Final Fantasy XII: The Zodiac Age
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WP

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WoodenPotatoes

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About this mod

A collection of tweaks to eternal 248's "Struggle for Freedom" made for my own personal playthrough.

Permissions and credits
"Square Enix Ideas, Executed Better"

THIS MOD IS CURRENTLY UNFINISHED, BUGGED, AND NOT PLAYTESTED
NOT REALLY RECOMMENDED

How to Play:
Make sure you are using vortex for FF12 along with the LUA loader and external file loader extensions (documentation elsewhere).
Acquire SFF 1.9.1 from it's own nexus page. **Make sure it is version 1.9.1, or you may run in to unintended behaviour.**
Install SFF with vortex. Select the default struggle/freedom board option.
Install this mod with vortex, make sure this mod loads second.
You need to start a new game or many changes will not take effect.
**The expectation is that players using this mod select the assigned job slots for their characters.** 
- Other board options, including challenge boards, are provided for fun, but not playtested.

This mod aims to provide a fun experience **for players that are participating in hunts/side quests as the plot develops.** Players fleeing a lot and only making a hasty beeline through the main storyline will find themselves under powered.
Enjoy!

Introduction:
WP'S SFF Monster Mod has two main branches of interest:
First - 
This mod is a collection of tweaks and balance alterations to the excellent works of eternal248's "Struggle for freedom" (version 1.9), as well as tweaks to FF12 in general.
The changes cover a wide range of areas from monsters, to abilities, status effects, steal rates, espers and more. 
A guiding ambition of mine is to **highlight the details and experiences in FF12 that are usually missed**. FF12 was in many ways a victim of development crunch, meaning that a lot of really powerful and fun experiences were left overshadowed or weakly implemented such. In these situations I have a tweak that hopefully brings the detail forward and gives you a more complete, varied game.
The mod aims to **always emphasise Square Enix's own features and design**. While SFF has amazing aims to implement radically new (and exciting!) concepts like Blue Magick, Knuckles, and more, I want an experience that remains closer to Square Enix's original ideas while nonetheless also enjoying SFFs improved combat balance.
Another guiding ambition has been to **eliminate RNG where possible**. This means making inaccurate abilities more satisfying to cast/gambit and less RNG dependent, and this also means loot. This time, where SFF stays more true to Square Enixes original rates and only makes tweaks to prominent outliers (such as dustia farming), my mod goes the other way and changes many rates - making obscure loot easier to access/play with.
Immersion is a significant consideration for me. In this version of the game are several alterations to the UI aimed at shifting player focus and making Ivalice a more absorbing place to explore.
Finally, this mod rectifies some of the sloppy decisions made by Square Enix with the IZJS and Zodiac Age editions of the game, such as the whole Arcane magick tree now only having five spells. Several tweaks have been made to reinstate lost ideas that were present in the original Ps2 release and simply made more sense.
Second - 
As the title suggests, this is a mod to improve the boss sequences in the game and make them more valuable experiences. My opinion is that SFF's stat boosting method does an amazing job at making all NON BOSS combat near perfect, but that the bosses themselves need a more personal touch/tune-up, which is where a consierable amount of my work is focused on. 
Further to this, many changes have been made other regular enemies and special attention has gone to the rare game of Ivalice. It irritated me that square enix undermined their own content by implementing so many interesting enemies in the game that have, for example, only a 10% chance to spawn on a map that you may never return to. These are now more visible.
Players are expected to wipe a few times on story bosses now. And while they are meant to actually challenge you, **this is NOT a hardcore difficulty mod.** All bosses have an "achilles heel" that makes them easy to deal with, the fun is figuring that out. Over grinding is always an alternate solution. 
New mechanics are present in many boss fights. These are generally are introduced when nothing fun was implemented by the studio. Square Enixes mechanics (if they exist) try to never be replaced - only emphasised.
If you find you are struggling, view the boss hint in the full changelog to find it's weakness/recommended strategy.
I want to emphasise that a massive amount of eternal248's work remains exactly the same in this mod. He deserves 99% of all the credit for any positive experiences you may have.
I advise people to read up on SFF documentation and changes as they are not covered here.
