Foreign Lands version 3.0: A New Age

Introduction: To everyone who has waited patiently for this update, I'm sorry that it took the time it did. That being said, I'm happy to have finally released version 3.0. There is a major feature that I've been working on for some time now that has stagnated and has unfortunately not been able to make it into this launch. If the project gets revived in the future, I will gleefully add it to the mod.

Overview: This update includes many changes, some small, small large. These changes can be broken down into a few groups: Quality of Life improvements, New Features, and Balance Changes.

New Feature

User ffgriever's "Generous Montblanc" mod is built into Foreign Lands, enabling the use of the License Board reset feature and New Game + feature from within your save file.

Because there are licenses in Foreign Lands with different values than the license boards in Vanilla Final Fantasy XII: The Zodiac Age, the Generous Montblanc Mod has been adjusted to these values for Foreign Lands. This ensures you will not be losing LP whenever using the License Board reset feature.

You can check out the original page for ffgriever's Generous Montblanc mod here: https://www.nexusmods.com/finalfantasy12/mods/107?tab=posts
Use this version for anytime you start a playthrough of Vanilla Final Fantasy XII: The Zodiac Age.

To use these features, simply speak with Montblanc in Clan Centurio. He will offer these services to you before anything else whenever you speak to him. Decline the offers to continue to the Elite Hunk list.

License Boards

Overall, each license board has received a tune up. Some boards have only been edited slightly while others have received some more significant changes. All boards have also received a 5th Esper to choose from, and licenses gained from Espers should all feel a bit more impactful. This should make the decision of which Esper to pick a little more challenging. Also, both Monk and Bushi have received class updates into new roles, and Shikari has been reformed into something more unique.

While not all changes will be listed, here are some brief notes on each license board:

1. Kannagi
Change Level: Minor
A few abilities have been altered or have shifted around to help lighten Kannagi's list of responsibilities in combat. An example of this is Dispel and Dispelga have been relocated to other boards, giving Kannagi one less thing to worry about doing themselves. 

2. Geinin -> Idol
Change Level: Minor
As it turns out, the term "Geinin" is really meant to describe a comedian more than a singer. To better represent this board's style and role, it has been renamed "Idol" to represent the popular idol culture in the East. Additionally, Idol has access to a few more tools to give them a little bit more offensive capabilities, such as a selection of bows, and Haven's Madrigal has been relocated to a much earlier position.

3. Basara
Change Level: Minor
Overall, Basara has been given more debuffing power from a few new abilities to Swords now applying more status conditions, but the board is otherwise very similar.

4. Onmyoji
Change Level: Minor
Shikigami spells have been removed as the limitations to spell animations ultimately failed to deliver on the fantasy of summoning different Shikigami spirits of different elemental properties. As a result, Onmyoji received a level 3 version of their Channel spells and has a bit more utility options to choose from.

5. Geomancer
Change Level: Minor
The relationship between Geomancer's ultimate weapons has become more balanced. Staff of the Magi now increases elemental potencies for Fire, Ice, and Lightning while Bell of Byblos does the same for Earth, Wind, and Water. This should help the Geomancer cut down on weapon shuffling in the end of the game.

6. Monk -> Bhuddist
Change Level: Moderate
Previously, Monk had adopted a slight identity as a board capable of enduring enemy aggression through their high HP and ability to absolve themselves of all status conditions. To further enhance this identity, the board has been reborn as the "Bhuddist." In addition to having more tools in line with the themes of pacifism and endurance, their weapon selection has changed slightly. This board no longer uses Poles and will use exclusively a new category of weapons entirely: Martial Arts. These weapons will embody the ideas behind the Brawler augment while being far more effective in combat.

7. Ashigaru
Change Level: Minor
This board is mostly unchanged, but has received a few buffs to help their performance later in the game, such as the ability to ignore enemy evasion with their weapon attacks and abilities.

8. Ninja
Change Level: Minor
Ninja technicks have been buffed slightly to help their endgame performance, and Ninja's ultimate weapons have been buffed to help them perform as high-damage assassins. Mesa is now slightly stronger and no longer applies Silence while Yagyu Darkblade has been redefined as the Yagyu Deathblade, a weapon with a 20% chance to KO enemies instantly with every swing.

