Crystal Project

Crystal Project

Final Fantasy Project Overhaul
 This topic has been pinned, so it's probably important
Flux  [developer] 26 Aug, 2024 @ 5:10pm
Bug Reports for v3.0
Bug reports go here! I'll read mod comments too, but bug reports that go here won't get buried in other feedback/comments.
Last edited by Flux; 26 Aug, 2024 @ 5:11pm
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Showing 1-15 of 67 comments
Fish are Friends 27 Aug, 2024 @ 12:16pm 
Weapon skills don't seem to be restricted for use with any specific weapon types.
Ex: I can use a Thief's Shadow Fang with a staff or Monk's Kick with a sword.


I'm not sure if this is a deliberate design choice or bug. The skills still have icons that show their respective weapon types, but they have weapon skill in their description instead of dagger or staff/unarmed skill like the base game would have.


There are some new icons mixed in (all Warrior attacks), but I saw those as intended for use with any weapon like how you had it set up before 3.0.


Great mod! I'm looking forward to discovering what else is new!
Flux  [developer] 27 Aug, 2024 @ 12:37pm 
Deliberate design choice. There are no weapon restrictions at all anymore.
Fish are Friends 27 Aug, 2024 @ 12:51pm 
Ok cool, I was just thrown off by the icons
Fish are Friends 27 Aug, 2024 @ 3:41pm 
The dualcast passive on Red Magic Spells partially works outside of battle.

It locks you out of casting 2 heals outside of battle, whether or not it's a Red Magic. Casting a non-Red Magic heal works as expected and you can use it more than once.

If you cast a spell before a battle, the first spell cast in battle is discounted on a Red Mage.
Last edited by Fish are Friends; 27 Aug, 2024 @ 3:49pm
Flux  [developer] 27 Aug, 2024 @ 3:44pm 
This is due to functionality left in the game where status effects can be applied outside of battle. I am currently not sure how to address it, but I am finding a solution for the first bugfix patch.
Fish are Friends 27 Aug, 2024 @ 3:49pm 
No worries! Just thought you should know
Flux  [developer] 27 Aug, 2024 @ 5:58pm 
I appreciate it!
Tonberry 11 Sep, 2024 @ 4:25pm 
Was testing out Materia, got put to sleep while channeling a Blue Materia boosted spell, and it crashed the game. What I get for seeing if Wizer Staff would let me cheese any levels I didn't have(Already had Materia Lv3 unlocked)
Flux  [developer] 19 Sep, 2024 @ 6:19pm 
This is a confirmed bug with reactions that trigger but cannot process (Blue effects like Quadra Magic use reactions to function) on Crystal Project itself, per Riverrunner himself.

He has stated he's fixed it IIRC, so it should be OK next time the game is updated.
KumaCat 12 Oct, 2024 @ 8:55am 
Oh, hello there!
Just a minor thing I noticed, it seems the passive ability "Reflex" from the Monk isn't working? I tried fighting some low level enemies to test it, but the crit chance each one of them had against my characteres were the same, even against my Reflex equiped-character.
Oh, and also one question: Berserk makes you only auto-attack, but I tried equipping some weapons that give the auto-attack some special properties (wands casting magic etc) and the auto-attack from berserk didn't proc it. I guess it's a coding limitation mostly?
Anyways, just having a blast playing the mod :) This is some amazing work you put in, thank you so much!
Flux  [developer] 14 Oct, 2024 @ 11:59am 
Crit resist reduces the critical hit damage received, not the critical hit chance. The difference will be very significant combined with a shield.

Berserk’s attack is a reaction and so are on-hit procs. Sadly it is an engine limitation that reactions cannot trigger other reactions.

Berserk will function in labyrinth though- the attack converts into Mystic Strike instead.

Glad you’re enjoying it so far!
KumaCat 14 Oct, 2024 @ 12:03pm 
Ooh, I see now, my bad!
Flux  [developer] 15 Oct, 2024 @ 6:30am 
No worries! I appreciate you giving feedback regardless.
firionyounes 21 Oct, 2024 @ 9:32am 
The monk's steel punch does not give armor and resist up, instead it gives attack up and haste.

One of my red mage's red magic attack got countered by a physical countering enemy, although I'm not sure if it was the initial cast or the following dual cast. The enemy was a grat.

While fighting the boss in skooma cave, there were a few times where I couldn't absorb mp with a physical attack from my red mage. At first I thought it might be a bug with the boss having been poisoned and that cancelling the effect but that was not the case.
Then I thought maybe some bosses are just immune, however it was not stated in the boss info screen, and somewhere down the line I managed to absorb mp. So not sure what's going on.

Some enemies seem to have too much info to the point that it doesn't fit on the screen.

I see some abilities of which their use remains unexplained. Fleche for example, the White mage and fighter's innate "enabled" abilities. Will these perhaps be explained more in the duck house?
Edit: I understand now, it's their unique abilities.

I'm just mentioning these for your information. I'm having a wonderfully refreshing time playing again even after having played a few hundred hours already. Thank you so much.
Last edited by firionyounes; 21 Oct, 2024 @ 10:42am
Flux  [developer] 21 Oct, 2024 @ 11:08am 
Thank you for the feedback! I'll clarify these:

Coeurl Form alters Steel Peak to give Attack Up and Haste as a mechanic.

I review Grat and the Red Mage's spells, they all appear to be setup appropriately. I wonder if you'd used Fleche, which is a physical attack?

Being poisoned nullifies all HP and MP absorption, in addition to regen and refresh. Plant Brain's adds can poison you.

The enemy profiles thing is a known issue. However, fixing them is more effort than it's worth; the engine just doesn't support that section very well for mechanically heavy enemies and even significant reworks wouldn't resolve the issue.
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