Recommended other mods:
My Sound mod - It removes the generic cast sound you will hear 1,000,000 times in a playthrough - especially with new SFF skills like shades of white.
Insurgent's Bountiful bundle - Particularly I enjoy using this to disable auto pause, remove my mini map (much more immersive!), disabling anti libra, among more.
Thanks & Other Thoughts:
Unending thanks to the various modders of the Sky Pirates Den discord community. Without the expertise and infinite patience of these people I would never have made a thing. They deserve all the thanks, and to any other outsiders like me to this scene: I cannot recommened their discord enough. Join up and you'll be amazed at what is possible with Ff12 and how far these people have come. Their community deserves to be bigger and they are warm to strangers.
Special thanks to eternal248 who, of course, is extremely dedicated to SFF and has made a ridiculously professional product I could never hope nor intend to match. 
__________________
FULL CHANGES:
General game changes:
The special SFF weapons now have a sale value and may be removed from inventory.
The main menu has returned to it's vanilla state complete with moving animation.
The unecessary overlaid black bars during CGI cutscenes have been removed, you will see new visuals that were made yet foolishly not included on any previous release. Many thanks to Deadalus whose mod I used as an example.
Some SFF 1.9.1 text has been corrected, including the agate ring and steel polyens descriptions.
Reks once again only has access to magick that was available in the vanilla game, but hits harder with them.
Reks now starts with the bangle accessory equipped so that he has access to enemy health information.
Some starting items have been cleaned up and removed.
A notification system has been introduced that offers small hints about whether an area has a rare game to kill or a magick/tecknique that could otherwise be missed. You can read these hints on the region map. 
Important note: Chest/Diamond armlet balance is unaffected by this mod and exactly the same as SFF.
Combat balance changes:
A general goal has been to increase ability and gambit variety as much as possible.
Many RNG effects have been reduced and are abilities tend to be more accurate, but the game is balanced around the expectation that the player uses these effects.
The mod pays careful attention to keeping player characters on the slower side such that foes have time to express their mechanics before dying.
White magic has had some rebalances and phoenix down items are often sealed during intense boss battles. The player is less capable of brute forcing fights with resurrect chaining and graveyard rushing. I often find these victories unsatisying and hollow and it is the deliberate intent of the mod to reduce this behaviour.
Save crystals no longer generate mist charge, players must build their mist as in standard final fantasy limit break systems.
Trap deadliness has been increased.
Party members innately posses the battle harness (counter) ability. 
- This passive means for more dynamic combat sequences. 
- The strength of this perk is traded back due to the fact enemies now combo much more regularly (see enemy changes section).
Status changes:
Being KO'd no longer removes slow, stop, disable or immobilize, making chronos tears in particular more valuable.
Poison now ticks twice as regularly (60).
- Kytes now gives a bundle of antidotes when opening storehouse 5 rather than eye drops.
The stop status now has half duration 15 (-15). 
The petrify status now has double duration, differentiating it from doom.
Ability changes:
Charm charge time reduced to 0 (-30).
Traveler no longer grants haste, but instead regen (and float as before).
Horology no longer removes slow or stop.
Revive charge time reduced to 10 (-23).
Bonecrusher charge time reduced to 10 (-13).
Libra has recieved a light rework. In the Vanilla game enemy health is listed as ???/??? and should therefore be unknowable, but this is betrayed by the existence of the later implemented UI HP bars.
- Foe health bars overhead and on the target UI have been cleaned away. Players without Libra can no longer know enemy health.
- Players without Libra may still watch animations to know when a foe is weak/critical HP.
- Players with libra can still as normal learn exact HP values through the target UI.
The experience of using libra as an active decision rather than passive one is something I have found both immersive and fun. Libra access has been tweaked:
- Libra motes have been added to the game. They are acquired in abundance as quest rewards over the game in Rabanastre and are occasionally found in chests.
- Libra motes offer majority access to enemy scanning. How many motes players stock up on and when to gambit them is down to player choice.
- The Auto:Libra bangle accessory is now exclusive to the Clan provisioner at medium ranks.
- Libra itself is unchanged and is now exclusive to the Clan Provisioner at high ranks.
