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Messages - Callisto

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126
There's no need to set up Roses and Wine again, as long as you are on W07. So it's enough to just swap the old text file with the latest one and update your lang-en folder.

127
Thanks for your input. I will probably do some smaller adjustments to the bosses you mentioned. Here are some tips against them:

Gerogero: Yes, I know he can hit hard, especially if the player missed drawing Protect and Shell from Granaldo, which is why Protect and Shell Stones have been recently added to the Forest Owls shop that can be accessed right before heading to the boss (Rinoa will mention it). If you use these Stones moments before the start of the second phase, cast Cure on Gerogero repeatedly (preferably with Selphie, who has the highest base Mag stat out of the three; if you have some Doubles left, that helps too), and remove Gerogeros status effects, you should be in a reasonable spot, even with less ideal junctions and rather low levels.

Brothers: They have been made that strong as they are optional, but it's actually a pretty manageable fight, depending on which spells the party has received up until that point. Zombie should do for HP, which can be refined from the Zombie Powders Gerogero dropped, and can be also drawn from Blood Souls near Galbadia Garden or near the Tomb in night-time areas on the world map. Aero is a good spell on Str and Mag at this point and can be drawn from Thrust Aevis that appears almost everywhere near Timber and Deling City. The player should also have Protect by now (if not, it can be drawn from Armadodo inside the Tomb), which helps mitigating most of the Brothers' attacks, and if junctioned to Vit, Sacred's Confuse shouldn't proc all that often. A newly added secondary attack for Sacred further alleviates the issue of falling victim to Confuse. In battle, it is highly advisable to defeat Sacred (the bigger one) first, as he has less HP than Minotaur and their Mad Cow Special attack will no longer be used after one of them has been defeated. As for own damage output, Aero, Bio or Demi should all do good damage on the Brothers, especially when used with high Mag characters. Haste is actually not all that useful for this battle, as Protect wears off faster then. I would limit positive status effects to Protect and Float for this battle, as anything else just takes too much time to maintain.

Prison boss battle: It's mostly all about taking out the Elite Soldier as fast as possible, as the fight becomes noticably easier once he is gone (the GIM52As will stop using Ray-Bomb and no longer counter with it occasionally, and can no longer be healed or buffed). Using Bio in conjunction with Double is probably the most reliable way to do so. Slow on the Elite Solider is very useful as well and should work most of the time (use your highest Mag character for this task). If he uses an Aura Stone on one of the GIM52As (he would do that in the original game too, as well as casting Meltdown), the status can be removed conveniently with their own Dispel spells. Vit 0 can be nasty, but it should be ok to just ignore the status as long as Protect and Shell are up. If your junctions aren't that great, get Water and Bio from Chimera, Regen from the Guards, Berserk from the Wendigos and Life from the GIM47Ns. Levels should be around 20-25 for this boss battle.

128
Version 1.1.4 now available


Changes Overview

New spell: Renew

The Aura spell has been replaced with a new spell called Renew that casts Protect, Shell and Regen on one character. It can be drawn from a boss at the end of disc 3 and can be refined from Barriers and Shaman Stones using Supt-Mag RF.  As for junctions, it works very well on HP, Vitality, Spirit and Elem-Def and is generally a good substitute for Holy, which doesn't necessarily needs to be junctioned anymore, and therefore can now be used more freely in battles. Having a spell that combines the effects of Protect, Shell and Regen also helps with freeing up space in the spell inventory, as these 3 spells now become pretty redundant once Renew has been obtained. To avoid confusion, Alexander's Renew Ability has been renamed to its default name, Revive. Note that Aura Stones are still available, but as rare as usual.


Boss changes

Several bosses have had their AI changed, use new attacks or have their stats altered to avoid Darkside inflicting too much damage on them:

  • Biggs and Wedge (1st) and X-ATM092 have some more HP.
  • Raldo's Breath attack now causes Blind instead of Slow.
  • Diablos uses an additional attack, and a slightly different AI.
  • Sacred uses a new attack, in addition to his physical attack.
  • Edea (1st) has a different opener.
  • The G-Soldiers that appear alongside Raijin (1st) have been made more robust.
  • Fujin (1st) says "ELLONE, WHERE?" only once per battle, can use Mega-Potion.
  • Jumbo Cactuar's weakness against Water has been reduced.
  • Mobile Type 8 generally received some major changes to its attack pattern.
  • Catoblepas' Deadly Horn hits more often, Thunder Summon has been renamed and is now non-elemental.
  • Tri-Point got some adjustments in regards to Darkside usefulness.
  • Final boss (3rd phase) got some Darkside related adjustments as well.

Other changes
  • An optional boss battle against a unique Ruby Dragon is now available at Trabia Canyon.
  • PuPu now goes into rage mode after being attacked a few times.
  • The game can be saved right after the boss battle against the 3 soldiers at Missile Base.
  • A save opportunity has been added right before the new optional boss battle inside Fire Cavern.
  • Base power for Water and Meltdown spells has been slightly increased.
  • Base power for all GF up to Brothers have been slightly reduced.
  • Zell's Ehrgeiz weapon has a higher base power (not to be confused with Strength bonus).
  • Natural base growth for Spirit has been increased for some characters.
  • Elemental spells are now being used less frequently under Angel Wing.
  • Protect Stone and Shell Stone have been added to the new shop in Timber train.
  • Includes the recent bugfixes for Cerberus and Tiamat.