9. Apothecary
Change Level: Moderate
Apothecary was a bit of an under-performer previously as an inferior healer to Kannagi. Ultra Potion is now significantly stronger, the Apothecary has more supportive abilities and a new offensive one, and their weapons have been updated. Hand-Bombs will no longer deal randomized damage, and Crossbows have a higher evasion stat while also granting status immunties to be the more defensive weapon choice.

10. Oni Warrior
Change Level: Moderate
The Oni Warrior's signature technick Oni Breath was a lackluster attack that arguably did more harm than good. It has been replaced with a new signature technick called Rampage which let's the Oni burn through MP to instantly clobber enemies for massive damage. Additionally, Savage Arms no longer deal randomized damage.

11. Bushi -> Yojimbo
Change Level: Moderate
The former Bushi has adopted an identity that also adds the themes of being a swordsman and bodyguard for hire. Chirijiraden has been buffed to be not so slow, and the new Zanmato technick will let you pay your Yojimbo to rapidly bombard enemies with damage similarly to Oni's new Rampage.

12. Shikari -> Shoubushi
Change Level: Large
Shikari's identity as the Poach user ultimately made the board feel like an accessory to tack onto any other board rather than its own class. Shoubushi roughly translates to a risk taker, or gambler. This new class utilizes a selection of tools that utilize themes of risk, luck, and profit in ways that should feel worthwhile. They use Poles which now are the only weapons to feature randomized damage and Guns which can be seen as "cheating" as they pierce through enemy defense.

EXTREMELY IMPORTANT NOTE: If you are continuing a save of Foreign Lands into version 3.0, it is very important that you utilize the new license board reset feature and reselect each party member's boards as they will not forget any licenses that have been removed from their chosen boards otherwise. This will also give you the opportunity to reselect Espers for each character depending on the rewards you want. You may also want to clear each character's gambits as soon as you load up your file.

Weapon Changes

Ultimate Weapons have all been tweaked to give them more uniquely defined powers over other weapons, especially in relation to other ultimate weapons accessible by the same board.
Weapons that increase the potency of certain elements will now have those elements displayed as icons in the name of the weapon.
Weapons have had their power lowered slightly across the board.

Unarmed:
- Power lowered to 16
- Evade lowered to 10
- Combo lowered to 10
Note: Because of the addition of Martial Arts weapons, Brawler is no longer needed.

Swords:
Most swords now have a chance to apply additional status conditions. These swords have gained an on-hit chance...
- Broadsword: Blind
- Longsword: Sleep
- Iron Sword: Slow
- Zwill Blade: Confuse
- Lohengrin: Silence
- Flametongue: Oil
- Demonsbane: Doom
- Icebrand: Stop
- Platinum Sword: Blind
- Bastard Sword: Berserk
- Diamond Sword: Sleep
- Runeblade: Poison
- Durandal: Immobilize
- Great Trango: Disable
- Simha: Slow

Greatswords:
Most greatswords have had their evade increased by 4 points. These are slightly different:
- Wyrmhero Blade's Evade was increased to 12
- Wyrmhero Blade also no longer deals Holy damage, which was not there intentionally.
- Excalipur's Evade was increased to 56
- Sword of Kings Evade was increased to 12

Katanas:
Masamune
- Now increases Ice Potency
- Strength/Magick +4
- On-Hit KO added, 5% Chance
Kumbha
- Combo Rate increased to 42
- On-Hit KO added, 5% Chance
Note: Kumbha still boasts the Strength damage formula and a higher combo rate, making it better if you want to gear your Yojimbo with light armor or physical heavy armor depending on your second board.

Ninja Swords:
Orochi
- Is now 1-Handed
Yagyu Darkblade -> Yagyu Deathblade
- Power lowered to 90
- Dark Element removed
- Evade lowered to 15
- Combo lowerd to 18
- On Hit KO added, 20% Chance
Mesa
- Auto-Silence removed
- Evade increased to 24
- Combo increased to 32
Notes: These weapons should now give Ninja more power as a quick attacker in the endgame where their usefulness waned previously.

