
  War of the Lions Tweak v2.52 - Character Starting JP:

    This document is extra reading material for the "lategame characters start with more JP" change. It lists
    each party member in the game with their starting job levels (before and after the changes). Read on if
    these details interest you and you don't mind the spoilers. Otherwise, just playing the game and
    discovering these as you go is fine, too!


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  Overview:

    In general, characters will start with more JP in proportion to how far in the game they join your party.
    Unfortunately, I wasn't able to hand-tune *all* of a character's job levels, because of the way the game
    generates characters, which is: you assign one job and a level for that job, and all of the chosen job's
    prerequisites are automatically filled in. So for example, in vanilla FFT, choosing Thief level 1 would
    automatically also set Archer level 3 and Squire level 2, as those were the prerequisites for unlocking
    Thief.

    In WOTL Tweak this works a little differently. The job prerequisites themselves were lowered to match the
    US PS1 version of the game, but the ASM for generating characters was modified to add +1 to each job level
    prerequisite as they are filled in. This was done so that reducing the job requirements for *the player*
    wouldn't have the side effect of also reducing AI variation throughout thegame. So for the example above,
    setting a character to Thief level 1 in PS1 would result in Archer level 2 and Squire level 2, but in
    WOTL Tweak it results in Archer level 3 and Squire level 3.

    Because of this, assigning job levels for later jobs often has the side effect of setting the character's
    base job to 3 (since Squire 2 is a prerequisite for any physical job) or 1 (because Squire *isn't* a
    prerequisite for magic jobs). In cases where this is a loss, I set the character's special job's base or
    signature skills (such as Meliadoul's Crush Armor) to cost 0 JP with 100% learn chance, so that the
    character will always start with them available. Otherwise, it's more fun to level a special character in
    their base job anyway, so I consider this a feature, not a bug.

    Also listed are the ENTD entry numbers where the character is defined (for modders). I needed to document
    this anyway for my own purposes, so I may as well include the info here. If you don't know what this is,
    then you don't need to worry about it!


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  Lavian:

        Squire           2 -> 1 (Changed from Knight to White Mage to differentiate from Alicia)
        Chemist          1 -> 3
        Knight           3 -> 0 (Changed from Knight to White Mage to differentiate from Alicia)
        Archer           1 -> 0
        Monk             2 -> 0
        White Mage       0 -> 3
        Black Mage       0 -> 1
        Mystic           0 -> 2
        Orator           0 -> 1

        ENTD = 110. Duplicate in 183 for tutorial prologue battle.

    I already talked about this change in the readme, but the purpose of this change (and Ladd's) is to
    differentiate Lavian and Alicia, and to increase the diversity of available skills in the early game.
    These three characters now also have access to a few more jobs the moment they join, so that the player
    can choose to take them in a different direction than their generic units from chapter 1.


  Alicia:

        Squire           2 -> 3
        Chemist          1 -> 1 (Unchanged)
        Knight           3 -> 3 (Unchanged)
        Archer           1 -> 1 (Unchanged)
        Monk             2 -> 2 (Unchanged)

        ENTD = 110. Duplicate in 183 for tutorial prologue battle.

    Basically unchanged, just the same minor boosts that every early game character gets in this mod.


  Ladd:

        Squire           1 -> 3
        Chemist          2 -> 1 (Lavian is the White Mage now)
        Knight           0 -> 1
        Archer           0 -> 3
        White Mage       2 -> 0 (Lavian is the White Mage now)
        Black Mage       1 -> 0
        Thief            0 -> 2

        ENTD = 110. Duplicate in 183 for tutorial prologue battle.

    Since Lavian is now the White Mage, Ladd has been swapped to a physical character. I gave him light armor
    classes instead of heavy armor classes in order to differentiate him from Alicia.


  Agrias:

        Holy Knight      1 -> 1 (Unchanged, but see below)
        Chemist          2 -> 3
        Knight           1 -> 1 (Unchanged, but see below)
        Archer           1 -> 1 (Unchanged, but see below)
        White Mage       3 -> 3 (Unchanged, but see below)
        Black Mage       1 -> 1 (Unchanged, but see below)
        Mystic           1 -> 1 (Unchanged, but see below)

        ENTD = 110 in this mod. Previously: 19D. Duplicate in 183 for tutorial prologue battle.

    Agrais normally joins the team twice - the first time as a Guest at the start of chapter 2, and the second
    time after Mustadio joins. In vanilla FFT, her job levels were reset when she joined the second time, so
    she'd actually *lose* any levels she had gained as a Guest, and she'd also lose her White Mage levels for
    no good reason. In this mod her levels are not reset, so she is improved, even if the initial numbers
    don't look much like it.

