Crystal Project

Crystal Project

Final Fantasy Project Overhaul
351 Comments
Circe 5 Oct @ 8:53pm 
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Gert 5 Oct @ 8:27pm 
why does spekkio inside the labryinth just teleport me out? cant find any answer in the FAQ so im asking here. How do i fight the anubis replacement?
SunfireKnight86 4 Oct @ 9:56am 
Thanks. And again, great job. The original dev for CP really made something special and you ran with it. Been tons of fun.
Flux  [author] 3 Oct @ 7:02am 
It is on the tail end of its development. Hopefully very soon!
SunfireKnight86 2 Oct @ 3:08pm 
I've really, really enjoyed both the base game and this mod. Thank you. Do you have a notion for when 4.0 might be ready? I'd love to play through it again when it does.
Flux  [author] 29 Sep @ 11:47am 
Thank you for the feedback. I've made more adjustments to Gambler, hoping it can be more useful on the whole. It is still the least reworked of all the jobs in 4.0, but it should be a lot more potent in general.
Namid 29 Sep @ 8:51am 
I agree with @Circe about Gambler. It's a fun idea but even with the highest luck items I can find, casting lucky, and changing the growth... it doesn't effect the outcomes as much as you might expect. Certain abilities like Leverage Reels work because it's either 1 or 2, no 0 (failure). Just my opinion. I adore this mod though, as I'm a big fan of the series. ^^

Edit: It seems much more manageable once I reached 300+ luck, but still ... ;P
Circe 15 Sep @ 8:39am 
Crystal Project's activated my Fixation Mode again so I already have another save in this mod, this time with more mod classes added (first run was basically just FFPO and Clothier's Workshop). This time I'll make sure to actually go through the castle properly
Circe 15 Sep @ 8:34am 
The damage didn't feel that good, but the support also felt a bit sketchy. Element Reels had a bad habit of giving me elements that bosses were resistant to. The fact that it also gives buffs to the enemy isn't helping any; if it was a simple (for example) En-Thunder to everyone, you could plan around it, but since the enemy buffs are just as random as the player's, any defenses you have against it are just lucky coincidence. And there's also a direct damage boost alongside the element.

If it gave everyone the same element, maybe that would help - but at the same time, a bad roll may just screw you harder. Hope you don't get En-Water against a boss that absorbs water! But that'd at least allow you to strategize around, e.g., dropping Aqua Breath on things for more water vuln?
Flux  [author] 15 Sep @ 7:03am 
MP Leak unfortunately doesn't obey percent resist, which meant it was emptying boss MP entirely too fast. I had to make bosses immune to it because there's just no balancing around that *and* keeping it dangerous to players in a meaningful way (which is more the priority). Osafune will need to do something different in 4.0.

As for Gravity stuff, that's more relevant for removing Float than its dmg. But I'm easing up on the resist of regular enemies going forward, so they'll be more useful there, and Diabolique I think needs to change anyway. Its riposte was never all that useful.
Flux  [author] 15 Sep @ 7:03am 
@Circe Thank you for playing it! And thank you for the feedback. I appreciate it very much.

Gambler is meant to be more of a support job than a main dps, but looking over my notes for 4.0 it looks like I'm trying to address that side specifically when building for Luck. Do you mind giving more detail? Is it just the damage that didn't feel good, or was the support not that great either?

The castle skip's already a thing, so the Levistone just makes something you can already do easier. That said, it has six bosses (including the intended final battle- the New World/Heart fight is more of a sendoff) and some major cutscenes in it, and all of that only happens when you enter from the foyer. I really think it's worth doing. I don't lock the New World chest behind it for the sake of randos and other challenge runs.
Circe 14 Sep @ 10:15pm 
You have to talk to Dolcinea to actually unlock them, she's in the room that used to have the Beatsmith crystal in vanilla
magic user 14 Sep @ 10:14pm 
I'm experiencing a bug with Bard. I just unlocked the Ibek Bell, but I still can't learn or view the Bard skills that require Ibek Bell.
Circe 4 Sep @ 8:25pm 
I did notice that practically everything seemed to be immune to Osafune's MP Leak effect, which was disappointing; I don't think I ever once got effective use out of the thing. Kiyomori and Masamune were consistently great, and while situational, Murakumo was handy a few times.

