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Messages - Yuey

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1
Hey Callisto, good to see you back. I was getting a bit worried but I'm glad you're okay. I hope things get better for you and your family.

As always, thank you for the continuous work you put into this mod. The upcoming version looks super exciting!  :)

2
It's out! I'll be making some time to play through Lionheart Mode for sure. Been looking forward to this ever since you've hinted at being interested in a higher difficulty version. There also seems to be many great additions since I've last played. I couldn't help but notice you added a sidequest for the little girl in Dollet. Thanks for making my day!  ;)

3
Just wanted to chime in that I'd love to see a hard mode version for this mod as well. I feel like with all the balance changes you've done so far, the game's gameplay and systems are in such a good place now that a proper challenging difficulty would be the logical next step.

And as always, thank you for all the work you put into this for the rest of us to enjoy.

4
That's fair enough. I can see your points.

Anyways, I want to take this opportunity to thank you again for all the work you've put in and still continuing to do on making this amazing mod. I can't speak for anyone else but I had an absolute blast with my two playthroughs. I'm really glad I decided to revisit the game again after all this time and for accidentally stumbling upon your mod because I don't think I would've had as enjoyable of an experience as I did otherwise. I'll be looking forward to seeing what you have in store for future versions. Cheers!

5
Just finished another playthrough!

Had a ton of fun this time around as well. Plenty of great quality of life and misc changes in this version but for this post I mainly want to give my thoughts on some of the major changes and other notable points I came across during this playthrough.

Spoiler: show

Ultimecia’s Castle
Not having full stacks of Aura going into disc 4 this time around made for a vastly different experience. That plus the fact that you seemed to have touched up on most if not all of the bosses here has turned this into a worthy final dungeon in my opinion. I enjoyed all the fights and was even pleasantly surprised by a few of them. Trauma and Tiamat gave me a few game-overs that I wasn’t expecting and the fight with Ulimecia got dicey at a few points. All in all, I really enjoyed revisiting this part of the game after finding it really easy last time.

Oh, and I think Catoblepas’s Deadly Horn ability might be bugged. I have never seen it actually land a hit. I redid the battle a second time and he still missed every one he threw out.

General thoughts
The absolute highlight of this version has to be the buff to the ultimate weapons and the damage cap removal. Standard attacks hit noticeably harder now and doesn’t feel like a waste to use anymore. Darkside has become such a beast of an ability in the late-game as well. Funnily enough, I would’ve never imagined myself using Berserk as much as I did, but it’s amazingly good.

Limits, however, still maintain their dominance as the best way to deal damage (as they should be) but they’re no longer easily spammable without consequences. As a result, they actually feel special and exciting when you do get to use them.

I also ended up utilizing Bahamut and Eden much more than I did last time around.  I think they already broke the damage limit before but I just didn’t have the incentive to level and use them as much as I do now. It feels like you’ve really nailed a good balance for all the different avenues of dealing damage. Kudos.

Darkside
This might be a bit contentious but I would like to see a second Darkside being available. As it stands right now, there are mainly two ways to maximize physical’s damage potential: Darkside or Berserk. And as much as I made use of Berserk, I’m actually not a fan of the way it works. It’s very costly to lose control of a character and it’s something that I hesitate to use on tough battles because of that. More importantly, I feel like the loss of control goes directly against the essence of a turn-based RPG where being able to plan and react with your command abilities is a large part of the enjoyment.

In addition, I feel like a second Darkside would allow party compositions of two (or even three) physical attackers to be more viable. Right now, if you run two physical attackers you would want to run Darkside on one of them and Berserk on the other. I feel like being able to run two Darksides in this setup would lead to a more enjoyable and healthier gameplay experience. Now, if you want to run a party of three physical attackers (and I don’t see why this should be discouraged), the most optimal way to go about it would be to have two of them berserked and that just feels wrong and degenerative.

Berserk (and Mad Rush by extension) is great for plowing through regular battles but I don’t think relying on such a mechanic for boss fights should be encouraged. If necessary, I think nerfing Darkside a bit or making its health cost higher would be a fair trade to be able to have a second one.

Angel Wing
I usually don’t like using Angel Wing for the same reasons I don’t like Berserk. However, I think the new implementation of it is worse than the previous version from a pure damage perspective, even if the way it works is fundamentally better.

