vs. ice-types, undead
- Earth - strong vs. large-types, weak vs. flying, water- & earth-types
- Poison - strong vs. poison-types & humanoids, weak vs. undead
- Status - strong vs. green monsters, weak vs. undead
- Time - well-rounded, strong vs. undead, humanoids & mechanical
- Death - strong vs. small-types, weak vs. undead
- White Magic
- INVIS - now targets the whole party; evade bonus decreased from 40 to 20
- REGEN - grants regeneration to one ally
- FIRE Shield - is now L2, renamed from AFIR
- LIT Shield - is now L3, renamed from ALIT
- HARM2 - hit chance increased slightly
- SCAR - inflicts death on one enemy if their HP is at or below 100
- ICE Shield - renamed from AICE
- HARM3 - hit chance increased slightly
- REGN2 - grants regeneration to the party
- FOG2 - absorb bonus increased from 16 to 20
- CURE4 - does not remove Regeneration status
- DISPL - removes elemental resistances from all enemies
- PURE2 (item only) - neutralizes poison for the party
- Green Magic
- POIS Shield - resists poison & stone ailments and halves magical poison damage taken
- SAP - drains 16-64 HP from one enemy and gives it to the caster
- RMEDY - cures darkness, sleep, stun and mute for the party
- DELTA - inflicts stone on one enemy, cures stone out of combat
- RUNE - raises strength by 8 for one ally
- HAVEN - inflicts poison, mute and sleep on all enemies
- Black Magic
- SLEEP - hit chance reduced to original value
- BIO - inflicts poison on one enemy
- DARK - hit chance greatly increased, and is again status-elemental
- CNFUS - is now L3
- SLEP2 - is again Status-elemental, hit chance increased
- STUN - inflicts stun on all enemies
- FIRE3 - hit chance increased slightly
- BIO2 - inflicts poison on all enemies
- RASP - drains 25-100 HP from one enemy and gives it to the caster
- WARP (now also usable in battle) - lowers evade of all enemies by 50
- LIT3 - hit chance increased slightly
- ICE3 - hit chance increased slightly
- BREAK - hit chance increased
- GAMMA - inflicts poison, stun and darkness on one enemy
- XXXX - removed target-HP restriction
- QUASR - renamed from ZAP!, hit chance increased
- NUKE - damage reduced by 20%
- Monster Magic
- GLAZE - deals 7-28 Ice-elemental damage to all party members
- AURORA - deals 20-80 Status-elemental damage to all party members
- TRANCE - is now Status-elemental instead of non-elemental
- FLASH - damage raised from 12-48 to 24-96
- STARE - damage raised from 17-68 to 35-140
- GAS - damage raised from 68-272 to 78-312
- Numerous other minor changes (see Magic & Monster Magic Charts)
- Fixed creature type/element bugs associated with attacks and weapons
- Monster base critical rate doubled from 0.39% to 0.78%
- Missed attacks made by monsters with multiple hits no longer have a chance to inflict status ailments
- Added 7 new monsters
- Monsters’ group spells now correctly affect the monster who cast them
- Monster spell script overhaul (refer to Monster Charts)
- Added new monster magic sequences
- Adjusted many monsters’ chance to use both magic/abilities
- All monsters who attack with status ailments now correctly use the matching element
- i.e. status ailments inflicted by attacks can be resisted with the right equipment
- Added creature types for monsters. Not all monsters have a type. The four types are:
- Undead
- Large
- Lizard
- Demon
- Removed Monsters
- MUCK
- HYENA
- CERBERUS
- Saber T
- ANKYLO
- R.ANKYLO
- RockGOL
- Renamed
- ANIMAGE -> RAKSHASA
- BIOCAT -> HELLCAT
- GrMEDUSA -> GORGON
- NACHO -> R.OCHO
- Sand W -> SandWORM
- WORM -> PurpWORM
- WrWOLF -> WereWOLF
Due to the elemental magic overhaul, many monsters have new elemental properties.
Some monsters have the ability to resist weaponized forms of status ailments.
A big goal with 2.0 was to enhance reward, difficulty & battle dynamics while reducing the need to grind.
Monsters get harder, not easier - while still allowing players to feel the impact of new items.
