SO first things first, figuring out how to remove card mod from the game, if I can find the correct line of code via hex edit... And perhaps adding an item with a MUCH MUCH later boss that allows for card mod (or give it to Cactuar, that would perhaps make a lot more sense), possibly a boss in disc 3. I have already started modifying the attack patterns of bosses, Ifrit now uses Beserk instead of fire, he has more hitpoints, but his weakness to ice is increased. This is to encourage more magic-based tactics, as attacking him with physical attacks will not be enough. During the battle, I found it pretty tense, because if he beserks both of your characters, you're pretty much done for, as I've raised his strength so he inflicts around 250 damage with his special attack, so don't think you can beat him with limit breaks too easily I've removed cure as a drawable spell, by this point you wouldn't be stupid enough to go in without cures, but I have however added Esuna. Unfortunately for the player, it will be unlikely that you'll be able to draw 100 of them without getting beserked and then killed, so you can perhaps draw a couple in moderation.
On an additional note, I am intending to have Diablos be insanely difficult to make it much more of a challenge to get Lionheart on Disc 1 Even to the point he'll always be level 100. (He's the devil) I am thinking of replacing gravija with Maelstrom, having Ultima instead of that stupid random Curaga he casts and instead of Demi, he would use meteor. (Or maybe some of other spell that isn't too OP, as this would make for one hell of a fight) Also... He'll be immune to blind
Also... Changed the Fastitocalon-F AP to 1
I will be making certain changes to monsters with high AP drops, but to balance this out, I will be giving bosses much more AP gain, defeating Ifrit now yields 50AP, to help prevent hours of grinding, whilst keeping the game challenging, I'll try and play the game through the perspective of the average player, whilst making optional bosses (like Diablos) near impossible early game.
This sounds pretty good so far, great work, I agree with everything Kefka and Sega Chief said as well. I wish there was some way to setup Junctioning kinda like how Sega Chief set up his upgrades, maybe make junctioning 100 cures be a 1 time cost, it costs 100 cures and gives you +5 to a specific stat, maybe it has a high affinity with spirit and gives you +10 there, so it consumes those cures but then you don't have to feel bad about drawing from your supply. To compensate for this massive drawing and changing card mod to lategame maybe make the draw points give more like 20-25 of each spell, encourages you to explore the world and learn move-find.Then since you've used your cure junction you can no longer use it, unless your using cura or curaga instead to give a bigger bonus. Obviously more rare magic like Aura should maybe provide a bigger one time stat boost, because junction a spell and then wanting to use it and lowering your stats just feels bad, like your stats and the spells are competing.
The goalwould be you only need to get 100 of a spell once for junctioning purposes, anything after that is for personal use in battle. Then you could up the difficulty of the mobs on the islands of heaven and hell and maybe somehow bar enc-none and enc-half from working there, really making them a utopia for drawing spells late game but at the cost of difficult battles, or maybe even a boss battle or something? I honestly have no idea what's possible just some ideas I thought up.
I feel like you could keep S-Atk and S-DEF and E-Attack and E-Defense under the old junctioning system, I didn't mind the drawback of using spells there so much, it made more sense I think? But junctioning cure and gaining 50 strength and then needing to use that in combat and losing strength just feels clunky and like bad gameplay design, it's too overpowered and it's so weird that it makes you hate using the magic it took you an hour to draw for everyone.