@Binnon: Glad you figured out what was going on. You are not the first one who accidentally did this. I'll update the installation instructions to prevent this from happening in the future.

@DiscoCokkroach: Yes, the music change was intentional as I thought "Never Look Back" plays one screen too early on the way to the new boss encounter. Good to hear you are enjoying the mod overall. I hope XeroKynos' latest video won't discourage you from playing, because of his rough battle against the soldiers at Missile Base. Maybe I should emphasize more clearly that leveling up is actually helpful in this mod (besides looking for new spells every now and then) - it would have definitely helped.

@Murasame: Thank you. Whenever you are of the impression that certain battles are too tough or unfair, let me know.

129
Yes, you could update to the latest version by redownloading the mod package from the opening post, and go through all the steps again, as if the mod was installed for the first time.

There would be only a few things to take care of in regards to compatibility with saves from older versions:

- if Odin was already unlocked in one of the previous versions, he would still randomly appear at the beginning of battles. If that's the case, I would recommend disabling Odin by using Hyne Save editor to prevent him from appearing, as in the newest version, Odin is summoned by using an item instead.

- there might be something strange in GF Ability lists, like "Tool-RF, required AP: 53/30". This is because some of the Abilities have been changed or swapped around in the latest version and can be easily fixed by selecting the Ability, then doing a battle. The issue will auto-correct itself afterwards, and the Ability in question will be fully learned.

You could also just send me your save game and I would adjust it for you, but I think it's better to wait until the next version of this mod releases within the next couple of days.

130
Oh, I accidentally used a wrong kernel file as part of the latest Tiamat fix, sorry. This would happen against some other enemies as well. Good that you mentioned it.

Here's a quick fix:

https://drive.google.com/open?id=1CYhTtEpVovLuktd-FSo1uM1RFs_p5lV6

Copy paste the 3 files to lang-en and replace the old ones to fix the issue.

131
Thanks again for your input, much appreciated.

Spoiler: show
I rechecked Catoblepas' Deadly Horn to make sure, and it sometimes even hit Irvine who had the highest Evade stat in my party (14%, which is already a high number for Evade in this game), so I guess you were just "unlucky" to not get hit by it. Its hit rate is lower than a regular physical attack, and has been already increased for the mod, but well, it should be fine to increase it by a few more points, so its potential will be seen more often.

As for a second Darkside ability, I'm not sure if it would be healthy to the physical vs magical damage balance. Physical damage output is actually in a good spot right now, due to Irvine's increased critical hit rate that comes from his weapons, Squall's R1 trigger, and Zell's high base Strength. When I run a party of all 3 of them, I usually put Darkside on Squall, attack with Irvine normally, getting quite many critical hits, and sometimes cast Berserk on Zell, and that feels quite satisfying most of the time. I would rather increase the newly introduced Ultimate Weapon bonus for Zell to push physical damage a little more - a second Darkside would be likely be too powerful, especially if you know about enemy weaknesses.

In regards to Angel Wing, I mostly agree with the points you made - I just wouldn't classify the -ga spells as low-level spells, and I don't think it's necessary that Angel Wing always beats Triple spells in terms of pure damage, as Angel Wing has the added bonus of not consuming spells from inventory and also shorter animations. Other than that, I realized that elemental spells are being used too often indeed, which limits its usefulness against quite many enemies. At the moment, the chance of Rinoa casting an elemental spell under Angel Wing is even 75%. This is not exactly what was planned and will be reduced to ~40% very soon. I don't want to remove them entirely, as the number of non-elemental spells is quite low in this game; it would be boring if she used only Meltdown, Flare, Meteor and Ultima. Also because elemental spells can hit an enemy's weakness, which can be quite satisfying as well (for example, when getting Holy against Griever).

Changing the way Invincibility and Vit 0 work would not be an easy thing to do, but I'll keep your ideas in mind for later. Would really love that too.

132
Cactilio for creating all the custom battles; Deling to call for them and setting variables in regards to quest availability condition, repeat prevention etc; and Ifrit to create a battle specific AI script for Bomb (if battle = 1022, do this and that).

The hardest and most time consuming part is the work in Deling, as you need to learn that script language and use it yourself to put own ideas into practice. If you are really interested, you could start by comparing the non-modded Fire Cavern fields with the ones from this mod, to see what the differences are in detail (most changes are in the Director script). Always create backups in any case though, as things can be messed up easily if you are not familiar with changing field scripts.

Other information, for example about field variables, unused enemy encounter IDs, main story progress variables etc are helpful too. You can get a lot of this information from here:

https://wiki.ffrtt.ru/index.php/FF8

133
@Divatox: Yes, it's a small extra sidequest that has been added for version 1.1.3.

It can be done after returning from space, and Zell will automatically mention it inside Ragnarok, to inform the player about it. There are 6 custom enemy encounters in total, and at the end, a custom Bomb boss battle can be attempted (it is recommended to save the game outside Fire Cavern before heading to the crater where Ifrit was once fought, as there's currently no save possibility right before this battle). 

