Newest notes as of 7/27
Cocatrice - Now 1 Gale up front, 3 Petrifies in the back.
Golem - Base Int raised to 50, int per level raised to 2. All resistances raised to 70 except Fire which is 50. Now do 2x Punch in the back.
Rock Golem - Base Int raised to 50, int per level raised to 2. All resistances raised to 75 except Fire which is 50.
Iron Golem - Base Int raised to 50, int per level to 2. All resistances raised to 85 except Fire which is 50
Muse - Now promote at level 13, 60-100 alignment and also gain 4 strength per level.
Ravenmen - Now promote at level 15.
Raised the average level of Kalbian Peninsula to around 20 to better reflect the story progression, It's advised you go there after Shangrila.
Also raised the level of Tundra so you can safely do it after Antalia without the enemies suddenly going down in level.
Raised Gares' support levels to 28.
Raised Rashidi and his support's levels to 33 and 30 respectively.
Raised Diablo's level to 35
Nixie - Now have 4/3/3 for stat growths.
Everyone seems to be getting on the bandwagon for this these days so I thought I'd throw my hat into the ring with a game I am much more familiar with than others.
The idea behind this isn't to necessarily increase difficulty, but it will probably do that just by virtue of making the classes better. I also intend to fix a great deal of enemy formations so there aren't so many front row Wizards.
I am posting this mainly to post my ideas and also to get feedback from anyone else who feels strongly about things one way or another. I am not sure I can change things like Beastmasters granting bonuses to Beasts and so on but I'm going to look into it.
A few things that come to my mind is that a lot of classes are completely invalidated by the special characters, which is fine in its own right but it's still kind of sad. I'll probably be reducing the stats on a few of them and boosting other classes to compensate. Along with that, the Witch blows. I am going to be fixing that and probably giving her a promotion, hopefully I can do that with the Nightmare editor. Samurai Masters will most likely be getting two Iainukis from the back because they had a hilariously pointless promotion.
Monsters are another class that tend to suck too much, I'd like to increase their resistances a bit and also give them some more attacks especially in their later promotions. I don't think I can save Octopi but I'll try.
I am going to make Charisma and Alignment potions storebought because I fucking hate the fact that it's so hard to finagle that sort of thing. I will also be modifying Charisma requirements so that there's a lot more leeway so if you can't buy the potions you're not totally screwed.
If anyone else has any ideas or opinions, by all means please post them.
---Class Changes as of 7/15---
$4F Lord (Phantom) - Increased Str/Agi per level to 3 and Int per level to 5. Replaced Phantom with Meteor, increased Front Row attacks to 3 and back row to 2. Phys resist now 50, Black resist now 65. Base Alignment raised to 50.
Reasoning: This guy sucked. I want to make him the magical focus lord while still being able to be put in the front row if so desired.
$50 Lord (Good) - Increased Physical resistance to 50, Fire to 40, Cold to 40. Increased Strength per level to 4, agility to 3.
Front Row attack is now 3x White-Strength Based attack and back is 2x Icecloud.
Reasoning: Guy was pretty good originally but having Banish was... odd. This one is a little better at fighting and has a base white attack as well for DEMON SLAYING.
$4E Lord (Sonic) - Back row attack now 2x Iainuki.
Strength per level 5, Agility 3, Intelligence 1. Physical Resistance now 65.
Reasoning: Physical Lord. No real reason to give him much more. Gave him another Iainuki, this way you need to choose between front row attacks or back row with backlash.
$51 Lord (Thunder)
Raised resistances to at least 50 across the board. Front row attack is now 2x Strength Gale and back row is 2x Thunder. Strength/Agility/Int is now 4 per level. Fire Resist now 45.
Reasoning: Having two AoE attacks Makes the Thunder Lord stand out a little more. Much more well-rounded.
**Note, Charisma requirements have been removed from all classes.
Angel-Increased Banish in back row to 2x.