- Reks still possess Libra in the Tutorial, and the Ribbon accessory still provides Auto:Libra in addition to it's other effects.
Vanish becomes a single target Arcane Magick once again as in the original release, and actually works now. Charge time increased to 34 (+22), MP cost increased to 54 and duration halved.
- See more in the enemy section.
Countdown becomes Arcane Magick as in other FF titles. It's accuracy becomes 75 (+10).
Berserk becomes Arcane magick once again as in the original release.
Gravity becomes arcane magick again as in the original release.
Warp becomes Arcane magick as it's animation and general usage would suggest.
Raise charge time increased to 60 (+37) and MP cost increased to 34 (+10).
Confuse (spell) becomes AoE.
Time Magick loses various abilities which become Arcane. Time licenses have shifted slightly to accomodate.
Disable accuracy increased to 75 (+25), MP cost increased to 38.
Break accuracy increased to 100. Mp cost increased to 38.
Stop accuracy is now 100 (+35), MP cost increased to 48.
Balance charge time decreased to 10 (-13).
Blind, silence, sleep and poison now have 100 accuracy.
Blindga, Silencega, Sleepga now have 80 accuracy.
T1 quickenings have had their power halved (45) and now have a high charge time (99).
T2 quickenings now have a medium charge time (60). 
T3 quickenings are unchanged, and continue to have an instant cast time.
The requirement to see more interesting concurrences has been lightened by 1, and their damage slightly reduced to compensate.
Equipment changes:
Hand bombs are back after being lost in SFF and replaced by claws.
- Hand bombs use their vanilla functionality with SFF power settings,  and also offer ranged heavy knockback.
Mythril sword (starter sword, only reks really uses) has much faster charge time.
Dagger (Vaan and penelo starter weapon) has slightly higher attack power and improved speed.
Mage masher now has 10% silence chance (-15).
Assassin's Dagger now has 35% doom chance (+20).
Power rod drops to a 5% stop chance (-5).
Katanas have +5 more combo chance.
Axes have +8 more combo chance.
Bows are somewhat faster (-5 charge time).
Silent shot now only has 1 attack power. 
Onion shot now has 2 attack power. 
Battle harness accessory now offers counter+ instead of simple counter (which is innate).
The ring of renewal no longer grants sap immunity, and the hermes sandals no longer grant slow immunity, as in vanilla (also for both balance purposes as well as to correct a UI wrinkle).
Esper Changes:
Esper changes are aimed at improving their usability in line with SFF as well as returning vanilla ps2 functionality.
- Espers are much improved from vanilla, with refined skillsets, tweaked special abilities and new gambits largely based on eternal248's proposed sff 2.0 changes.
 - This includes all espers now having Auto: Lure to ensure that their unprotected summoner doesn't instantly die and unsummon them. 
- Tier 1 espers have 100 summon duration, tier 2 espers have 200 summon duration and tier 3 espers have a 250 summon duration (except zodiark on 100)
- Summoning now has high cast time (99) and their final attacks have a charge time of 35 as they did on the original ps2.
License changes:
What once were SFFs "Freedom" jobs are the intended way to play, they have been renamed and modified.
- Job assignments are Thief (Vaan), Orphan (Penelo), Sky Pirate (Balthier), Outcast (Fran), Knight (Basch) and Dynast (Ashe).
- An additional seventh "Zodiac Keeper" job has been added that players may access after acquiring Zodiark (see below).
- The vanilla GFX representing the signs of the zodiac have returned.
All gambit slots except one have moved from behind the quickening lock into the main grid area.
- Additionally, one gambit slot on each character hidden behind an esper has moved into the main grid area.
The final quickening decision now bestows a benefit that each party member must choose between.
- Vaan has HP or Arcane 2 (death/etc), Penelo has magick lore or ether lore, Balthier has spellbreaker or Hp, Fran has HP or magic lore, basch has white magick 2 (poisona/vox) or battle lore,  ashe has magick lore or white magic 4 (raise/cura)
- The perks available to the job here have not changed from original SFF "Freedom" design.
Balthier: Gains libra and loses shields 3. Gains two battle lores. The verious item lores have been repositioned amongst the new gambits. Swiftness is now located deeper into the grid.