It primarily serves as an opportunity to obtain an otherwise rare item that is required to get Zell's best weapon, and of course was also added for a little entertainment :)


@Yuey: Well observed. In fact, Omega Weapon's turn skip probability has been reduced to 0 for the latest version. In previous versions, it was 20%, which I thought is still too high for the strongest enemy in the game. Vengeance is a bit mean indeed, but then again, it can't touch your Auto-Abilities, such as Auto-Protect or Auto-Haste. Well, I hope you'll manage to defeat it next time.

134
Sorry, the Tiamat thing was a bug. Here's a fix:

https://drive.google.com/open?id=159nfhB5FCJzalFpUo1iazJ1OPSiGiPm5

Drag to lang-en and replace old battle files to fix it. Thank you very much.

Omega Weapon can use this attack at two specific turns only, not anytime he wants. Let me know if it's too much and if you managed to defeat it regardless :)

135
Spoiler: show
Kamikaze is quite an interesting idea and might even work if it crits, and while user is at 9999 HP. I'll check that out.


Alright, will try to add a save possibility there, right before heading to the crater.

136
Well, at the moment, it's not possible to add entirely new enemies to the game, so I thought why not creating unique versions of already existing enemies, just like a Bomb on steroids ;D

Spoiler: show
The intended methods for defeating this boss are as follows:

1. By equipping the Return Damage Ability before battle, keeping defenses low intentionally to take more damage, and letting the Bomb slowly kill itself by acting passively throughout the entire battle.

2. By trying to get the Sleep or Stop status to stick on the Bomb (which can be difficult because of its high Vitality and Spirit in this battle), then keep using attacks that ignore defense until the Bomb dies.

3. By using Irvine's Armor Shot with close to maxed out Strength and enforcing Crisis Level 4, which is just enough to kill the Bomb with one attack.

Using LV Down does not belong to the intended methods. Will make it immune to it, thanks.

Which method did you use by the way?

137
Yes, the Aura spell will be replaced soon, that much is certain. It should never be possible to gain such a powerful tool in masses, even if it's from an end-game super boss-like Ultima or Omega Weapon. I think the status in itself is comparable to Invincibilty in terms of value (if not even better) and there isn't a spell that grants Invincibility either, so I guess removing Aura as a spell would be adequate and help with balancing the late-game out.

As for the Aura replacement, I'll have to drop the idea for a high-level Water spell for now, as there aren't any animations that are entirely bug-free and compatible with Double/Triple at the same time. Will probably go with a strong support spell for the late-game instead, like one that combines the effects of Protect, Shell and Regen. Any other ideas, also in regards to spell name, feel free to share.

Darkside has become very powerful with the damage cap removed indeed. It feels a bit weird to finally have a way to inflict high and fast damage, without having to resort to spells and Limit Breaks, which often come with longer animations. I personally like it though, and I think the late-game needed that. But as said before, a few bosses take too much damage from it, due to having a major elemental weakness. A Bomb easily takes 60,000 HP with one hit, when being at max Strength and having Blizzaga junctioned to Elem-Atk, which I think is fine for minor enemies in general, but if you suddenly do 40,000 HP damage to one certain phase of the final battle, something is off and needs to be addressed. At the moment, I'm trying to make it so that 30,000 HP is the maximum damage that can be inflicted with Darkside on late bosses, which is about in line with the total damage that can be caused by a spell under Triple.

Anyway, progress is going well, so the Aura replacement and Darkside adjustments will be included soon.

138
Hey, and welcome back.

While many of the points you made were already on my list back then, it was indeed your feedback that made me push some of the changes for the latest version, even though some of the results are different from what was initially planned. Maybe you remember me saying that I would like to keep the Stat Bonus Abilities until I find a replacement for them (some entirely new Abilities), but after thinking about what you said few times, I came to the conclusion that it's better to just remove them, even if there's no proper replacement for them yet.

The same can be said about Odin; it became more and more obvious that the mechanics are in need of a change, so he would no longer appear randomly at the beginning of battle without the player having a chance to stop this, resulting in forced EXP or missed opportunities to get a certain item from an enemy. The initial idea was to implement an option to toggle Odin on or off, but since I have never found a way to access the Odin variable through Deling Field editor, I came up with the item idea, which I think is a somewhat decent solution as well, even though if it means sacrificing Gilgamesh (for now).

So all in all, your feedback at least pushed me to find alternate, easier to implement solutions for various issues. Again, thanks for that, and also for your latest post in general. While this mod has evolved by quite a bit during the last couple of months, I still think there's room for improvement. For example, there's still the Aura spell, which is just toxic to this game's balance, and therefore should be replaced with a new spell, leaving just the rare Aura Stones, as said above. Other than that, using Darkside with max Strength, and hitting a major elemental weakness can now do tremendous amounts of damage to certain enemies, and sometimes negates any need for using spells and even Limit Breaks. Both issues will be addressed in a smaller update releasing soon.

139
Yes, the Zell card is still in Balamb, and it can be found anytime during disc 3 (while having access to Balamb), until the point of no return inside Lunatic Pandora.