Beastman- Renamed "Tamer." Increased agility per level from 2 to 3, int from 1 to 2. Can now recruit Gryphons instead of Fighters.
Beast Master - Renamed "Whisperer." 3x attack in front or back row. Increased agility per level to 4. Now promotes at level 10, 10-65 Alignment
Black Dragon - 3x Physical in front. Increased alignment max to 45.
Cerberus - Can promote at level 12, 0-100 alignment.
Cherubim - Banish in back row now 3x, now promotes at level 8, 50-100 Alignment.
Cleric - No change.
Cockatrice - 2x Gale up front and 3x Petrify in back, Increased stats per level to 4/5/2. Raised Weight type to Dragon level, should be easier to get High Sky with one.
Coffin - No change. TANK
Demon - 2x Nightmare in back replaced with 1x Meteor. Increased Int per level to 4. Can now promote with up to 50 alignment.
Devil - 3x Strength Black attack up front, 2x Meteor in the back. Can now promote at 16. 4/4/4 per level.
Doll Master - 3x Physical up front, 2x Acid in the Back. Now gains 3/3/4 for stats. Physical resistance is now 46. 50-100 Alignment.
Doll Mage - Strength is now 2 per level. Physical resistance now 40. Alignment now 35 to 75.
Dragon - Increased agility and int per level to 2.
Dragon Master - 3x Melee up front, 3x Magic in the back. Stat gains are 4/4/3, Resistances are all 55 except for Physical, White and Black which are 40. Now promotes using the Stone of Dragos. Now recruit Tier 3 dragons.
Dragoner - Now promotes from Valkyrie starting at level 12. All resistances now 50 except Physical, White and Black, which are 40. Melee up front, Magic in the back, 2x. Can promote from 0-100 Alignment.
Eagleman - Backrow Thunder replaced with MT Thunder. Strength/Int boosted to 3 per level. Now promote at level 10. 0-100 Alignment.
Evil One - Now use Str-Inferno in back row. 3 attacks both places. Strength and Int gains now 4 per level. Now promote at level 14. 0-45 Alignment. Base cost now 1100
Faerie - Replaced with Siren class, promotion from Witch. 2x Fire or Charm up front (Cerberus) 1x All Magic in the back. 4 HP Per level, 5 Int per level. Promoted at level 10, 0-50 Alignment. Black resistance 55, White Resistance 35.
Ghost - No Change.
Gold Dragon - 4x Melee up front, 2x Icestorm in the back. 5 Strength, 4 Int. 60-100 Alignment. Level 15.
Golem - 1x Quake in the back row. 2 Agility per level.
Gryphon - 3 Strength per level. Physical resistance raised to 50. Increased Weight priority to Dragon-level, should be easier to get High Sky with one now.
Halloween - HP per level raised to 5, Strength to 4. Raised physical resistance to 70, lowered Fire Resistance to 30. Can now be recruited by Deneb by default.
Hawkman - 2 attacks from the back.
Hellhound - No change.
Imp - Now get 2 Nightmares in the back. Strength reduced to 2 per level.
Iron Golem - Now promoted from Rock Golems at level 16. 4/3/3. 3x Melee up front, 1x Quake in the back. Fire resist raised to 60.
Knight - Now get 2x Healing in the back row. Knight now gets 2 Int per level.
Kraken - Strength increased to 5 per level, agility to 3. Physical resistance increased to 75. (they honestly aren't that bad, really)
Lich - 3x Magic in the front row, 2x Aoe Magic in the back. Base cost is 1500 and cost per level is 400. Fire resistance reduced to 45. Now promotes from Undead Staff from Mage. Can no longer "promote" into Skeletons.
Lycan - 2 Attacks in front and back. Now gains the same stats as Tigermen during the day.
Mage - Alignment 0-40, level increased to 11. Int per level increased to 5, HP per level to 3.
Mermaid - 3/3/3 for levels, Phys resistance up to 40. 2 Blizzard in the back row.
Monk - Now promoted at level 16. 55-100 Alignment.
Muse - 55-100 Alignment.