Not for damage though. All of the percent-based attacks (Graviga etc) suffer horribly from how everything resists percentage damage due to debuffs. Diabolique's counter was especially useless because of that, sadly.

Lot of good synergies to be found. DK/Blue is a nightmare for enemy MP and lets you go hog-wild with your own; she was primary damage, primary healing, and secondary tank with all that. And Dancers are absolutely nasty if you have them dual-wielding since every hit increments the status effect. Overall, loved my time with it! Was really impressed with the Levistone, didn't realize new movement items were possible, but it was a little finicky about interactions with mount switching.
Circe 4 Sep @ 8:19pm 
Focused feedback time, 'cause I finished it. Sorta. Did you know the Levistone has enough juice to let you just skip the entire castle? Relatedly, did I miss any plot scenes by doing that 'cause I forgot you added some and I was still thinking of the vanilla one.

Try as I might I just couldn't make Gambler work. Maximizing their luck to make their output sufficient comes with too much sacrifice, it's easier to just run literally anything else. And that was even with a stat respec to get more luck.

Team's core classes were Dark Knight/Red Mage/Blue Mage, Dancer/Thief/Ninja/Arcanist, Bard/White Mage/Chemist/Gambler, Mystic Knight/Samurai/Paladin/Warrior. Other than Gambler, all of those worked pretty well.
Circe 30 Aug @ 4:36pm 
Okay I've found one that's actually a significant exploit this time!

Dark Knight passive "See You In Hell" does magic damage to every enemy when you die. But if you have a source of Magic Lifesteal, like the Crimson Choker, you just get right back up. And can immediately use it again and again.

It's funny but it's also kind of an invincibility cheat
Flux  [author] 30 Aug @ 4:26pm 
That's an oversight, and it looks like I still need to fix it in the update branch.

It'll be resolved in 4.0. Thanks for bringing it to my attention!
Circe 29 Aug @ 6:46pm 
Small... bug? I think?

The Cherry Staff, when added to the shops in Sequoia, goes into the Exotic Weapons shop instead of the Magic Weapons shop, even though it's a staff with a significant spirit boost.
Flux  [author] 27 Aug @ 9:51pm 
And some shards will unlock boss "loot" that the boss doesn't actually carry in some instances.
Flux  [author] 27 Aug @ 9:49pm 
It's intentional; not every piece of boss loot will be available in the shard shop solely because I don't want there to be infinite copies of the item. Any item that isn't stolen will end up in the Hobo Lost & Found which Big Gacha lets you access as well.
Circe 27 Aug @ 7:32pm 
Got further. Found a possible bug: Big Gacha sells Mindy's Mincer and Sandy's Spirals, but not Cindy's Cowl, if you have the Magus Sisters Shard. Unless that's intentional so players can't get Initial:Reflect on their whole party?
Flux  [author] 27 Aug @ 3:15pm 
Plant Brain's a bit of an outlier because it's asking you to do a lot for your relative power level.

What I would do is run a Thief and sub-Dragoon with Lamia's Kiss. You'll only really need Doom Spike and Backstab for dps, but that way you are just passively keeping up the Poison.

That way your Paladin/Warrior (who should keep the Black Mage covered) can keep Mind Break up (try to get Shake it Off if you can).

Then Black Mage/Arcanist with a Candle. Just spam Fire, and occasionally use Fear. When Spore Spawn pop up, Spread + Fire and Doom Spike should do most of the work. The goal there is to CC or kill them before they can Toxic Gas.