Spears:
Zodiac Spear
- Power lowered to 111

Poles:
All poles have changed to the Vitality formula, a.k.a. the random damage formula.
All poles have increased in power to compensate. Here are some additional notes:
- Six-Fluted Pole:
- Strength +6
- Potency: Water
- Whale Whisker: Power 116
- Strength +6
- Potency: Water
- Kanya:
- Combo increased to 55
- Max HP +1000
Notes: Poles are now exclusive to Shoubushi: the risk taker. To compliment this theme, Poles are now the sole users of the randomized damage formula. Their naturally good combo rates should help ensure their damage falls in line with other attackers. Kanya helps give them more bulk and helps the user survive the use of High Stakes

Bows:
Burning Bow was removed (Dhanusha replaces it)

Giant Stonebow
- Evade increased to 40 (Was bugged to be 0 previously)
- Knockback increased to 20
Burning Bow -> Spellcaster Yumi
- Damage Formula is Mace
- Magick +2
Sagittarius
- Evade increased to 5
- Critical Hit increased to 20
Seitengrat
- Evade lowered to 5
- Charge Time lowered to 15
- Critical Hit increased to 100
Dhanusha
- Potency: Fire/Holy
Notes: Sagittarius is now a standard offensive weapon for the Idol license board. Seitengrat a ranged option for the Ninja to bombard enemies with constant critical hits. Dhanusha is an enhanced version of the old Burning Bow and is accessible earlier than most ultimate weapons. It acts as an offensive alternative for Kannagi.

Crossbows:
All crossbows had their damage formula reverted to Strength.
All crossbows now have a knockback of 20.
All crossbows now have a built-in accessory function...
Bowgun -> Loudmouth's Bowgun
- Evade increased to 20
- Magick +5
- Immune: Silence
Crossbow -> Locomotion Crossbow
- Evade increased to 20
- Strength +5
- Immune: Stop
Paramina Crossbow -> Antibody Crossbow
- Evade increased to 20
- HP +100
- Half Damage: Ice
- Immune: Poison/Sap
Recurve Crossbow -> Insomniac's Bowgun
- Evade increased to 25
- Magick +8
- Immune: Sleep
Hunting Crossbow -> Clear Headed Crossbow
- Evade increased to 25
- Strength +5
- Speed +5
- Immune: Confuse
Penetrator Crossbow -> Bright Eyes Crossbow
- Evade increased to 25
- Speed +10
- Immune: Blind
Gastrophetes
- Evade increased to 30
- Speed +20
- Immune: Oil
Tula
- Evade increased to 30
- Vitality +5
- Immune: KO
Notes: While crossbows will remain the weaker option of Apothecary's weapon choices, their higher evade, stat boosts, and natural immunities should help give them a niche use. Currently, the status immunities are not displayed for weapons unlike armor and accessories. I am examining alternative solutions, but for now this information will be accessible in the spreadsheet.

Axes -> Martial Arts:
Axes have been retired and replaced with Martial Arts weapons.
All Martial Arts have a Charge Time of 21 unless otherwise specified.

Simple Style - Strength
- Evade is 20
- Combo is 15
White Crane Style - Speed
- Evade is 55
- Combo is 30
- Speed +10
Snake-Boxing Style - Pierce
- Evade is 20
- Charge Time is 26
- Critical Hit is 15
- On-Hit Poison, 15% Chance
Leopard Fist Style - Speed
- Evade is 20
- Combo is 30
- Speed +10
Black Tiger Style - Strength
- Evade is 25
- Combo is 50
Southern Dragon Style - Strength
- Evade is 20
- Combo is 40
- Strength +6
- Potency: Water
Drunken Monkey Style - Strength
- Evade is 8
- Charge Time is 99
- Combo is 80