Penelo: Loses shell/protect and gains Water/Silence. Gains libra and loses regen/curaga. Loses hp +110 and gains shields 1. Shades of white has moved beyond zalera. Several magick lores and channelings are now on the outer edge of the board and are more expensive options. Serenity moved deeper into the board. Charge (which grants full mist bars) has moved deeper into the job.
Bash: White magic 6 has moved so he can access curaga/regen before the quickening gate. Loses cura and gains a battle lore. Shades of white is available earlier. Spellbound has moved from behind the quickening gate to behind belias. Access to belias is a little cheaper and basch gains a battle lore nearby. Gains achilles.
Vaan: Gains spellbound beyond the quickening lock. Two swiftness licenses have moved further into the board. Gains access to claws/bombs as an alternate weapon set so he now has access to ranged abilities. Hatesga (time magick 10) is now behind hashmal and haste (time magick 4) is behind the quickening lock.
Fran: Gains spellbound deep in the board. Loses access to claws. Loseses arcane 3. Loses Achilles. Charge (which grants full mist bars) has moved deeper into the job.
Ashe: Swiftness has moved to the end of the time magic tree rather than behind the quickening lock. Gains a magick lore and loses black magic 6. Gains arcane 3. Ashe no longer starts with the bangle license. Charge (which grants full mist bars) has moved deeper into the job.
Some esper licenses have traded to new characters so that all party members unlock an esper as a part of the main story. 
- Penelo loses Ultima but gains Shemhazai. (Fran loses Shemhazai but gains Ultima).
- Basch loses Hashmal but gains Chaos. (Vaan loses Chaos and gains Hasmal).
- Ashe has no storyline Esper, but easily acquires Zeromus from the Stilshrine of Miriam who acts as hers.
The story-optional espers are no longer dedicated to a single party member and also appear for one alternate character.
- These variable espers bestow a full new weapon tree to the party member that claims them. (Exlcluding any final special weapons). 
- The original SFF licenses these espers bestowed have moved to the main grid area.
- Adrammelech may go to either Vaan (Bestows bows) or Ashe (Bestows spears).
- Zalera may go to either Penelo (Bestows daggers) or Balthier (Bestows poles).
- Cuchulainn may go to either Balthier (Bestows bombs) or Basch (Bestows crossbows).
- Exodus may go to either Ashe (Bestows Staves) or Fran (Bestows katanas).
- Chaos may go to either Basch (Bestows guns) or Vaan (Bestows swords).
- Ultima may go to either Fran (Bestows rods) or Penelo (Bestows shields).
- Zodiark is remains on all boards as the ultimate wildcard with the same bestowed effects.
- Zodiark also grants access to a secondary Job containing licenses for the FINAL FANTASY weapons. (Renamed in Zodiac Age after the indian solar calendar and corresponding zodiac signs).
Many license prices have increased to provide a better balance for completionist players.
- A player participating in all hunts/ side quests during the main story won't get ahead of the board anymore.
- Early licenses are increased in cost by +5 or not at all.
- Most other licenses increased in cost by +10
- Rarely some late-game licenses (final weapons in particular) increased in cost by +20.
- Late quickenings increased in cost by +25, but early quickenings are cheaper than in SFF and easier to access (see quickening chages section).
- Accessory and gambit slot prices unchanged. 
- The libra "Bangle" has moved from Accessories 2 to accessories 15.
Struggle boards have been removed and replaced with some other options. None are playtested:
- A "Classic" job is included, based on ejh1990's recreation of the original Ps2 board.
- An "Iron-man" job functions as an empty board for a no license challenge run.
- A "Pilgrim" job for a no-equipment challenge that is reliant on esper acquisition on a single party member.
- The last two boards are essentially unused. One Struggle (Vaan) and one Zodiac Age board (Bushi) remain for legacy/demonstration purposes.
General enemy changes:
Enemies that can combo now do so more regularly, making for more dynamic combat that displays misses/blocks/parries more often.
- Enemies also critical hit more regularly.
- Enemy combo/crit of 4 is now 20. 
- All other enemy combo/crit values are doubled.