The reason I say this is because there is really only one reason why you would want to use an ability like Angel Wing in the first place: to do more damage per turn than you normally would without it. Otherwise, there’d be no point to give up control of your character. And I don’t think it accomplishes that currently.

I tried using it on a few occasions during this playthrough and I came across the same problems every time:

  • There are too many low level spells. The –ga spells, Pain, Water just doesn’t feel good when you get them. Yes, they still hurt but when you only get Meteor or Flare like once every 6-8 casts you start to wonder if you shouldn’t just triple cast them instead. I'm not 100% sure how the numbers compare but it doesn't feel like Angel Wing pulls ahead even without taking into account point #2.
  • If a boss has any elemental properties, Angel Wing falls behind pretty handily. Boss has a weakness? You’re almost guaranteed to do more damage just manual triple casting the targeted weakness every turn. And obviously, if they are strong to or absorb any element(s), your total damage can go down drastically or even into the negatives (I tried it on Omega to much amusement.)

I firmly believe that you should limit the spell pool to the non-elemental damage spells. I think that even if you lower the coefficient back to 3 but take away all the elemental spells, it would still be better than the current iteration. By the point when you unlock Angel Wing, you pretty much would never cast spells below Flare or Holy for damage anyways unless it’s to target a weakness.

Wall/Invincibility
I decided to try using Selphie more after neglecting her last time around. I never realized Wall gave Invincibility but I feel like the skill (and the buff) is a little cheap in general. As for the skill itself, I actually feel like it is better than Invincible Moon in its original form. While it might seem difficult to reliably count on Slots to keep the buff up, it’s actually pretty easy to pull off in practice by just doing it in long animation sequences like summons or certain Limits.

Now, I think the bigger issue I have with it lies in the Invincibility buff itself. I really dislike the idea of being able to avoid a fight mechanic completely. Ways to mitigate it, yes, but to completely negate a mechanic feels like it’s almost cheating the fight. Even heavily limiting its availability (as in the case of Hero/Holy War) doesn’t diminish its binary nature. It’s the kind of mechanic that either trivializes a fight if used or doesn’t have any value at all.

I would like to say that this is simply something that I don’t personally like. I think that it is completely fine as it is, with how limited you can use it, to keep it as an option for the player to choose to use or not.  With that said, if you do decide to change it, I think making it work as a damage reduction that stacks on top of Protect/Shell might be an option to keep it strong but not overly cheap.

Vit0
This is another rather minor issue that I have with Vit0’s current functionality much like with Invincibility. Vit0 was one of the more broken mechanics back in the original game and I think it’s actually in a really good spot balance-wise in this mod. This is basically something that I would like to see improved but I don’t think it is a big deal.

The issue I have with it is that it’s an all or nothing mechanic (like Invincibility and Aura.) In order to balance around this, you either have to make a boss have that much more health if they are susceptible to make up for the damage increase or you make it have such a low chance of applying that it might as well be immune. So the choice becomes: Is boss immune? If yes, then the mechanic is useless. If no, then you have a situation where there could be two wildly different experiences for the same fight. For example, if you set the chance to apply to be high, then obviously the boss has to be balanced around having Vit0 on. If the chance to apply is set to be extremely low to counteract its strength, then there could be a case where one player manages to apply it early on in a fight and have a much easier time compared to someone else who didn’t (even if they were casting meltdown the entire time.) This not only makes it difficult for the person doing the balancing but it also isn’t very enjoyable for the player to spend an entire battle trying to cast meltdown and having it not work.

If such a functionality can be implemented, I would love to see the status get a rework to be less potent but have an easier time applying. Maybe something like 50% or 25% reduced Vit/Spr with a limited duration so one would need to constantly reapply it in order to take advantage of the damage increase.

6
Thanks for the quick fix!

I'll have to give Omega more attempts another day though. Tried a couple today hoping to not get a death since I couldn't unlock resurrection with Tiamat bugged. My last attempt was going pretty smooth but got unlucky when he casted an Ultima right after Terra Break before I could get a turn to heal. Turn order feels really tight now since I'm assuming he's skipping less compared to the last version. I'm loving the challenge though.  :-P

7
I don't know if this is a bug or a mechanic that I'm missing but Tiamat currently gets stuck at 0 Hp and doesn't actually die.