A Red Mage/White Mage can handle the rest, since the innates on Red Mage let them dualcast faster and also sustain MP.
Circe 27 Aug @ 1:39pm 
Hm. I was level 17. Tried various permutations of Blue Mage/Arcanist/Black Mage, Thief/Dragoon/Arcanist, White Mage/Dragoon, and Paladin/Warrior to no real effect. I'd been pretty thorough, though not totally 100%ing things - should I expect to do more grinding in this mod?

But I was having bad sleep problems, so I'm seeing a few mistakes now. I only really had one black mage squared away, and I'd been leaning more on keeping Aero's DoT up and Vampiring some health back to take the load off my healer - and then keeping Poison up on top of that when my Thief wasn't doing that was a bit tricky. Maybe Lamia's Kiss on Arcanist/Thief...

The big issue I ran into is how many mitigation options are a one-off (per target) - one interrupt, one silence, one stop. My Paladin was making as much use of Cleansing Strike, Mind Break, and Shield Oath as he could, but just wasn't cutting it.
Windless Bear 27 Aug @ 6:24am 
What an indepth response!
Flux  [author] 27 Aug @ 12:13am 
As for its Blind, you can cleanse it w/ Pray + Esuna, but it makes life easier if your phys chars can cleanse it themselves. Shake it Off is accessible in Warrior's tree (and at 4 CD it should be available when he does Pollen), and Esuna/Healna are within 2-3 LP on the healer trees. Blind doesn't affect mages, so they can just ignore it.

The rest is down to your choice of dps. Black Magic messes Plant Brain up (remember to attack w/ Candle for free Fire). Dragoon can infuse itself with En-Fire using Dragonfire Dive and deal a ton of damage as well. Thief is the weakest link for this fight, but you can always buy yourself time with Dash.

Consider also: Just a few LP into Paladin can net Shield Oath (-10% damage taken), Judgment Blade (Stop works wonders on Spore Spawns and Plant Brain) and Cleansing Strike (Burn reduces physical damage).
Flux  [author] 27 Aug @ 12:13am 
It's a level 18 or so boss, so you can get yourself around there to make it easier. Other than that I would explore your options.

An Arcanist (whether as main or sub) can accomplish a lot here. Fear/Bio are both starter skills and Curse is just 1 LP. All of these neuter Plant Brain's damage and Regen. Warrior can cover whatever debuffs the Arcanist doesn't (Power Break is available at 0 LP).

You want mitigation on your tank. Monk can do this using Steel Peak, but Warrior/Paladin will need support. Skip: Defend is very powerful at this stage of the game- you can cut a LOT of Thunder IV's damage just by defending when you see it coming, and its only 1 LP.
Circe 26 Aug @ 10:04pm 
What's the intended strategy for Plant Brain, exactly? Because that thing's a problem for me.
JuicyDragonFroot 12 Aug @ 8:34am 
Easily my favorite mod on the workshop, maybe even across all of the games I own. Keep up the great work!! Eager to see what comes next :)
Hyper Kunoichi 25 Jul @ 1:43pm 
An amazing mod for an amazing game. Easily a 9.5 out of 10; would've been a perfect 10, but I had to dock half a point for not doing the most obvious edit by making all of the Quintars into various colors of Chocobos.

In all seriousness tho, keep up the great work, and I'm greatly looking forward to seeing what 4.0 will bring.
Hitchhiker 22 Jul @ 3:57pm 
Aw shoot!
Flux  [author] 22 Jul @ 11:41am 
It's accessible with the Ibek. There's a house in Capital Sequoia, left side, that you enter in through the Chimney, you'll drop straight into the Dance Hall from there.
Hitchhiker 21 Jul @ 9:16pm 
Hey Flux, I've been greatly enjoying the overhaul! Question for you: I see that in the spoiler google doc the bard trainer is in the Dance Hall, where the heck is that? It's been a while since I played the base game - currently I've got the Quintar and Ibex mounts.
Flux  [author] 15 Jul @ 12:43pm 
Thank you for the support! :)
thank you for your work
Windless Bear 26 Jun @ 9:32am 
Hehe I'm checking every day, can't wait.
Flux  [author] 24 Jun @ 9:46pm 
Pretty much all of them are referenced somewhere. XV and XVI aren't quite yet, but 4.0 will add a XVI-inspired Job.
hastyNtasty 24 Jun @ 9:11pm 
what final fantasy games does this mod include content from?