Players are now generally only attacked if they are physically seen by an enemy and can properly sneak past patrols with keen positioning. The overtuned sound/life detect values which crowded out the whole experience have been reconfigured and interesting enemy differences that square implemented are laid bare.
- Life detect removed from all enemies except bosses and ghosts/reapers.
- Sound/Magick detect removed from all enemies except entites and elementals.
- Zombies and skeletons are very bumbling/inattentive with a narrow cone of vision.
- Bombs have a very high cone of vision.
- Enemies will still spot and attack you if you get too close.
- Vanish now works as intended, properly hiding the player from most enemies. See Arcane magick changes for balance considerations.
Enemies that apply effects on strike now do so more regularly, making immunising equipment more useful.
- Enemy on hit rate of 4 or 5 is now 20 (unless it is an instant death effect).
- An enemy on hit rate of 10 (which there is only one) is now 30.
- All other enemy on hit rates are doubled.
Enemy abilities that apply effects now do so more regularly and knockback effects are stronger.
-Blind, poison, slow, sap and silence rates are increased the most.
- Death, disease and instant stone rates are increased the least or not at all.
Special enemy abilities that were unimpactful have been tuned up, such as bombs "self destruction" and "mass destruction" to bring them in line with bombs from other FF games.
Several generic wandering foes have had their size and health tweaked to add a little more texture and difference when exploring the world.
- Examples include the rare "Great malboro", or the "Bull Yensa" enemies which are now appropriately larger.
- Most saurians (rexes) and other likewise foes (titantoise) are now larger.
- The massive cactites introduced in SFF have been resized back closer to Vanilla, and some creatures may appear slightly smaller where relevant.
Rare Game:
Rare game now function as optional minibosses that (if the player can beat) offer zero-RNG early access to powerful gear or loot.
Many rare game which lacked interesting spawn mechanics and were pure RNG gates now always spawn.
- Rare game that do have interesting spawn mechanics remain, but their requirements may be softened.
As with other enemies, dangerous rare game cannot detect foes through sound or life, only sight. Players can use vanish to bypass them or try to stay out of their line of sight.
A lightweight yet impactful poach rework has been implemented:
- SFF already made "Poach" a 0CT ability improving it's usability. This mod further refines many loot rewards for poaching from simple "pebbles" to something else meaningful.
- The mod choses which item becomes the common poach based on this order of priority: Rare poach (highest), Rare drop, Rare steal (lowest).
- This mod editorialises as little as possible. Usually the only poachable items are the ones Square Enix had assigned to the enemy themselves, just at a ridiculous drop/poach rate so players would only see pebbles.
- As a rule of thumb, if you are hunting all rare game and poaching them as soon as possible you will be very powerful and able to breeze through even the new story boss challenges. The mod is not balanced around such min-max player behaviour and you are not required to do it to survive. (some minor exceptions, detailed below).
Many rare game appear larger or smaller so they are more easily identifiable. Many have had combat tweaks.
Important note: The Trophy game sidequest and it's associated trophy game creatures are completely untouched. My mod does nothing to this area of the game beyond SFF's own reward overhaul.
Bosses:
All story bosses have been heavily re-tuned so that they represent meaningful encounters and can demonstrate their mechanics. Players are expected to wipe a few times on each boss until they find the encounters achilles heel, which makes them much easier. Read the "hints" section in these notes if you don't wish to find this out yourself.  
- Foe speed is now increased when possible without breaking mechanics. Bosses can be roughly 15-20% faster than in vanilla.
- Vitality is often reduced so boss fights revolve less around RNG of landing slow/silence/blind/etc. Bosses are balanced around the expectation the player use these and will still be a challenge.
- Wherever MP values are over 999 (and potentially causing an overflow AI bug) they have been reduced to 450.
- The mod makes extensive use of the "Seal" mechanics where they did not exist before. Item or magick seals are used to prevent players brute forcing too many encounters with resurrection chains.
Clan mark battles are unchanged from SFF, aside from occasional steal rates.
The bazaar is unchanged, aside from the reimplementation of hand-bombs.
Full Enemy/Boss changelist:
Act 1:
Act 1 bosses design is left largely unchanged from their original game vision but are simply much more worthwhile adversaries that force you to play with their mechanics.