Savage Arms:
All weapons have changed to the Strength Formula.
All weapons have had their Combo Rates increased by 4.
All weapons have had their Charge Times increased to 40.
All weapons Power has been lowered to compensate for the new damage formula. Other details:
- Frigid Butcher -> Ice Butcher
- Vile Husker -> Scorpion Husk

Daggers:
Shikari Nagasa
- Evade decreased to 5
Mina
- Evade increased to 20
- Charge Time lowered to 16
- Speed +20
- Auto-Regen added

Rods:
Healing Rod -> Tenpo Rod
- Damage Formula is Pierce
- Evade is 40
- Charge Time is 8
- On-Hit Haste added, 70% Chance
Empyreal Rod -> Rod of Pacifism
- Damage Formula is Pierce
- Evade is 80
- Auto-Disable added
- Half Damage: All Elements
Notes: With Regen being accessible much ealier, and Healing Rod never really being considered much, Tenpo Rod replaces it as a strong defensive weapon and early access to the Haste buff. Rod of Pacifism acts as an ultimate defense weapon exclusive to the Kannagi and Bhuddist.

Staves:
Staff of the Magi
- Magick lowered to +5
- Strength/Vitality/Speed +5 added
- Potency: Fire/Lightning/Ice added

Maces:
Oni Flame
- Magick +10 added
- Absorb: Fire added
- Auto-Oil added
Bonebreaker
- Combo increased to 5
- No longer ignores licenses
Bell of Byblos
- Weakness: Wind removed
- Potency: Wind/Water added (now boosts Earth/Wind/Water)

Hand-Bombs
All weapons damage formula changed to Poles formula.
All weapons Charge Time has lowered to 24.
All weapons power has been lowered to compensate.
Most weapons have lost their Vitality boost due to the formula change.
- Makara
- Combo increased to 19
- Strength +6 added
- Vitality +6 added
- Potency: Earth removed

Armor Changes

Like with weapons, elemental icons have been added to the names of armor that boosts the respective elemental potency.

Lowtown Cloak -> Lowtown Anesthetic
- Magick Defense lowered to 0
- Vitality lowered to 0
- Auto-Invisible removed
- Auto-Sleep/Auto-Regen added
Notes: This 'shield' given to you when you join up with Penelo in Giza Plains was formerly just a quirky item to play around with auto-invisible. This has been changed. One potential concern for players was being without access to abilities like Cure or Angelsong, as Penelo and Fran do not have innate access to White Magick 1. This means if the player does not choose Kannagi, Idol, or Bhuddist among Vaan, Balthier, and Fran specifically, they will not be able to top off their team's HP with anything but Potions. Lowtown Anesthetic will provide a crutch that will let players heal up while exploring the early game regardless of license board choices.

Ringmail
- HP increased to 90
- Strength + 3 removed
- Speed+3 added 
Mage's Habit
- MP increased to 70
- Magick lowered to +6
Circlet
- Immune: Stop added
- Magick Accuracy+ effect removed
Magepower Shishak
- Magick Accuracy+ effect added
Notes: Nothing special here. Magick Accuacy+ (Indigo Pendant effect) was shifted to Magepower Shishak as the board that appreciate's the Indigo Pendant effect the most is Basara who can naturally equip Magepower Shishak but not Circlet.

Accessory Changes

Some accessories are now exclusive to certain kinds of boards. Specifically, there are 2 accessories exclusive to casters, 2 to damage-dealers, and 2 to tanks.

Orrachea Armlet -> Potions Plus Armlet
Steel Poleyns -> Spike Poleyns
Ruby Ring
- Strength lowered to +3
- Magick +6 added
- Vitality +6 added
Amber Armlet -> Lucky Charm Band
- HP +77
- MP +7
- Strengt/Magick/Vitality/Speed +7
Notes: Since Brawler was removed as an augment, Amber Armlet was replaced.
Magician's Shoes *Reworked*
- MP Cost 0 removed
- Auto-Blind/Auto-Slow removed
- Weak: All Elements removed
- Magick Charge Time 0 added
- Auto-Lure added
Notes: Magician's Shoes will now allow spellcasters to cast magick instantly at the cost of being targeted by enemies. This should allow players to find opportunities to bombard enemies with magick damage more quickly without it being the standard.
Sage's Ring
- Now applies Auto-Blind

Magick Changes

Euphoria is removed.
Shikigami: Fox is removed.
Shikigami: Rabbit is removed.
Shikigami: Goldfish is removed.
Shikigami: Butterflies is removed.