EDIT: You added Vengeance to Omega?! Now that's just mean.

8
Spoiler: show
I used #1 after realizing that it would only heal when I used an action against it.

My initial reaction was actually Kamikaze, which would've been rather ironic if it worked.


By the way, it might be good to have a save point before the boss. Those mandatory fights beforehand take a while and it wouldn't be fair to expect someone to figure out the boss on the 1st try.

9
That new Fire Caverns boss fight.  :-D

I don't know what I was expecting but a bomb boss fight was definitely not it. I actually laughed out loud when I saw it pop out of the crater.

Spoiler: show
Was it an oversight to have Lvl Down work on it though? I killed it with a different method but I'm still not sure if it is the intended way to go about it or not.

10
Those new changes look amazing!

I'm excited to jump in again soon.

11
Someone provided a mirror to a direct download in the official thread:

https://kalak.dhs.org/

12
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.

The thing with trying to balance Aura is that it is kind of like Hero/Holy War. You either have it or you don't and once you gain access to it, it makes everything much easier. There's not a lot of room in between.

I agree with limiting its availability or quantity, though it kind of sucks to lose out on a potential high tier junction. Putting it on Omega pretty much limits it to the last two fights in the game, which could actually serve as a neat little cue for the player that this is it: the final showdown. :P

As for replacing the spell, what about a physical damage increasing buff? Kind of like berserk but without the loss of control. I feel like physical would be really lacking late-game in the absence of Aura and a spell like this would fill in nicely.

13
Also:
Has anyone out there tested any of the 'alternate textures' I've provided? They are pretty much just title screens for the available difficulty mods out there, as well as a color palette change to the background of the in-menu tutorials.  If people find them easy to use, i'll add more to the next release!


I personally enjoy having the additional options for the title screens and backgrounds. You don't really see them often but they're a nice treat when you do.

Just a heads up though, the current directory structure for the alternative tutorial backgrounds are all missing a subfolder, so the swap won't work for those who are directly merging the folders.

14
Just went on for a quick test and it looks even better in-game. :P

One small thing that I noticed was that the icons on page 3 of the Icon Explanation section under Tutorials isn't updated to the newer ones to match the mod. All the other pages are fine.

I'll do a more extensive play session this weekend and see if anything else pops up.

15
As promised, here are my thoughts and impressions after having gone through the mod once:

Spoiler: show
As a general disclaimer, this is my first time revisiting the game since it first came out on PC back in 2000. As such, do forgive me if I end up mistaking any parts of the original game as part of the mod or vice versa. I did get up to the beginning of disc 3 before restarting over with the mod so I have a good feel for most of the changes up until that point. Everything afterwards however is entirely new to me. I also did my playthrough in its entirety on the 1.1.2 version of the mod.

Characters and Junctions

(For the character discussion part, assume I am talking about Lvl100 characters with no extra stat gains from Devour or Stat Up items.)

Overall, there’s not much to say about junctions. I like how you made it so there’s more of a meaningful trade-off between where you junction high level spells. It’s a small but welcomed change that added a bit of character customization that was much lacking in the original. This combined with the more diverse growth you gave each character made it so that there’s no longer a single, most optimal junction setup for everyone. I enjoyed having to rethink my junctions depending on who was in the party or actually having to give up some offensive power if I needed survivability for a certain fight.

As for characters, I absolutely love the new identities you gave everyone. Really makes each character feel special for gameplay. I had some misgivings early on since I felt like Quistis and Irvine were really lacking compared to their counterparts. Rinoa is the obvious choice for heavy magic damage and Selphie is, in my opinion, the best for support casting due to her speed whereas Quistis didn’t really have any defining features. In a similar vein, Irvine felt like he did no damage compared to Squall or Zell while also not being able to tank like the other two.
 
Ironically, both Quistis and Irvine ended up being the two party members that I managed to beat Omega Weapon with. I don’t know if it was intentional on your part or not, but the two of them really shined end-game. In particular, once you had access to a decent supply of Aura and could utilize Limit Breaks reliably in a fight, I really felt like those two pulled ahead.