Spoiler: show
It doesn't even matter how many of the library conversations the player has seen - the event at Balamb Hotel can always be triggered by talking to a woman that appears at Balamb entrance on disc 3, then talking to Ma Dincht, and then finally staying at the hotel with Zell in your party. The library visits only determine how much of the dialogue between Zell and the pigtail girl can be followed, and won't have an impact on the rewards at all.

All in all, the Zell card location was changed to give this particular sidequest a little more meaning, and also because I wanted to keep the Card Mod result (Hyper Wrist), which fits quite well, but just doesn't belong into the early-game, as early access to Strength+60% (30% in this mod, which is still good) is one of the most game-breaking elements in the base game.


Otherwise, thanks for the kind words, very encouraging :)

140
Ok, so here's a list that contains all the extra things you can do in this mod:

Spoiler: show
SeeD Party *1
Before heading to Fire Cavern, make sure to visit Balamb Garden's Quad. Exhaust Selphie's dialogue until she asks about joining the Garden Festival committee. If you agree, you will receive two items from her during the SeeD party later. If you skip this step, you still have the chance to join the committee during the party, but then you will only receive one item instead of two.

Fire Cavern time limits *1
The time limits for completing the SeeD test at Fire Cavern have been restructured, and it is now possible to choose 5 minutes, which yields a special reward when exiting the cave after defeating Ifrit.

The Cafeteria Lady and her lost son *1
Listen to the Cafteria Lady's full dialogue at Balamb Garden's Cafeteria before heading to Timber on disc 1. Later on disc 2, this will make her son appear near the station in Fisherman's Horizon after the boss battle against BGH251F2. Talk to Mayor Dobe when he is sitting on the floor, then exit the screen and re-enter. The Cafeteria Lady's son should have appeared to the left now. Talk to him before the FH concert starts (the last chance is when controlling Irvine) and pick the correct answer while Squall wonders who he is to receive an item.

Helping the guards in Timber *1
When having the chance to fully explore Timber for the first time, make sure to stop by the Town's Gate near the inn. As in the original game, this triggers a discussion between Galbadian Soldiers and Timber Soldiers, but this time, intervening and battling the G-Soldiers will be rewarded.

Dollet Communication Tower revisited *2
Heading back to the Communication Tower after the SeeD mission on disc 1 triggers a non-escapable battle against a X-ATM092 variant that uses a different AI script and attacks (it would normally just fall down a cliff and that's it). The battle will likely be tough when attempting it at first occasion, as he starts nuking the party with strong AoE's if the battle takes too long. It should be easily doable on disc 2 or 3 though.

Galbadia Hotel *2
After each stay at Galbadia Hotel in Deling City (at an increased price), the player receives one out of eight items randomly with equal probability. One of the items is the Magical Lamp, in case the player missed the first opportunity to get one by talking to Cid before heading to Timber on disc 1. Additional Magical Lamps can also be traded in for a random Stat Up or an Elixir at FH Seaside Station much later in the game (after the Lunar Cry event).

The old couple in Deling City *2
Talk to the old man sitting at the bench near the sewer gates. He will complain about losing all his good cards to the old woman nearby and about losing a card pack somewhere in the city. If you manage to find it, you will have the option to pick up the cards for yourself or keep the bundle to give it back to its owner (I would recommend the latter, as this unlocks the old man as a card player as well). This can be done anytime before the point of no return at the end of disc 3. The possible rewards for this quest are as follows:

- 9 monster cards if you take the bundle's contents for yourself
- 3 boss cards or 6,000 Gil if you decide to give it back to the old man

The monster hunter from Winhill *1
The counter that keeps track of the defeated enemies during Laguna's patrol in Winhill now actually matters and is used to determine an item that Laguna receives from Raine at the very end of the flashback. The item can be anything from a few Potions all the way up to a Megalixir that requires at least 30 defeated enemies (v1.1.3 only).

More items in Fisherman's Horizon *1
Talk to the man near the elevator when controlling Irvine after leaving the concert preparations. After the concert is over, talk to him again with Irvine in your party, and he will apologize for what he said earlier, handing out a Triple Triad card.

Rescuing the girl in Timber *1
On disc 2 or 3, return to the Timber station and rescue the girl that is cowering on the floor from the arriving train. As in the original game, you will end up at Timber Hotel, but this time, your SeeD Rank increases and you will receive an item.

Trading in Trabia Garden *2
There is one NPC in Trabia Garden who sells some of her belongings as her savings have been destroyed as a result of the missile attack. The player can use this opportunity to get good value for just 20,000 Gil: 2 boss cards and 3 different items. Buying or creating these items separately would be much more expensive.

The dog in Esthar *2
Stop the dog running around the streets in Esthar to make him return to his owner nearby. If you then talk to the owner while having Pet Pals Vol.3 in your inventory, you have the option to give it to him for free for an item, or sell it to him for 15,000 Gil. If you don't have it in your inventory, he will hint at it. Can be done anytime before entering Lunatic Pandora as Zell and Edea.

The reluctant card player at Lunar Gate *1
Challenge the right guard to a card game repeatedly until he agress, then play a game. He will hand over some items for having a good time, no matter if the actual game was won or lost. This can be done two times: before going to space, and then once more after the Lunar Cry event. Items received are different for the two occasions.