White Magick:
Seal and Pacify have been changed to White Magick Spells.

Panacea was removed as a White Magick spell and converted to a Technick.

Prayer
- MP Cost increased to 3

Seal
- MP Cost decreased to 10

Sending  -> Eccentrick
- Change Time lowered to 3
- MP Cost lowered to 17
- Range lowered to 0
Notes: Sending has been reimagined as the spell Eccentrick and is exclusive to the Shoubushi who favors risk and gambling. The range on the spell has changed it to single target; however the cost and charge time make the spell much more spammable.

Amaterasu *New Spell*
- Fire/Holy Damage
- Power is 240
- Charge Time is 3
- MP Cost is 62
Notes: This spell uses the old holy animation, thus the Charge Time has been kept extremely short to compensate. Otherwise, this is now an extremely potent nuke in the Kannagi's Arsenal against foes weak to either element.

Black Magick:

Darkra
- Power increased to 80
Notes: Was incorrectly set to 70.

Time Magick:
Dispel and Dispelga have been changed to Time Magick Spells.

Float
- Now also applies the Invisible status.
Notes: Since Vanish and Vanishga were removed a long time ago, Float inherits their function. The Invisible status is still largely useless unfortunately; however, when under the effects of both Invisible and Float, imperial soldiers are unable to detect you completely, or so says the internet.

Comet
- Power increased to 130
- Charge Time lowered to 23

Stardust
- Power increased to 180
- MP Cost increased to 62

Green Magick:
Libra *New Spell*
- Applies Libra
- Charge Time is 10
- MP Cost is 0
Notes: Was changed from a Technick to a Green Magick Spell.

Altruism *New Spell*
- Applies Reverse and Disable
- Charge Time is 30
- MP Cost is 28
Notes: Essentially Paling of Pacifism converted from a Technick to a Green Magick Spell.

Scourge
- Power increased to 65

Misery *New Spell*
- Non-Elemental Damage
- Power is 80
- Charge Time is 38
- MP Cost is 40
- On-Hit Blind/Silence/Sleep/Poison, 50% Chance
Notes: Now a single target variation of Scourge.

Arcane Magick:

Channel: Kami
- Power increased to 55

Channel : Yokai
- Power increased to 85

Channel: Shikigami *New Spell*
- Power is 125
- Charge Time is 38
- MP Cost is 40
- On-Hit Sap, 50%
Notes: The removed Shikigami spells have essentially been reworked and simplified into this Spell which acts as a level 3 version of Channel: Kami and Channel: Yokai. Comet is the better option for damage on the Onmyoji, but Channel: Shikigami can be used to apply Sap to enemies vulnerable to it before swapping to Comet.

Divination: Fortune *New Spell*
- Restores HP to Critical HP allies
- Power is 255
- Charge Time is 0
- MP Cost is 12
Notes: This spell functions like Vanilla Final Fantasy XII: The Zodiac Age's First Aid Technick. The spell will fail if an ally is not in Critical HP state. Additionally, the heal formula features a high-low property like 3.0's Pole weapons, formerly used by Axes, Hammers, and Hand-Bombs. Because the power is set to the highest value of 255, the resulting heal from Divination: Fortune can potentially restore a small amount of HP, or enough to completely heal the target. This spell is obtainable earlier in the game and does function as a fairly effective emergency button heal for the Onmyoji who otherwise cannot heal allies. You also do not require the Ally: HP Critical gambit for the AI to use this spell correctly. Even when using Ally: Any, the user will only cast this spell when an ally is in critical health.