For Irvine, early on his biggest issue was his damage output but once you gained access to Aura or Ultima as a junction, you can still cap his Str at Lvl100. Obviously, both Squall and Zell can do it before 100 and with a weaker spell but the potential is still there for Irvine to reach them. As a comparison, neither Quistis nor Selphie can max their Mag stat even with best junction and a Mag+30% allowing Rinoa to maintain her dominance. Then there is Irvine’s limit which I feel is so much more versatile while being comparable in damage over a long fight. Don’t know if a boss is vulnerable to statuses or not? Fire off a bunch of dark ammo to check. High Vit boss and can’t get Vit0 to stick? AP rounds. Low Vit boss? Fast rounds. In addition, he still has decent Vit and Spr (unlike Zell) while having the highest Spd.

Simiarly, Quistis really came to be once you reach the tougher battles. Her higher Hp and Vit compared to Rinoa and Selphie made her a better choice in fights like Ultima or Omega Weapon where the other two simply cannot survive as well without sacrificing extra ability slots. A simple Aura + Mighty Guard to start off a fight before the boss can get anything deadly in can make a huge difference. White Wind is also a straight up counter to many heavy AOE abilities (Megiddo Flame, Ultima, etc) without relying on megaelixirs or multiple casts of Curaga with Shell on.

Now, I don’t really know if anything really needs to be changed and if so, how to go about it. I mainly wanted to share my impression on this aspect that I think was particularly well done in this mod.

Guardian Forces and Abilities

(I’m only going to list the things I feel are worth noting.)

Treatment: My absolute favorite ability (please don’t nerf it). Like you said, a higher level requirement for learning the 2nd one might be warranted. In the end, I had one for each of my main party members. In most cases, it feels just like using an elixir. The heal is usually enough to get whomever back into a healthy enough Hp for Regen to do the rest.

Step-mine: Or as I like to call it, the Cactuar farming ability. Hard to utilize normally. For a time, I put it on my casters but that was before I got Quake or Tornado. My playthrough clocked in at about 80hrs and I think it was doing about 3k at the end. Not too shabby for an AOE, but not really useful either at that point.

Darkside: Still extremely good even after the nerf in this mod. About the only real way most of your physical dealers will do damage outside of Limits. Which makes it most useful in the first half of the game before you get Aura, but also the most dangerous part of the game to use since I feel like monsters and bosses in general tend to hit harder relative to your Hp pool early on. I will elaborate more on this below.

Mad Rush, Defend, Counter, Cover, Return Damage: All still have their situational uses.

Absorb, Renew: These are the two abilities that I feel are still rather useless and could maybe use a buff or some changes. Absorb still doesn’t hit or heal for much even with ignoring Spr. As for Renew, by the time you get Alexander and learn the Ability, you’re pretty much in Esthar and can farm Toramas for Full-Life. Moving it to an earlier GF and giving it a lower AP requirement might help.

(In general, I didn’t make much use of GFs past disc 2 but I can still see their uses, especially for ones like Cerberus, Doomtrain, Bahamut, or Eden. However, I did make use of them extensively during disc 1 and some of disc 2 and that’s where I would like to talk a bit about.)

Quezacotl + Shiva:
I realized early on that GFs were just much better at killing than I was. As a result, for most of disc 1, I would basically just summon Quezacotl, Shiva, and Ifrit (except he never actually gets a turn) at the beginning of every battle and be done with it. Not very engaging I know. However, they summoned nearly instantly with max compatibility (I was playing on max battle speed), didn’t have that long of animations compared to later GFs, and would usually kill the entire group with just 1 summon. So why not? As a result, they massively out-leveled my characters (Quezacotl was almost double my Squall’s level at some point) and had much higher HP compared to my party members. I ended up just using them for boss fights too (they both tanked better than I did and did 2-3 turns worth of my damage in an AOE). X-ATM092, the 2x Cyborgs at Excavation Site, D-Prison fight, and the Missile Base fights were probably made too easy because of this.

Of course, this strat started to lose potency when I started getting better magic to junction and gaining some levels. At some point, bosses and some mobs in general started outright killing my GFs too. A small downgrade in power and Hp for the early levels of these GFs might help.