Rescuing the girl at Esthar's Shopping Mall *2
Talking to the crying girl at the Shopping Mall will trigger a non-escapable and unique battle with 2 Behemoths in it. The reward is an item and a card. Can be done after Lunar Cry only.

Lunatic Pandora Laboratory research project *2
After the Lunar Cry events, Esthar digs out its old mobile weapons and tries to improve them. At Lunatic Pandora Laboratory, the player has the option to try 3 different battles that consist of stronger variants of Gespers, Cyborgs and Elastoids. The battles can be repeated multiple times for no costs, but the rewards are one-time only.

Fire Cavern revisited *2
After the Lunar Cry events, Zell will inform Squall about Fire Cavern having become a nesting ground for a couple of monsters from the moon, and the player can decide to clear them, with a puzzle-like boss battle waiting at the end, where Ifrit was fought at the beginning of the game. The reward is a rare item that is required to get one of the best weapons (v1.1.3 only).

Getting back to the Ragnarok on disc 4 *1
Nothing has changed in regards to how the Ragnarok can be found on disc 4. The only difference is that Xu will hand over a bunch of items when entering the Ragnarok on disc 4 for the first time, to aid the party in their final battles.


*1 = Quest is already present in the base game, but has been changed to yield some real rewards
*2 = Completely new, mod-only sidequest


As for changes to already existing sidequests, the Queen of Cards sidequest is worth mentioning:

Spoiler: show
Instead of the Minimog card, you need to lose the Quezacotl card to the Card Queen. This creates the Kiros card, which can then be found at Winhill Inn. Second, instead of the Sacred Card, the Card Queen now requests the Pandemona card. This will create the Irvine card, which can still be won from Flo in Fisherman's Horizon. The rest of the quest remains the same as in the base game.


Other than that, it's just the rewards that have been changed. I hope completing all the Chocobo Forests will be worth your trouble :)

Cactuar's Stat Bonus Abilities aren't supposed to be available from version 1.1.2 onwards, as their presence can still limit the incentive to level up, and getting rid of these also helps with maintaining character identity throughout the entire game. All in all, it was an oversight to keep them for Cactuar, so I would recommend just deleting them using Amnesia Greens. This also frees up space for some of the new Abilities he can learn in this mod.

141
Hey oksymoron,

There's actually a quite cheap way to draw free Triples in this mod. If you do all the base game sidequests on disc 3/4, you'll eventually find the enemy that has it. Let me know if you would like a more direct answer, and I'll put in a spoiler tag.

Ultima availabilty is actually unchanged from the base game, so it can be still only drawn from Ultima and Omega Weapon, as usual. If you want it as early as possible, I would recommend doing the fixed Elnoyle encounter in Esthar over and over, then using Forbid Mag-RF to make Ultimas out of the dropped Energy Crystals. The refinement ratio is even slightly more efficient than usual (1-5 instead of 1-3).

Here is a link to the 1.1.2 text file that has the SeeD Rank 16 bug fixed:

https://drive.google.com/open?id=1tWpPm_nBaR1f-7Bm6Z6zxkag2F5CVPKA

Anyway, thanks for the feedback, glad you're enjoying the mod :)

142
Version 1.1.3 now out.


Changes Overview


Balance changes
  • Speed Junction effects have been further reduced.
  • Irvine's weapons have received an innate critical hit bonus.
  • Natural Speed growth has been increased for Selphie and Irvine.
  • Natural Magic growth for Selphie, Quistis, Rinoa and Edea has been increased.
  • Rinoa's Wishing Star base power has been reduced.
  • Quistis' Homing Laser base power has been reduced and no longer ignores enemy Spirit, 254/255 chance to cause Sleep.
  • Quistis' Acid now ignores enemy Spirit instead.
  • Quistis' Ultra Waves has a chance to inflict Blind and Berserk on all enemies.
  • Quistis' Shockwave Pulsar inflicts less damage on Crisis Levels 1-3, but can still do 60,000 HP damage on Crisis Level 4.
  • The End now inflicts 100% Doom on all enemies, rather than instant Death.
  • Base power for Tornado, Quake, Holy and Flare spells has been slightly increased.
  • Carbuncle casts Regen on the party in addition to Reflect.
  • Enc-None is still learned by Eden, but no longer requires 200 AP and is learned by default.
  • Leviathan's level requirement for learning the second Treatment Ability has been increased to 42.
  • Tool-RF and Supt Mag-RF have had their respective GFs swapped, to allow earlier access to support magic Refinement.
  • Triple can no longer be created by using High Mag-RF. Breaks can now be turned into Quakes instead.
  • A few one-time Triple Draw Points have been placed at various late-game locations.
  • Aura can no longer be drawn from Ultima Weapon and has been moved to Omega Weapon.