Technick Changes

Soul Etude has been removed.
Oni Breath has been removed.
Geomancy has been removed.
Sora has been removed.
Lifetaker has been removed.
Paling of Pacifism has been removed and replaced with a Green Magick Spell.
Libra has been converted to a Green Magick Spell.
Notes: Regarding the removal of Soul Etude, all three primary spellcaster license boards now have access to Convert. This was done to remove the MP battery aspect where players would often find themselves stopping to spam Euphoria/Soul Etude and slowing down gameplay.

Chirijiraden
- Power is 180
- Charge Time lowered to 60
Notes: The significantly faster charge time will make this a less gimmicky wave-clear option.

Shockwave -> Steel Typhoon
- Accuracy increased to 100%
Notes: The name and animation have changed to have a bit more personality for the Ashigaru.

Hi, Ji, Kaze, Mizu
- Powers increased to 105
- Charge Times lowered to 20

Ultra Potion
- Heal value has increased to 3000 (Before Lores)
- Range has increased to 10
Notes: These buffs will help Apothecary remain a relevant healer into the end of the game. After Potion Lores and Pheasant Netsuke effect, Ultra Potion restores approximately 8.5k HP to all party members. Not quite enough to outperform Curaja and Renew, but still enough to support the party in harsher situations.

Panacea
- Remove Blind/Poison/Sleep/Silence/Petrify
- Charge Time is 23
Notes: Converted from a White Magick Spell to a Technick. This gives Apothecary a better role at status removal in the earlier segments of the game.

Forbidden Chakra *New Technick*
- Damage Enemies equal to missing HP x2
- Charge Time of 30
Note: Similar to Zeromus' ability. This lets Bhuddists counterattack when low on HP.

Evil Dance *New Technick*
- Physical Damage
- Power is 80
- Charge Time is 35
- Range is 6
- On-Hit Confusion, 60% Chance
Notes: This Technick's damage isn't particularly remarkable; however, the ability for it to reliably spread Confusion among multiple enemies makes it fantastic at creating a lot of breathing room when being swarmed by enemies vulnerable to it.

Quartet of 9 *New Technick*
- Deals exactly 9999 Damage
- Charge Time is 35
- Accuracy is 30%
- Range is 8
Notes: The accuracy may be shaky, but can be useful at spreading damage among large groups of enemies, typically 3 or more should yield results.

Zanmato *New Technick*
- Physical Damage
- Charge Time is 0
- Consumes Gil upon use
Notes: Allows the user to bombard enemies with attacks in quick succession at the cost of Gil. 

Rampage *New Technick*
- Physical Damage
- Power is 200
- Charge Time is 0
- Consumes 99 MP upon use
Notes: Allows the user to bombard enemies with attacks in quick succession at the cost of MP. 

High Stakes *New Technick*
- Physical Damage
- Power is 160
- Charge Time is 0
- Range is 8
- Deals recoil damage to the user
Notes: Allows the user to bombard multiple enemies with attacks in quick succession at the cost of the user's HP.

Zanmato/Rampage/High Stakes Notes: As you can see, these three technicks all function similarly, allowing different boards to sacrifice something in an effort to damage enemies quickly, but each do so with different costs and with different benefits.
- Rampage will deal the highest damage but is limited by the Oni Warrior's low MP pool.
- Power increased to 95- Zanmato's Gil cost is very affordable in the end of the game, but the damage is less extreme.
- High Stakes can strike multiple enemies at once, but will cripple, or possibly kill the user.

Item Changes

Antidote
- Now removes Sap in addition to Poison

Pentagram Ofuda
- Power increased to 255
- Range lowered to 0
- Description has been fixed

Drain Ofuda -> Pollen Ofuda
- Non Elemental Damage
- Power is 90
- On-Hit Poison, Sleep, Silence, Blind is 100%
- Range is 8

Augment Changes

Brawler is removed.
Notes: With the addition of Martial Arts weapons, there is no longer a need for Brawler.

Third Eye *New Augment*
- This character will ignore enemy evasion.