    Note: WOTL Tweak now "transforms" Guest Agrias (ID 34) into real Agrias (ID 1E) when she joins for real
          (instead of creating the character again from scratch). Previous versions of the mod simply used
          ID 1E from the get-go, but this caused compatibility issues with vanilla save games. The following
          ENTDs will transform Agrias 1E back into her Guest ID (34) in order to preserve compatibility with
          both vanilla and previous versions of this mod: 193, 194, 195, 197. She is transformed into 1E in
          199 (her final battle before leaving the party).


  Mustadio:

        Machinist        4 -> 3 (Reduced as a consequence of assigning Thief level 2)
        Chemist          1 -> 1 (Unchanged)
        Knight           1 -> 1 (Unchanged)
        Archer           1 -> 3
        Thief            0 -> 2

        ENTD = 197 in this mod. Previously: 19B.

    Mustadio has the same story as Agrias - he used to join twice, and he used to be reset the second time. He
    is no longer reset, so he gets to keep his levels. I gave him a few Archer levels instead of Knight levels
    because I want the player to discover for themselves (and feel clever for doing so) the ability to use
    Rend skills with guns.

    Note: WOTL Tweak now "transforms" Guest Mustadio (ID 22) into real Mustadio (ID 16) when he joins for real
          (instead of creating the character again from scratch). Previous versions of the mod simply used
          ID 16 from the get-go, but this caused compatibility issues with vanilla save games. The following
          ENTDs will transform Mustadio 16 back into his Guest ID (22) in order to preserve compatibility with
          both vanilla and previous versions of this mod: 199, 19A.


  Luso:

        Game Hunter      4 -> 3 (Reduced as a consequence of assigning Dragoon level 4)
        Chemist          1 -> 1 (Unchanged)
        Knight           1 -> 1 (Unchanged)
        Archer           1 -> 3
        Thief            0 -> 4
        Dragoon          0 -> 4

        ENTD = 203

    Luso's stats and growth rates suggest that he should be a physical character, rather than a magical
    character, so I gave him physical classes that best match his "hunter" flavor. At first I tried to keep
    his job path open-ended for the player to decide (since he is the main character of his own tactics game)
    by giving him only Game Hunter and Chemist levels, but it just wasn't enough of a boost to get me to want
    to use him during playtesting.


  Rapha:

        Skyseer          4 -> 1 (Reduced as a consequence of assigning White Mage level 7)
        Chemist          1 -> 3
        Knight           1 -> 0
        Archer           1 -> 0
        White Mage       0 -> 7
        Black Mage       0 -> 1
        Mystic           0 -> 1

        ENTD = 1AC in this mod. Previously: 132. Also seems to be a copy of her in 1B2.

    Previous versions of this mod gave Rapha a ton of spellcasting levels, mostly to make up for the fact that
    Marach didn't get any due to his low Faith. However, this resulted in an overpowered character, so as of
    v2.50 Rapha and Marach are getting a different set of improvements. Rapha is going all in on the white
    magic path (instead of both magic paths), and she's getting stat buffs that make her function well as a
    physical/magical hybrid character. Note also that Rapha's levels will no longer reset the second time she
    joins.

    Note: WOTL Tweak now "transforms" Guest Rapha (ID 19) into real Rapha (ID 29) when she joins for real
          (instead of creating the character again from scratch). Previous versions of the mod simply used
          ID 29 from the get-go, but this caused compatibility issues with vanilla save games. The following
          ENTDs will transform Rapha 29 back into her Guest ID (19) in order to preserve compatibility with
          both vanilla and previous versions of this mod: 1AE, 1AF, 1B1.


  Marach:

        Netherseer       3 -> 1 (Reduced as a consequence of assigning Black Mage level 7)
        Chemist          1 -> 3
        Knight           1 -> 0
        Archer           1 -> 0
        White Mage       0 -> 1
        Black Mage       0 -> 7
        Time Mage        0 -> 1

        ENTD = 132. As an enemy: 1AC and 1AF. Also seems to be a copy of him in 1B2.

    Previous versions of this mod gave Marach physical classes instead of magic classes, because his low Faith
    made him a terrible spellcaster. However, this resulted in too much overlap with Luso and Balthier. As of
    v2.50, Marach is now a good caster because the Faith calculation is reversed for _all_ his magic, not just
    Nether Mantra, turning his low Faith into an asset. He gets black magic levels as a counterpart to Rapha's
    white magic levels.

    Note: In cases where Marach appears as an enemy (battles 1AC and 1AF), I gave him fewer job levels than
    indicated above. This is to prevent him from using something against you that he later doesn't even *have*
    when he joins you (because the AI might make different decisions when purchasing his abilities for the
    ally version). I used the same trick on Meliadoul as well.