Enemies
  • Many late-game enemies have received a major stat overhaul and more tweaks to their AI.
  • Turn skip probability has been reduced for almost all enemies. Some late-game bosses no longer skip their turns at all.
  • Speed stats of Elastoid and Esthar Cyborg have been slightly reduced.
  • Reflect Beam, Resonance and Psycho Blast enemy attacks inflict slightly less damage.
  • Seifer's resistance against Drain has been increased.
  • Base Soldier and Base Leader drop more AP.
  • Encounters with T-Rexaurs on Balamb can no longer begin with a back attack to avoid unnecessary Game Overs.
  • Mesmerizes now appear in one of the scripted battles during the Norg scenario, which can be important for a certain weapon upgrade.
  • Bombs now appear in some of the random enemy encounters on the Galbadia continent for similar reasons.
  • Cockatrices now appear in the Laguna flashback in Winhill, alongside Bite Bugs and Caterchipillars.
  • The encounter rate for the Oilboyle screen at MD-Levels has been reduced.
  • Random enemy encounters have been disabled in all cells of D-District Prison.


Chocobo World

More items have been entirely removed from Chocobo World:
  • Three Stars
  • Status Guard
  • Elem Guard
  • Megalixir
  • Shaman Stone
  • Aura Stone
  • Fury Fragment
  • Moon Stone
  • Inferno Fang
  • Laser Cannon
  • Pulse Ammo

Some of the good items that are still available include: Healing Ring (=100 Curagas), Phoenix Pinion (=100 Firagas), Energy Crystal, Power Generator, Stat Up items.


Ultimate Weapons

The base power of each Ultimate Weapon has been increased. This value works independently from the bonus they add to each character's Strength stat, so a standard physical attack performed with an Ultimate Weapon will always inflict more damage than all the lower tier weapons, even if the character is already at 255 Strength. Note that the increased power from those weapons will affect standard physcial attacks only. Limit Breaks power is excluded from this change and relies solely on a character's Strength stat, as usual.


Universal damage limit removal

The 9999 HP damage limit has been removed for all attacks and the new limit is 60,000 HP, mainly to increase the incentive to use standard physical attacks and GF more often in the late-game. This change includes Gravity based attacks as well, so they are now extremely useful on enemies that have high HP, such as Malboro, Snow Lion or Iron Giants. To prevent Gravity attacks from becoming too powerful overall, it was necessary to make a few more enemies immune to them, or give certain bosses that are vulnerable to it a massive HP boost to compensate for the change.

This, alongside stronger Ultimate Weapons, should also solve the issue in regards to standard physical attacks becoming rather useless in the late-game, as it is now possible to get excellent value out of Darkside, especially in combination with critical hits and abuse of elemental weaknesses. In order to keep the total physical damage output in check, the Darkside Ability is now learned by only one GF, and many late-enemies and bosses have had their stats increased, as stated before. Some more Limit Breaks had to be reduced in power too, as they would do absurd damage with the cap removed, such as Blasting Zone, and most of Zell's Duel finishers.

I'm not sure if I succeeded in balancing out every late-game enemy around this new feature properly, as I haven't really had the time to do so yet. If you find something really off, like doing more than 30,000 HP damage on a certain enemy by using only a single physical attack, please report it here.     

 
Angel Wing

The Angel Wing damage multiplier has been increased from 3 to 4, so using this Limit Break always has an advantage over just casting Triple spells. Furthermore, spell determination no longer depends on what spells Rinoa currently has in her inventory. Instead, the spells she uses are now randomly selected from a set table that consists of only higher tier spells, with different probabilities for each spell.


Summoning Odin

Odin summon mechanics have been changed in a way that he no longer interrupts battles randomly, and is now summoned by using an item instead, to avoid his often unwanted occurrences once and for all. After defeating Odin at Centra Ruins, the player receives 10 units of this new summon item, and 3 more each time Odin's chamber is visited again after all of these items are used up. There is no other way of getting this item, so the maximum amount the player can carry at the same time will always be limited.

The idea behind this change is adding another resource management element to the game, and of course also to make getting Odin more worthwhile. Gilgamesh is not available in this version of mod for now, as I haven't found a way to get these items out of the item menu properly right before the Seifer battle at the end of disc 3. He might return in a later version though.

Important: This change as a whole can cause quirks on game saves in which Odin has already been unlocked. If you wish to use this version of the mod on an older save that has Odin unlocked, I would recommend using the Hyne tool, go to G-Forces, select the Griever icon and untick Odin from there. Otherwise, Odin will still appear randomly at the beginning of a battle.   


Other changes and bugfixes
  • Draw amounts in battle have been further increased, so even low Mag characters can draw basic spells relatively fast.
  • Some more new battle items that replace Death/Holy/Flare/Meteor/Ultima Stones have been added.
  • Get a healing item from Raine at the end of the Winhill flashback, depending on how many enemies have been defeated on Laguna's patrol.
  • A new sidequest is now available at Fire Cavern after the Lunar Cry event. Zell will mention it inside Ragnarok after Squall returns from space.
  • CC-Spade can now abolish all card rules for all areas on disc 4.
  • A save opportunity has been added between the Missile Base and Norg scenario events on disc 2.
  • A Junk Shop can now be accessed through CC-Joker inside D-District prison and Balamb Garden Training Center.
  • The FH shop can now be accessed through the old man at FH Seaside Station as well.
  • Status effects for GF can now be checked in battles when pressing start while having the cursor on the respective GF.
  • Stat Bonus Abilities have been removed from Cactuar for good.
  • Gil value for SeeD Rank 16 has been corrected.
  • Talking to an NPC inside Timber Train no longer shows a broken text box.
  • A mistakenly placed Card rule reset option has been removed from the vendor in FH inn.
  • Some enemy attacks have been renamed. For example, all "Breath" attacks now have their own, unique name.
  • Step Mine uses another animation, as the previous one didn't display correctly when hitting 4 enemies.


