Fell Seal: Arbiter's Mark
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idiolect

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idiolect78

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SIMPLIFIED CLASS REQUIREMENTS - 0.1

# Installation

Put Jobs.xml in your customdata folder:

* MacOS: ~/FellSeal/customdata
* Windows: %USERPROFILE%\Documents\Fell Seal\customdata
* Linux: ~/Fell Seal/customdata

# Uninstallation

Remove Jobs.xml from your customdata folder.

# Features

This mod makes the following changes:

* Mender, Mercenary, Wizard, Plague Doctor, and Scoundrel have no requirements. They are now considered 'Base' classes that anyone can access immediately.
* All other non-Story, non-Badge, and non-DLC classes (e.g., Knight, Fellblade, Gunner, etc.) now require mastery of a single Base class before they can be accessed. They are considered 'Advanced' classes that are functionally related to their Base class.
* Characters that are recruited with an Advanced class (e.g., Templar) need to master a Base class before they can access other Advanced classes. Story, Badge, and DLC classes are open to them, so long as the character can meet any non-class requirements such as having an available badge, being Kyrie in the case of the Marked class, and so forth.
* Badge classes now only require possession of the appropriate badge. Class requirements have been removed.
* In addition to class requirements, gender requirements for Lord and Princess have been removed.
* DLC classes no longer have class requirements. They only need to be unlocked through gameplay progression.

Base classes, the class levels required to master them, and the Advanced classes they unlock, are listed below:

* Mender (10) -> Alchemystic, Druid
* Wizard (9) -> Sorcerer, Warmage
* Mercenary (10 -> Samurai, Knight, Reaver, Templar
* Scoundrel (11) -> Assassin, Duelist, Fellblade, Gunner, Ranger
* Plague Doctor (10) -> Gadgeteer, Gambler, Peddler

Examples:

A character recruited as a Scoundrel who wants to become a Duelist/Warmage will need to complete the following shortest class path:

Scoundrel (11) -> Duelist (1) -> Wizard (9) -> Warmage (1)

A character recruited as a Gadgeteer (an Advanced class) who wants to become a Gambler will need to complete the following shortest class path:

Gadgeteer (1) -> Scoundrel (11) -> Gambler (1)

# Notes

* This hasn't been tested through a complete playthrough yet, but I've enjoyed it enough so far to post.
* Part of the reasoning behind requiring a Base class to promote to an Advanced class is to make characters within a role (fighter, healer, offensive caster, etc.) be more likely to have a consistent basic skill kit later in the game. I got annoyed at healers not always having Mana Font, or frontline fighters not having Sturdy Grip, etc., so this makes it easier to think about what a particular character is going to be able to do without looking at all of their class levels.
* I don't think it's possible to have anything more complex than a simple list of base classes and levels for a job, so I don't think I can do things like require one or another class, or permit recruited Advanced classes to skip Base class requirements before promoting into another Advanced class. I'm not sure I'd want to, even if those things are possible.
* The requirement to master a base class first seems to have the effect of making the early game harder, as enemies will have access to advanced classes before you do.
* Bzaro and monster classes are unchanged.
* Story classes are unchanged.
* I welcome any feedback!