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Idea help for path mod I've been working on.

Idea help for path mod I've been working on.

So the short of it is that after .981 I've been modding here and there.  Mucking around adding a couple spells, new weapons, heroes.  I had previously worked on some custom factions like for a D&D type conversion mod.  But not totally sold on the idea.  Recently I decided to expand on the abilities.  Specifically the "Path of the x " type abilities.  What went from proof on concept, to crikeys I need to think about where I want to take this.  Basically at level 8 you may be presented with 1 or more new paths (I was thinking Advanced Classes from D&D but it's more along the lines of Jobs from FF/FFT ). 

So far I have:

*Note: For giggles right now the advanced class gives same bonuses as the basic until fleshed out better

Warrior - Can choose Knight or Samurai (Samurai is about being a swordsman.  The best swordsman. )  Not sure where to take Knight.  Maybe 2hand user designed to wreck as much havoc as they can into armored targets.  Also thinking of a Valkyrie type path (think Ogre Tactics ) 

Defender - Has Paladin.  Maybe a Bodyguard job also - more focused on skills rather than the paladin who gains access to some spells.

Assassin - Ninja and Ghost (not sure what to call it )  was thinking of making one like a single target or champion killer.  While the other would have some AoE designed to hamper / poison the enemy. 

Mage - White, Black, and Red, thinking about Time as well (Summoner too hard for what I would do with it)  so far.  Thinking of making improved healing type spells for white. Plus some advanced dispel or ESUNA type spell that would remove injury.  Black would get an improved "ga" type spell based on what spell book he have up to 3rd.  (Fireaga for having Fire3, Blizzaga for water3, etc. Plan on making some for air and earth as well ).  Red not sure what to give them, they did both backup damage and heal. so maybe a buff or two just for them.  I tried to reign in the extra gravy to 30% total.  (ie White gets -20% mana reduction and 10% dmg improvement, Black is the opposite, and Red is 15% for both ).  Thinking of giving time access to some mass haste/slow spells that would have a duration. 

Governor - Prime Minister, Seneschal, and Governor General paths.  PM would provide bonus to research (a new line that would be stackable with Loremaster ) While Seneschal not as much, but more even bonuses to gold as well.  Governor General who would focus his time/skills on units.  Thinking PM would get +2 Growth, +3 for Seneschal, and +1 for Gov General. 

Archer [New Lvl 4] Focus on Ranged.  Also have acess to accuracy and precision.  Make a version of lethal work for ranged. 

  Advanced jobs would be Ranger and Arcane Archer.  Ranger thinking that would focus on being the best marksman/bow user without resorting to magic.  While Arcane Archer ( yeah pulling from D&D here )  would enchant his arrows with a bonus to hit and damage and/or add elemental type damage too. 

 Geomancer [New Lvl 4 ]  Earlier access to terraform type spells, Access to Shard Changing Spells.  All this at the cost of forego-ing other paths.  May look at giving them some buffs based on land if possible. No intention to have advanced career path at this point.

 Blue Mage [New Lvl 4]   Blue Mages typically gained skills or spell that resembles

 

Other thoughts:

* Also looking at making some of the usual FF type spells. 

* Not sure if I wanna go there with Flare, Meteor, or Holy.

 

Any and all comments welcome.  I hope I can make this useful for others too.  Thank you for your time.

EDIT: 10/15/12 - Added in Geomancer and Blue Mage to the to-do list.

18,987 views 32 replies
Reply #26 Top

Thanks man. 

Reply #27 Top

I looked at your abilities some as well as compare that to what I had in mind and well.  I came to the conclusion that these advanced jobs aren't for multi.  They're so specialized for a task I think it would be OP to allow cross classing. But some jobs are in and of itself.  Like Red mages have some white and black mage stuff.  I could look and make sure there's at least 1 hybrid option.

Update v.03

- tweak fie, fira, firaga spells to more inline with scaled down firedart/fireball spells.

- path of PM & Ranger prereq fixed

- Added in 4 abilities for Knight and Samurai (Advanced Swodsman I & II, Bushido I & II, Advanced Weight Training I & II, Deadlier Blunt Weapons I & II )

 

 

Reply #28 Top

I seem to remember that DsRaider was working on a samurai armor mod at some point. It might go very nice with this. 

Reply #29 Top

That's good to know.  Thanks. 

One thing I may take aim at is nerfing some of the penetration/ignores armor.  Just seems way too high.  Also the 100% immunity drives me nuts.  Immune to crits, don't like that either.  Right now I am adding in skills that have penetrate/ignore armor but with modest values like +10%.  May look at nerfing the carry weight from knight/samurai.  (from +20 to +10)  They already had an increase from Path of Warrior. 

Last game I was checking out Path of the Knight with my Sovereign.  Was interesting to see Ceresa as a Ninja.  She also had assassin and her crit rating was 22 around level 9.   Still make me wonder about the AI in general and wonder if I want to tackle "helping the AI make better choices".  IMO Ceresa would be more scary with mage since one of her Sov picks is Warlock.  Then Black Mage.

I am thinking when I get done with first round of jobs, having a basic set of skills to choose for each choice, and their skills/spells coded I'd open up to beta. 

update v .04

- tweak water, watera, waterga to be in line with Fire equivalents, also fixed prereqs for watera and waterga to goto the proper mage groups.

- fix white mage showing up,  no more seeing red mage twice

- added initial skills for Archer and Ninja

Reply #30 Top

Began work on elemental shield spells for white mage and rending spells for Black Mage.  WM gets a flat 25%  where the version I'm work on for BM gets 25 + 1/Level. 

Will be interesting to see if they A) work and B.) are any good.  C) I get enraged and nerf buyable rings and cloaks with enormously high resist values. 

Reply #31 Top

ugh fail.  I also messed up waterga somehow.  back to drawing board.

Reply #32 Top

mod work put on hiatus to A) play the release and B) get acquainted with the mod tools released.    I may be inclined to revive this project, only question is when.