Thanks again for all the feedback lately - not only through users on these forums, but also through XeroKynos, who was streaming this mod a while back, which was very helpful in spotting certain late-game imbalances directly. Also huge thanks to Sega Chief, whose Ifrit tool enemy AI fix came in handy, and JWP who came up with an Angel Wing Patch that was necessary to put my ideas into practice. I hope it's a decent, less broken alternative compared to endless Meteor spam :)

@Yuey: I don't think a damage boosting spell in Aura's place is all that necessary anymore, now that the general damage cap has been lifted. I was also thinking about another Water elemental spell, as this particular element is still underrepresented in this mod, due to possible animations being sparse and/or broken when used by own party (the Grand Mantis one, for example). I'll keep your idea in mind though.

@Ai: Roses and Wine W07 is necessary to make a lot of this mod's changes work (everything that comes from the text file), such as drawing more than 9 spell units per Draw in battle, or proper magic damage calculation. I hope Yuey's link will help you getting it.

143
That's very nice, thank you. I'll check it out soon to see what it is has in store compared to the previous version. Looking incredible from the screens already, and I also heard it allows for window color customization for menus. That would be huge :)

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@Yuey: Thank you very much for your detailed report. I have read through all of it, and it was really helpful.

Irvine and Quistis are actually not meant to shine only in the late-game. But in the case of Irvine and his Strength based Limit Break, this is pretty much unavoidable due to physical damage scaling with a character's Strength stat exponentially, meaning that damage output is rather low until a certain Strength threshold, and from thereon increasing rapidly. Magic damage on the other hand doesn't scale with a character's Mag stat that well, as its damage calculation forumla has no exponent in it. Spell base damage is usually higher than that of physical attacks though, which is why spells are superior in the early-mid game, when Strength can't reach very high levels yet (at least not in this mod), which fits perfectly well with what you observed. If you learn Quistis' Blue Magic spells as early as possible (especially Electrocute and Aqua Breath), she can become a very valuable character for the first half of the game as well, so I wouldn't necessarily say she only shines in the late-game.

Other than that, I understand that the late-game balance is still lacking a bit in this mod, and the main reason for that is Aura and Limit Break spamming indeed - and enemies usually don't punish the latter enough when staying low on HP intentionally, just to get permanent access to Limit Breaks. I hope the next version will improve on that, by toning down certain attacks (Wishing Star and Homing Laser come to mind - the latter shouldn't do high damage and ignore enemy Spirit) and by making changes to certain enemies, so players get a chance to actually see some of their special attacks at least once. I'm also thinking of removing and replacing Aura as a spell completely, and just leave the Stones, so it is no longer possible to obtain larger amounts of Aura by drawing it in battle. I guess putting the spell on Ultima Weapon was not limiting enough, so for the next version, it will at least be moved to Omega Weapon and then possibly be completely removed in the version after that. Not sure what to replace the Aura spell with yet, but Aura in its current state needs to be addressed for sure.

Still, I want to avoid making the end-game go overboard with difficulty, so max character levels and top tier spells will be mandatory to beat the game. I've been thinking of creating an alternate, harder version of the mod, as you suggested, but at the moment, it's just a thought. Haven't started working on it yet, but maybe will do soon.

All in all, you've really made some good points. Much appreciated.   

@Nikito: Late disc 3 is a good opportunity to get the spells you are looking for. Meteor can be drawn from Lv40+ Iron Giants around Esthar (they appear very frequently at Tears Point while Lunatic Pandora is hovering above), while Ultima Weapon is your best bet for Aura and Ultima. Farming Energy Crystals from the repeatable Elnoyle encounter in Esthar and then turning them into Ultima using Forbid Mag-RF also works, as usual. Enc-None is learned by Eden, but I might change this to an earlier GF before the new version of this mod releases tomorrow.

Other than that, it's good to hear you found some use in Irvine. Maybe his Speed stat doesn't even need to be increased that much then. At the moment, it is set to peak at 82 on Level 100 (for comparison, Squall's Speed caps at 37 on Level 100), which is already a very high value for Speed, so I fear could be a bit much. Anyway, if you have more questions, let me know.

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If you are looking for the Kiros card, then try searching the inn a bit. The card player in question doesn't show up immediately when entering the room and remains hidden until doing a certain action.

Here's a new text file you can use to fix SeeD rank 16 by the way. Put it in RaW/Global/Hext and replace the old text file.

https://drive.google.com/open?id=1W7Sey3BTTKiJftInphYeRVY-4aydfWHZ

Didn't get your feedback wrong, no worries :)

146
@Yuey: Cerberus has been made tougher than other bosses at that point intentionally, as he still casts Double and Triple when summoned, which is very useful for longer battles, and - more importantly - also because he is an optional boss. That's also why the Brothers are harder to defeat than Edea (1st), for example.