Aircutter remora - Attack power increased somewhat and remora cutter strength decreased. Now weak to Reks' magicks. Dalmascans are weaker and can die now. Tip: Cast magic from the back.
Estersand cactites no longer enormous, slightler smaller than vanilla (80). Saurian slightly larger than vanilla (130).  Tyrant bone becomes common saurian poach.
Rogue tomato - slightly larger (140), improved magick power (18) so that fire is a threat. Tiny tweak up to HP (400). Phase 2 Fire stone becomes common steal. Tip: Potion before engaging him in phase two, or fire may kill you.
Some steelings size shrunk slightly, other steelings health increased. Sewer imperials health increased slightly (600).
Flan 4x - The largest flan is now larger (250), the smallest flan is slightly smaller. All flans have slightly more attack power (15), the large flan has considerably more (30), and all can combo 2 extra times. Tip: Use Fran's "Fire" spell and aim down the large flan first. Make sure to steal from the flans to make the next battle easier!
Firemane - Increased magic power substantially (45). Increased strength somewhat (25). Tip: Drag the boss into the water to make the fight easier and use watera motes from the flan steals to nuke it at low health (when the firemane is most threatening)
Bangaa Unarmed Battle - Substantially increased HP of two bangaa (1200, 800). The Bangaa who can counter has slightly increased strength (14). Minor size tweaks. Tip: You have no libra, but the smaller the bangaa the quicker the kill. Steal and use potions as full heals to out last them. Blind and slow are good. Don't attack the big bangaa until the others are dealt with, as he can counter. Killing the smaller bangaa first is good as he uses cure.
Mimic Queen - Significantly increased strength (40) and magic power (40). Tip: Keeping up silence/blind/slow is vital for the last boss health %, which can be brutal. Keep ranged party members away from special attacks. Use fire and hope for free oil.
Ba'gamnan - Round shield becomes common steal.
Judge Ghis - Increased strength substantially (55) and magick (65). Lowered vitality heavily for ghis and associates (10). Added boost:wind.  Nishijin belt becomes common steal. Ally imperials have substantially more health. (6000) Tip: warp motes and assassin dagger are great. Immobilize the imperials and run away to fight ghis alone. Send ghis to sleep while you deal with his lackeys. Make sure you use silence to disable his lethal aero.
Bull Yensa - Increased size (180). Substantially increased health (6000). Some Urutan-Yensa now weild Kogarasumaru and may inflict blind. Axebeak size (200) and health (3500) increased. Bagoly increased attack by strength increased (35).
Garuda - Chance to sleep increased.  Moderately increased health. (27,500). Increased strength and attack power (45, 50). Massively increased attack power(85). 32. Lowered vitality (10) and defense. Now immune to all non dark/holy elements. Without using eskir berries garuda will now use gale and blitz repeatedly.  Tip: You almost MUST use the berries. Establish a proper decoy tank and blind.
Demon wall (easy) -  Health moderately increased (29000).  Strength increased (60). Now inflicts slow with attacks and silence becomes silencga. Tip: Don't waste time with healing. Use horology to counter doom. Engaging with reflect is valid. Have vossler tank the physical hits that apply slow while you keep ranged party members standing back. Bring echo herbs and princess kiss. Careful being greedy on lights. Don't change the battle speed, cheater!
Belias - Increased magic power (30) and strength (40). Significantly increased health (60,000). Now uses fira and continues to cast painflare at low health. Arcana now common steal. Tip: You can poach the beteguese from barmuu to use with aqua shot. Upkeep shell and keep the tank clean of oil. 
Vossler - Now uses blitz. Will revert to basic attacks against basch. Resists all elements except fire. Increased attack power substantially (60).  Increased vitality massively (99). Moderately reduced health (19000). Imperials have increased health. (3500). Imperials will cast break. Tip: Vossler is devastating without basch on the field. Keep him alive at all costs. Horology, gold needles and warp motes are good against the imperials. Us belias hellfire for free damage in the last phases. Stop might help.