Ninja Master - 4x Attack from the front, 2x Aoe in the back. 0-50 Alignment. White Resistance raised to 25. Now promote at level 13.
Ninja - Can now lead units. (why couldn't they before?) Strength per level reduced to 2.
Nixie - 3x Melee in front, 2x Icestorm in back. 3/3/4 Now have 45 Phys resist.
Octopus - Strength increased to 3x per level.
Paladin - Now use Healing+ (Aoe) 2x in the back. 4 strength per level, 3 int per level. 60-100 Alignment.
Phantom - Promotes from Ghost at level 12
Pixie - Replaced with Wicca class (Unique to Deneb) Front row is Charm/Fire (Cerberus), back row is 2x Endora's Magic. Also grants 1 extra attack if made leader. 32 Physical Resistance, 60 everything else, 80 Black, 25 White.
Platinum Dragon - Renamed Bahamut. 4x Cold in the front. 12 HP per level, 4 agility, 5 int. Phys resistance to 60. Promotes at level 20. 55-100 Alignment.
Princess - No longer gives +1 attacks as a leader. Now has 2x Jihad up front, 2x Starlite in the back.
Pumpkin - 3/3/2 Phys resist to 50.
Ravenman - 2x Melee up front, 2x Nova in back. 2/4/4 35 Phys resist. Promotes at level 15 from Eagleman. 0-55 Alignment.
Red Dragon II - Renamed to Fire Dragon. 3x Fire in the back. Int to 4 per level. 25-65 alignment. 50 phys resistance.
Red Dragon - 3 Melee up front. 25-65 Alignment.
Rock Golem - 1 Quake in the back. 2 Agility per level.
Salamand - Renamed Salamander. 4 Fires up front, Promotes at 21. 4 Agility, 5 Int. Phys to 70.
Samurai Master - 4 Strength per level, 3 agility. Phys resistance to 60. 2x Iainuki in the back. 55-100
Samurai - Phys resistance to 50. Promotes at level 6.
Seraphim - 4 Halos up front, 2 Jihads in the back. 3 Strength, 5 intellect. Promotes at level 16. 65-100 Alignment.
Shaman - 50-100 Alignment.
Silver Dragon - 3 Melee up front. 3 Agi per level. 55-100 Alignment.
Skeleton - Promotes to Wraith!
Soldier - Unchanged.
Sorceror - Replaced with a unique class for Galf.
Sylph - Replaced with an upgrade for Eagleman, the Vultan. (Eaglemen actually were Vultans in the original Japanese game but whatever)
Tiamat - 3x Acid up front. Max Alignment is now 45.
Tigerman - 3x Lifesuck up front.
Valkyrie - Unchanged.
Vampyre - Renamed to Vampire, because seriously. 3 attacks in front and back. Might change the Charm to the Cerberus Fire/Charm versions.
Werewolves - Unchanged.
Wild Man - Renamed Berserker. 2 attacks in the back row now, HP per level reduced to 5, physical resistance reduced to 30, strength increased to 4 per level. 0-55 alignment.
Witch - 3 SLAPs up front. 2 Strength per level.
Wizard - 10-75 Alignment. Now also do 2 magic up front for those people who think Wizards should be on the front lines.
Wraith - Promotes from Skeleton at level 12. 2 Attacks in the back row.
Wyrm - Increased Phys. Resist and Fire Resist to 50, lowered Cold to 30.
Wyvern - Now get 3 attacks in the front and back. 0-100 Alignment. 60 Phys and Fire, 25 Cold. 2 Int per level.
Zombie Dragon - Still use Undead Rings to promote. 2x Acid from the front, 3x Evilring from the back. Still uber tanks.
Sylph - Replaced with Vultan Class. Promotes from Eagleman at level 15, 55-100 Alignment. They are a more physical-oriented Hawkman class compared to the Ravenman's magic-focused. 3 attacks up front, 1 Gale in the back. 4/3/2, 50/42/45/41/40/40