  Balthier:

        Sky Pirate       2 -> 3
        Chemist          1 -> 1 (Unchanged)
        Knight           3 -> 3 (Unchanged)
        Archer           1 -> 4
        Monk             6 -> 4 (Reduced as a consequence of assigning Ninja level 1)
        Thief            0 -> 5
        Geomancer        1 -> 3
        Dragoon          0 -> 1
        Ninja            0 -> 1

        ENTD = 202

    Balthier was weirdly assigned Monk levels in vanilla FFT. I improved him by assigning Ninja levels
    instead, which gave him a bunch of levels in other light armor physical classes, including Monk (though he
    had to lose 2 levels there). It also gave him a bunch of Thief levels, which is nice because it makes up
    for removing the "Plunder" abilities from his base class.


  Beowulf:

        Templar          1 -> 1 (Unchanged)
        Chemist          2 -> 3
        White Mage       3 -> 3 (Unchanged)
        Black Mage       1 -> 1 (Unchanged)
        Mystic           6 -> 3 (Reduced as a consequence of assigning Orator level 7)
        Orator           1 -> 7

        ENTD = 14A

    Beowulf was given Orator levels instead of Mystic levels as a slight boost, but also because Beowulf
    should be associated with poetry. Previous versions of this mod gave Beowulf Bard levels, which gave him a
    ton of extra spellcasting class levels. However, as of v2.50, jobs unlock faster and Beowulf's new Censure
    ability gives him something unique and powerful to play with. Playtesting revealed that he didn't need
    much more of a boost after that.


  Reis (human form):

        Dragonkin        1 -> 1 (Unchanged)
        Chemist          1 -> 3
        White Mage       0 -> 4
        Black Mage       0 -> 4
        Mystic           0 -> 4
        Time Mage        0 -> 4
        Orator           0 -> 1
        Summoner         0 -> 1
        Arithmetician    0 -> 1

        ENTD = 1D5

    Reis was obviously intentionally made a completely blank slate, probably because she hasn't been human in
    a long time. However, this isn't great for gameplay. I went all in on spellcaster levels in order to help
    the player realize that her dragon breath attacks are based on magic power. Starting with level 1
    Arithmetician gives her a little bit of everything, so that I'm not imposing any particular spellcasting
    path on her.


  Orlandeau:

        Sword Saint      6 -> 3 (Reduced as a consequence of assigning Dark Knight level 2)
        Chemist          1 -> 3
        Knight           1 -> 4
        Archer           1 -> 3
        Monk             0 -> 5
        Thief            0 -> 4
        Geomancer        0 -> 1
        Dragoon          0 -> 3
        Samurai          0 -> 6
        White Mage       0 -> 1
        Black Mage       0 -> 6
        Time Mage        0 -> 1
        Dark Knight      0 -> 2

        ENTD = 13D

    Since Luso and Balthier were given light armor physical class levels, I biased Orlandeau toward heavy
    armor by assigning Dark Knight levels. Reducing his Sword Saint level from 6 to 3 (itself a side effect of
    giving him more JP) has the side effect of making him less overpowered until you work for it.
    It's a win-win!


  Cloud:

        Ex-Soldier       1 -> 1 (Unchanged)
        Chemist          2 -> 3
        White Mage       1 -> 1 (Unchanged)
        Black Mage       3 -> 3 (Unchanged)
        Time Mage        3 -> 3 (Unchanged)
        Summoner         1 -> 6

        ENTD = 1A3

    It seems weird at first that Cloud only has levels in spellcasting classes, but I guess it fits his
    concept from FF7, where materia was more associated with magic than anything else. So, I simply gave him
    even more magic JP, and I'll let the player do the work of developing his physical side. It helps also
    that his Ex-Soldier class has been buffed in this mod to better function as a hybrid physical/magic class
    (more like Cloud in FF7).


  Meliadoul:

        Divine Knight    5 -> 3 (Reduced as a consequence of assigning Dancer level 1)
        Chemist          1 -> 1 (Unchanged)
        Knight           1 -> 3
        Archer           1 -> 3
        Monk             0 -> 4
        Thief            0 -> 4
        Geomancer        0 -> 4
        Dragoon          0 -> 4
        Samurai          0 -> 1
        Ninja            0 -> 1
        Dancer           0 -> 1

        ENTD = 1C9 in this mod. Previously: 1CA. As an enemy: 1BB.

    I gave Meliadoul Dancer levels to ensure she has levels in both light armor and heavy armor physical
    classes, which differentiates her from Orlandeau and just seemed appropriate to me. Note also that
    Meliadoul's levels will no longer reset after her Guest battle.

    Note: As mentioned above, Meliadoul has fewer job levels when she appears as an enemy in order to reduce
    the chances that the player encounters an inconsistency in her abilities.


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    --  (C) 2021 - 2023  Tzepish (Blaine Higdon)