- Monster Stats
- HP increased for ASTOS (+51), GORGON (+28), IronGOL (+300), JIMERA (+50), KARY (+600), KARY 2 (+450), KRAKEN (+800), KRAKEN 2 (+650), LICH (+400), LICH 2 (+250), OddEYE (+7), TIAMAT (+775), TIAMAT 2 (+625), ZombieD (+66)
- Defense changed for JIMERA (+30), LOCUST (-10), MONARCH (-5) OOZE (-6), R.GOYLE (-15), TIAMAT (-5), TIAMAT 2 (-5), T REX (+10)
- Magic defense changed for GrSHARK (-14), IronGOL (+112)
- Agility reduced for OddEYE (-20), R.SAHAG (-10), SAHAG (-62) WIZARD (-12), ZomWOLF (-10)
- Damage increased for AIR (+10-20), FIRE (+20-40)
- Hit raised for AIR (+8), KARY (+9), KRAKEN (+13), LICH (+7), MANTICOR (+30), TIAMAT (+12)
- Hit reduced by 2% for ARACHNID, ASP, WereWOLF
- Attack w/ Darkness: EYE, Gas D, PHANTOM, PIRANHA
- Attack w/ Poison: Gas D
- Attack w/ Mute: R.PIRANA
- Attack w/ Stone: RAKSHASA
- Attack w/ Death: IronGOL
- Critical rate further increased for ASP, FrGATOR, GrSHARK, SeaSNAKE, ZombieD
- Can’t be fled: AIR, Frost D, JIMERA, Red D, R.GIANT, WarMECH
- Less likely to be ambushed by: GIANT, GrIMP, JESTER, WereWOLF (50%), ARACHNID, SCUM, SPIDER, OOZE (25%)
- More common: HELLCAT, OddEYE, OOZE, RAKSHASA, Red D, SPECTER, WOLF, WzVAMP
- Less common: GEIST, MANTICOR, SHARK, ZomBULL
- In greater numbers: AIR, BigEYE, GrOGRE, JIMERA, LOBSTER, OGRE, SeaSNAKE
- In lesser numbers: IMP, MudGOL
- OddEYE can now appear with R.SAHAG
- MEDUSA can now appear with GORGON
- WarMECH can no longer ambush your party
- Morale of all monsters increased by 25%
- Numerous other minor changes (see Monster and Boss Charts)
- Experience Yield
- AIR (+300), ASP (+7), BigEYE (-1000), BONE (+3), COBRA (+55), CREEP (+20), FIRE (+400), GARGOYLE (+100), GrPEDE (+500), IronGOL (+12000), JESTER (+50), MADPONY (+17), NAGA (+1000), R.PIRANA (+200), OddEYE (+16), RAKSHASA (+400), SCORPION (+150), SCUM (+416), TIGER (+200), T REX (+32800), WarMECH (+28000), WereWOLF (+75), ZomWOLF (+15)
- Gold Yield
- ARACHNID (+20), BigEYE (-1000), GARGOYLE (+18), IGUANA (+20), JESTER (+25), MADPONY (+7), NAGA (+1000), OddEYE (+14), PIRATE (+10), R.SAHAG (+15), R. PIRANA (+816), T REX (+14400), WereWOLF (+10)
- Resistances
- Fire - R.OCHO, R.PIRANA
- Lit - CRAWL, CREEP, GrPEDE, GrWORM, IronGOL, PEDE, PurpWORM, SandWORM
- Ice - FrGATOR
- Earth - BigEYE, CRAWL, CREEP, GrSHARK, GrPEDE, GrWORM, IronGOL, MudGOL, NAGA, OddEYE, PEDE, PurpWORM, SandWORM, SeaTROLL, SHARK
- Poison - Gas D, KRAKEN, KRAKEN 2, TIAMAT 2
- Time - AIR, EARTH, FIRE, GARGOYLE, IronGOL, R.GOYLE, WATER, W.TIGER
- Death - KARY, KARY 2, KRAKEN, KRAKEN 2, TIAMAT, TIAMAT 2
- Weaknesses
- Lit - COCTRICE, GARGOYLE, LOCUST, PERILISK, R.GOYLE
- Ice - ASP, COBRA, IGUANA, OCHO, PEDE, PIRANHA, R.GOYLE, R.OCHO, R.PIRANA, R.SAHAG, SandWORM, SAURIA
- Poison - ARACHNID, ASP, BADMAN, COBRA, GIANT, GrIMP, GrNAGA, GrOGRE, HELLCAT, IMP, JESTER, KYZOKU, LOBSTER, MANTICOR, MEDUSA, MONARCH, NAGA, OCHO, OGRE, PEDE, PIRANHA, R. GIANT, R.OCHO, R. PIRANHA, SCORPION, SeaSNAKE, SeaTROLL, SHAMAN, SPHINX, SPIDER, TIGER, TROLL, WOLF, WereWOLF, W.TIGER, WzOGRE
- Status - ARACHNID, COBRA, GATOR, GIANT, GORGON, GrWORM, GrOGRE, IGUANA, IMP, JESTER, JIMERA, MEDUSA, MONARCH, OCHO, OddEYE, SAURIA, SCORPION, SCUM, SPHINX, TYRO, WereWOLF, WzSAHAG
- Time - BADMAN, BigEYE, BONE, BULL, COCTRICE, EVILMAN, FrWOLF, GEIST, GHOST, GHOUL, GrIMP, GrOGRE, GUARD, IMAGE, IMP, JESTER, KYZOKU, MUMMY, OGRE, PERILISK, R.BONE, SeaTROLL, SENTRY, SHAMAN, SPECTER, TROLL, TYRO, WRAITH, WzMUMMY, WzOGRE, WzSAHAG, ZOMBIE, ZomBULL, ZomWOLF
- Death - ARACHNID, ASP, COBRA, COCTRICE, CRAWL, CREEP, FrWOLF, GARGOYLE, GATOR, GORGON, GOYLE, GrIMP, HELLCAT, IMP, JESTER, KYZOKU, LOBSTER, MEDUSA, PERILISK, PIRANHA, R.GOYLE, SAHAG, SCORPION, SeaSNAKE, SORCERER, SPIDER, R.PIRANHA, R.SAHAG, WIZARD, WOLF, WereWOLF
- Removed Herobrine