Party Member Changes

Rek
- Inventory has been adjusted
- Thunder removed
- Regen added
- Whimsy added
- High Stakes added
- 3 Ethers added
- 1 Volt Ofuda added
Notes: Essentially Reks now has a few more tools to play with in the beginning of the game to give newcomers a taste of the new content. You can think of him as a Kannagi/Shoubushi, and you'll know the mod has installed properly if you see these abilities.

Guests
- Abilities have been adjusted along with the changes to Magicks and Technicks.

Esper Changes
Curaga and Curaja has been replaced with Renew on every Esper.
Notes: Espers have previously healed for alarmingly low rates with Curaga and Curaja, so now all of them will use Renew instead.

Status Effect Changes

Regen ticks per heal has been lowered to 3.
Notes: This effectively makes Regen 5 times stronger, so I highly recommend taking advantage of this buff and not ignoring it on enemies.

Invisible and Float effect durations increased to 240.

Enemy Changes
Many bosses in Final Fantasy XII have featured field penalties, such as preventing the use of Magicks, or causing all party member's MP to drain. A new feature has been added that will have every Field Penalty cycle randomly throughout these boss fights:
- Doctor Cid (Draklor Laboratory)
- Doctor Cid (Pharos at Ridorana)
- Hashmal
- Ultima
- Chaos
- Zodiark
- Fury
- Humbaba Mistant
- Shadowseer
- The Undying

Nectar Volley
- Power increased to 180
- On-Hit Poison/Blind added, 100% Chance (Alongside Sap)

Pollen Dance
- Power increased to 160
- On-Hit KO, Petrify, Stop, Confuse, Disable OR Disease added, 100% Chance 
Notes: These changes will make the Rafflesia boss less of a pushover.

S-27 Tomahawk
- Power increased to 170
- On-Hit X-Zone added, 30% Chance

S-85 Cyclotrone
- Power increased to 190
- On-Hit X-Zone added, 30% Chance

Gatling Gun
- On-Hit Oil removed
- On-Hit Blind/Berserk/Slow added, 70% Chance
Notes: These changes should make both Doctor Cid bosses less of a pushover. The addition of X-Zone will effectively act as a hard timer on your fights with the bad doctor. I can say from experience that Ridorana's Doctor Cid battle is significantly more difficult and feels far more appropriate.

Other Changes

A new document will be included in the 3.0 download: The Foreign Lands License Spreadsheet. This spreadsheet contains 2 pages. The first will show you a list of every license and which boards acquire which licenses either directly, or with the aid of an Esper. The second page shows you all of the original licenses, what they have changed to, what their new LP cost is, and what's contained in the license for any licenses that are different from the base game.

Additionally, Google Docs links to both spreadsheets and the detailed game document will replace the .pdf files which should make accessing the information easier, especially since players will be able to keep this information out via smart phones while playing the game, rather than needing to Alt + Tab any time they want to check on the location of an ability, or see details on items or equipment that isn't immediately apparent.

Credits
Special thanks goes out to the Final Fantasy XII: The Zodiac Age modding community who's been always awesome and helpful, in particular...
- Eternal248 who's been very helpful when discussing ideas and coming up with new solutions. 
- Raiden Ripper who's hands-on contributions have helped make Foreign Lands a much greater project.
- ffgriever of whom the Generous Montblanc features: License Reset and New Game+ originate from. Seriously, please check out some of his other mods for Final Fantasy XII: The Zodiac Age. They're revolutionary.

Additional special thanks goes out to you, the followers who have played this mod, liked it, shared it, and especially given me helpful feedback. Your suggestions and criticisms have helped make this project better. In particular...
- ShadowBelias777 who's stream helped me catch a lot of things I probably never would've discovered.
- aerdna92 who's not only given me great feedback for months, but has been helping me test builds for 3.0's launch.
- Akita who's stream helped iron out more changes for 3.0's launch.


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2 comments

  1. Blitzcriege21
    Blitzcriege21
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    Any update on when we can start playing with 3.0?? I've been excited for it ever since it was announced but I haven't heard anything on it in over a month!
  2. bloodymojito
    bloodymojito
    • member
    • 0 kudos
    Goddamn!! That reads totally awesome!
    I guess Martial Arts will use the bare hand animations?