Act 2:
Act 2 bosses begin newly utilising the "Seal" mechanic where they did not in vanilla. Around this time in the story are some of the most poorly balanced and disappointing bosses in the game (see:Vinuskar) which could not hold up to the massive arsenal of tech/magick/item options the player has amassed.
Hybrid Gator - Size slightly increased (150). Health moderately increased (10,000).
Gargoyle - Vitality considerably increased (95) and magic power considerably increased (65).
Tiamat -  Item Seal. Increased strength slightly and magic power somewhat(50, 50). Restored vanilla fight elements, uses disablega and reflect once again. Has slow strike. Uses death strike at low health. Tip: Equip black belts (anti disable gear). Prepare for your lure tank to die. Use shell to deal with aero. Death strikes come more regularly late in the fight, do NOT let your resurrection characters be targeted!
Great malboro size massively increased (300) and health massively increased (20,000).
Elder Wyrm - Treants now have massively increased health (40,000). Emperor scale becomes common and uncommon steal. Tip: Warp or doom away the treants. Spread away from the spores. Unchanged entirely from SFF because hey Enix added a fight with actual mechanics themselves!
Vinuskar - 
Mateus - 
Judge Bergan - In original version was magick oriented before localisation, so returned this.
King Bomb - 
Mandragora - 
Ahriman - 
Dr Cid - 
Act 3 - 
Bosses in this act are already well made in SFF, but many have undergone further tweaks to differentiate them as experiences from one another and emphasise squares mechanics (Particularly with Vayne).
Rafflesia - 
Deadalus - 
Tyrant - 
Shemhazai - 
Hydro - 
Pandaemonium -
Slyt - 
Fenrir - 
Hashmal - 
Gabranth - 
Cid 2 & Famfrit - 
Vayne 1 -
Vayne 2 -
Vayne 3 - 
Rare Game Change List:
Dustia - Corridor of Sand - Dustia Spawns at <75% HP instead of <10% HP. Capirocorn gem becomes common poach.
Linbur Wolf - Shimmering Horzions - Wolf Chain Amount Changed to 0. Libra gem becomes common poach.
Fideliant - The Midfault - Spawn Chance Moved From 20% to 100%. Broken spear becomes common poach.
Ripe Rampager - Yardang Labyrinth - Needs Cactites to Be Killed to Spawn. Four leaf clover becomes common poach.
Razorfin -North Spur SLuiceway - Spawn chance moved from 10% to 100%. Iron sword becomes common poach.
Nekhbet - Chance to spawn when you kill a cockatrice. Wizards hat becomes common poach.
Greeden - Wait 3 minutes at the beach without kiling cactites or cactoids. Blood wool becomes common poach.
Aerieel - Oltam Span - Spawn chance moved from 20% to 100%. Golden armour becomes common poach.
Pineapple - Platform 1 Refinery - Spawn chance moved from 20% to 100%. Storm staff becomes common poach.
Urutan Exile - Platform 2 Refinery - No longer need to chain uturan  for him to spawn. Magoroku becomes common poach.
Imdugud - Spawns after everything is killed in the withering shores. White incense becomes common poach.
Megabomb - Demense of the Sandqueen - Spawn moved from a chain of any enemy > 20 to > 1. Scorpio gem becomes common poach.
Barmu - Royal Passage - Chain seekers to 13. Size increased. Betelgeuse becomes common poach.
Cultsworn Lich - Chance on Lich Divide. Death powder becomes common poach. Size increased.
Minibug - Barheim East-West Bypass - Chance changed on spawn from 20% to 100%. Zeus mace becomes common poach. Size shrunk.
Ithuno - Special Op Sector 5 Barheim - Iron ore becomes common poach.
Molen - Hourglass Basin Zertinan Caverns - Spawns after grenades die on a delay in an area after you stand somewhere specific. Gigas chestplate becomes common poach.
Drowned - Garamscythe No. 4 Cloaca Spur - Spawns after 5 minutes pass in the drained waters. Forbidden flesh becomes common poach.
Rain Dancer - Gizas South Bank (rains) - Changed spawn from 40% to 100% (map has many enemies, may need to kill some first and zone for her to have space to spawn). Dorsal fin becomes common poach.