Still, the drop in difficulty between Cerberus and Edea (2nd) might be a little too noticable indeed. So I guess a small speed bonus to Edea (2nd) sounds reasonable, as well as increasing the level requirement for Leviathan to learn the second Treatment Ability.

Speed junction bonuses will be further reduced in the next update, probably releasing next week. This will also change Triple availability. At the moment, the earliest methods of aquiring Triple is by finding Three Stars from Chocbo World, by modding the Selphie card, or through High Mag-RF from Alexander a little later. There are only 2 non-regular enemies you can draw it from on disc 3 or 4, so make sure to not miss out on them if you prefer drawing it.


@fooli: I rechecked SeeD rank salary for each rank and found that the value for rank 16 is busted because of a typing error in the ragnarok_mod text file. Thanks a lot, I probably wouldn't have spotted it myself anymore.

The soldiers from the Missile Base boss battle can be tricky indeed, but there are various spells that help dealing with them. For one, the Base Soldiers are very vulnerable to Slow, a spell that should be easily accessible at this point of the game. Quezacotl has a chance of inflicting Slow as well. They can't even cure the status with their Remedies, so it'll definitely help. The Base Leader's HP have been made that high to give the Demi spell an opportunity to shine in a boss fight.

In general, if you feel like being overwhelmed by certain enemies, don't hesitate to try status changing spells. They are sometimes the key for winning battles. This is particularly true for the (in this mod) infamous Esthar Cyborgs as well.

I'm not sure what caused the increased encounter rate at the Oilboyle screen; it's even set to be slightly lower than elsewhere at MD-Levels. Guess I'll just decrease it further, as it can be really annoying to run into a random battle on your way to where the Oilboyles spawn. Sorry for the inconvenience.

Mixed text fonts are definitely not caused by this mod. I know what you mean, and I believe it happens more frequently if you alt-tab out of the game and back in with any font-changing mod active, but not entirely sure what causes it.

Zell's Duel damage can still be high and compete with other characters' Limit Breaks when using certain combos (outside of repeated use of Punch Rush and Booya, known as the "Armageddon Fist" in the base game). Nothing has changed about command order, so you can use this as a guide:

https://finalfantasy.fandom.com/wiki/Duel

Irvine's natural Speed growth will be increased for the next update, so he will be the only character that reaches a high Speed stat without grinding for Speed Up items (only Selphie will come close). Angelo Cannon and Angelo Strike damage is based on Rinoa's Strength, which is rather low naturally, but can be increased with junctions to somewhat decent levels. As a compensation, her Limit Break will trigger a little earlier than that of the characters (40% max HP instead of the usual 30%) and Wishing Star is currently still incredibly powerful.

147
No, there isn't such an NPC for disc 4 yet. I'll try to add this function to Joker, but I can't promise if I can get it working, as it seems more difficult than at the other locations.

What you could do in any case is relying on the RNG for you to remove a certain rule from the card players on the Ragnarok, as long as you are able to carry rules to certain players that don't already play them. Check out this link, for example:

https://gamefaqs.gamespot.com/boards/197343-final-fantasy-viii/76700194

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Oh, that was an oversight. That's actually a very important thing you've spotted there. Will be fixed as soon as possible, thank you.

149
Hey Yuey, thank you for the feedback, much appreaciated. I am somewhat satisfied with the overall balance as well, but I still feel like a few bosses are in need of further adjustments - mostly small ones, though. For example, the damage the Iguions can inflict with their Resonance attack is a bit overtuned, and the enemies at the top of the prison are still a bit too fast. So watch out once you get there, and don't set battle speed to max for bosses in general. Anyway, have a good time and feel free to report back with any impressions you have.

@Fooli: It's best to wait with starting the Queen of Cards sidequest until you have the Quezacotl card from Mayor Dobe in Fisherman's Horizon, as the whole quest chain now starts with this card instead of Minimog. All in all, not much has changed about this sidequest otherwise. Click spoiler tag for more details:

Spoiler: show
Instead of the Minimog card, you need to lose the Quezacotl card to the Card Queen. This creates the Kiros card, which can then be found at Winhill Inn. Second, instead of the Sacred Card, the Card Queen now requests the Pandemona card. This will create the Irvine card, which can still be won from Flo in Fisherman's Horizon. The rest of the quest remains the same as in the base game.


As for the T-Rexaur wipe, I'll look for a way to prevent back attacks against this enemy, or will just decrease the power of its tail attack a little.

Rechecked shop options in Timber train, and can confirm the bug you described. It only happens when talking to this NPC right after getting Rinoa out of her room though. After the actual train mission and right before facing Gerogero, the options work as intended. Will fix this very soon, thanks for the info.


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The earliest point you can get Doomtrain is identical to the original game (excluding Chocobo World): After leaving Esthar for the first time, head to Tears Point, get the Solomon Ring and active it when having 6 Steel Pipes, 6 Remedy+ and 6 Malboro Tentacles in your inventory.

Steel Pipes must be mugged from Wendigos (they appear very frequently on the dirt ground area near Deling City), as they are no longer available through Card Mod. As for the other items, the ways of obtaining them are the same as always. Here's a link:

https://finalfantasy.fandom.com/wiki/Doomtrain

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