also keep cooking :ac6_heart:
Apostatis 16 Jun @ 9:39pm 
Oh, whoops, yep, there it is.
Flux  [author] 16 Jun @ 2:11pm 
You should have gotten a Materia Slotter tool; use that from the item menu to begin.
Apostatis 16 Jun @ 9:35am 
So, how do I slot in materia?
Flux  [author] 15 Jun @ 5:21pm 
I'm aiming for this year if I can. I definitely do not want to drag this update out any longer than I have to. The main thing that's consuming my time is going through all the monsters atm.
Emporoar Ccin 15 Jun @ 3:41pm 
Any ETA on 4.0? Later this year or next year? No worries if there's no answer, you're just one guy working on this mod for free.

This is easily my favorite Crystal Project Mod, keep up the good work! :fhappy:
Flux  [author] 13 Jun @ 2:19pm 
That could be a fun one to do! I'll think about it.
Gogiga Gagagigo 13 Jun @ 6:19am 
Cannot wait for 4.0. Have you ever considered adding an Onion Knight job? It could be a job that gets stronger the more jobs you master with the character or balanced around the onion equipment.
Flux  [author] 12 Jun @ 7:08am 
Spread and Dualcast exist the way they are by design, mostly. Spread is more like the equivalent of pressing left to target all enemies with certain spells- if I could do that, Spread wouldn't need to be a button. Dualcast OTOH needs me to touch every spell with statuses to make it work, so it's kinda got to stay how it is.

4.0 is going to come with a rework to all of those mentioned classes. I'm not going to change the focus of them (Black Mage and Seer aren't going to get CCs for example), but there will be the aim to give them a better resource management game and a more varied playstyle.

I've got my eye on Mystic Knight atm. I'll see what I can do there. Thanks for the feedback!
FeistierMage 11 Jun @ 10:18pm 
I've only played the Final Fantasy that had Locke in it so maybe these ideas go against the design philosophies of those games.

Keep up the fun work! Can't wait for the 4.0 run!
FeistierMage 11 Jun @ 10:18pm 
The rest is about class skill list. The mystic knight is a perfect example. This class has 1 core ability that then takes up the entire skill list just filling up elements slots. This kinda sucks. The white mage feels like a full class load out: healing, defensive buffs, light elemental attacks. The red mage is nicely kitted out too, but the black mage is just an elemental checklist. Maybe give it the sleep spell from the Arcanist? Then give the mystic knight some other ailment from the Arcanist because the Arcanist has a great kit and can afford to give up some of it to spice up other classes general usability. The seer class I think it is called also could use an ailment or buff spell of some sort too. In short, I think some classes needed more options in their kits rather than checklist of elements. This goes for some physical classes too, but I find it hard to make each physical class feel different to one another compared to the casters.
FeistierMage 11 Jun @ 10:18pm 
I'm guessing there are technical limitations preventing this, but is there any thoughts on making it so the black mage group target could work on any black magic spell another class has? Chain casting from the red mage working on stuff outside the red mage spell list? Maybe the buff effect of black mage works with aero from the materia thingy? The mystic knight buffs the weapon depending on the black magic selected rather than a list that just has every single element? There are fun class effects that'd be cool if they went across classes.

The above is just wishful thinking because your mod is great, and I want more cool stuff from you.
(Found out about the 1000 Character Limit so now this will be in multiple comments.)
Flux  [author] 11 Jun @ 3:45pm 
lol. This is just bringing over some changes/reworks from the test branch :)
Still working hard on it.
[ELL]-Finalis 11 Jun @ 12:26pm 
(I'm teasing, I know what numbers are. XD)