Bull Croc & Aeros - The Shred, Ozmone - Changed spawn from 20% to 100%. Bul croc gains demon mail as common poach. Aeros has Ashura as common poach.
Midgardsormr - Paths of Chained Light, Golmore Jungle - Changed spawn from 20% to 100% (map has many enemies, may need to kill some first for it to spawn). Massive SFF size reduced slightly (350). Sakura-saezuri becomes common poach.
Grave Lord - Rustling Chapel, Golmore Jungle - Changed Chain requirement of dark skeletons from 20 to 1. Diamond helm becomes common poach.
Crypt Bunny - Walk of Stolen Truths, Feywood - Kill all tartarus, a few cerberus, wander around the area. Muramasa becomes common poach.
Phyllo - The Branchway, Golmore Jungle - Changed Spawn Chance from 20% to 100%. Still need to walk to a weird place for him to appear. Ras Algethi becomes common poach.
Wary Wolf - Summit Path, Mosphoran - Changed base spawn chance from 7% to 100%. Hell gate's flame becomes common poach.
Spee - Sun Dappled Path, Salikawood - Spawns on a chance after killing wyrdhares. Claymore becomes common poach.
Wood Toad - Corridor of Ages, Salikawood - Changed base spawn chance from 20% to 100%. Frogspawn becoemes common poach.
Anchag - Karydine Galcia, Paramina Rift - Spawns when all enemies are killed and you return. Obelisk becomes common poach.
Negalmuur - Ward of the Sword-King, Miriam - Spawns after a lot of playtime passes and area is cleared.  Book of orgain-Mille becomes common poach.
Matriarch Bomb - Cold Distant, Miriam - Chance to Spawn increased from 20% to 100%. Bomb shell becomes common poach.
Helvinek - Various Necrohol of Nabudis locations - kill six oversouls.  Dragon mail becomes common poach.
Velelu - The Fog Mutters, Nabreus Deadlands - Changed Spawn Health threshold from 20% to 75%. Durandal becomes common poach.
Aspara - Mauleia Strand, Phon Coast - Changed requirement of 10 pirahna kills to 0. Pisces gem becomes common poach.
Gemhorn - Site 11, Lhusu Mines - Kill all enemies and re enter. Greataxe becomes common poach.
Bombshell - Lasche Span, Lhusu Mines - Chance to spawn increased from 20% to 100%. Yagyu darkblade becomes common poach.
Grey Molter - Empyrean Way, Mosphoran Highwaste - Clock must be between 10 to 20mins changed to 0 and 60 minutes. Serpent eye becomes common poach.
Tarasque - Garden of Life's Circle, Tchita Uplands - Changed requirement of serpent chain from 22 to 3. Still need to walk close to a random place for him to appear. Frog oil becomes common poach. 
Cubus - Temptation Eluded, Sochen Cave - Need to kill all enemies when they are pit fiends/wendigos and re enter. Slime oil becomes common poach.
Etherian - Northsward, Cerobi Steppe - Need to kill all enemies in the zone.  Unpurified ether becomes common poach.
Juggernaut - White Magick's Embrace, The Feywood - Clock timer changed from 0 - 10 minutes to 0 - 60 minutes. White mask becomes common poach.
Larva Eater - The Great Crystal - Spawns after 250 kills and no waystone. - Demon eyeball becomes common poach.
Evil Spirit - The Great Crystal -  5% chance to replace forbidden in many areas the player will run into on vanilla values. Elixir becomes common poach.
Pallicant - City of Other Days, Ridorana - Kill all enemies in the area and re enter. Snowfly becomes common poach.
Vishno - Wellspring Ravel, 4th Flight, First Ascent - Requirement to kill 10 diedars reduced to 0 or more. Ribbon becomes common poach.
Tower - Spire Ravel Second Flight, Third Ascent -  Spawn chance increased from 20% to 99%. Grand helm becomes common poach.
Glaring Eye - Crossover C, Henne Mines - Chance to spawn after killing a hecteyes.  Scorpion tale becomes common poach.
Vagrant Soul - Abyssal North, Subterra - Chance to spawn increased from 20% to 100%. - 
Luxoliid - Abyssal north, Subterra - Chance to spawn increased from 20% to 100% -