Cerberus: I was so excited to get this GF, but then he started at level 8 or 9 with 300 compatibility and he has no health in general. I understand why, but I just wanted to rant a bit for this one.  :P

The extra status ailments added to the earlier GFs are a nice little touch.

Monsters and General Playthrough

(I want to preface this by saying that I feel like I might have been overleveled for some parts of the game, especially towards the end of disc 3 and disc 4. In general, I tend to fight most of the random encounters I come across. I would say a good 2/3 of them. However, I did not intentionally stop and grind for exp except for two occasions (one at the deep sea deposit to farm a dark matter from the fixed tri-face encounters and the other in disc 4 before Ultimecia’s Castle to get everyone to 100). If I recall correctly, my main party’s levels were as follows: around 20-ish at the end of disc 1, 40-50 by the end of disc 2, 70-80 before I entered Lunatic Pandora, and 100 before Ultimecia’s Castle.)

Disc 1:

Even though I abused the hell out of GFs during this disc, it was still decently challenging since this is when you have the least amount of options as a player. The hardest fights ended up being the ones where I stubbornly tried to draw full stocks of spells from (who would’ve thought.) Junctions were weak and limited, spells were weak, and physicals were weak.

On the other hand, bosses and enemies weren’t too crazy either. Elvoret in general had me excited for this mod since I couldn’t just auto-attacked him to death like in the original. T-Rexaurs, Wendigos, and Anacondaurs always had me on my toes when I met a group. I didn’t even bother trying to kill an Ochu. Saw one, drew some spells, tried a few attacks and just ran.
 
The highlights were definitely Diablos and the Brothers. Really well-tuned fights in my opinion and I had a blast with both of them. Not much I could add here.

Seifer was probably the biggest letdown. I had Drain junctioned to ST-Atk on my Squall and that was that.  Probably not much you can do for balance since it’s a 1on1 fight. Maybe make him more resistant to drain so you have to rely on other forms of healing as well. Not much to say on Edea. Maybe a bit more Hp for her, since I felt like the fight was over too quickly.

Overall, a very solid start to get the player acquainted with the mod. Not too easy, but not too difficult either.

Disc 2:

This is, in my opinion, the hardest disc (not including a few optional fights) as well as the one I enjoyed the most from a gameplay perspective.

At this point in the game, you started having access to a much greater variety of spells and you actually have to make good use of them in fights. Protect/Shell/Regen basically became a staple for me for boss fights and I had to plan my limited uses of Double carefully. Junctions started to have a more profound effect on my characters and the difference in character growth really started to show. I had to start actively hunting for new/higher level spells. GF management was important as well in order to maximize junction spread and abilities. All in all, I felt like I had to really think and micro-manage my party correctly since fights were getting tougher and that is not a bad thing.

The Ironclad was actually still pretty challenging even with my Quezacotl spam. The second time around was actually easier (though that might make sense story-wise.)

I actually got a game-over from the Tri-face in Balamb Garden and had to start over in the Missile Base.  :-\

NORG felt too easy if you just kept the orbs down. I feel like the fight should still be a bit challenging even if you do the mechanics correctly and be overwhelming if you don’t. Let’s be honest, those mechanics aren’t that hard to figure out even without a guide.

Highlights of the disc this time around were Tonberry King and Cerberus. I already gave my thoughts on Cerberus in an earlier post but I just want to mention that I really enjoy the difficulty of these optional fights.

I ended up doing a lot of exploration on this disc after getting the mobile Garden and went around looking for new spells to draw. Some of the harder fights for me were actually from random encounters I found while doing this. Blue Dragons, Hexadragons, Ruby Dragons, Abyss Worms, and Chimeras all were boss fights by themselves. I met a Malboro too but that was impossible.

Disc 3 (pre-Lunatic Pandora):

So nothing really happened for the first half of this disc, gameplay-wise. I actually farmed up a bunch of spells from the end of the last disc (notably quake and tornado) and basically didn’t get to use them at all only for me to get better spells right after the gameplay starts again (post lunar base.)

The difficulty took a big spike once you could encounter enemies like Behemoths, Iron Giants, and the likes, but once you managed to stock up on all their juicy spells things became a lot easier. Your characters also ended up gaining a pretty big power spike when you suddenly have access to Full-Life, Holy, Flare, and Meteor allowing you to pretty much fill up all your necessary junctions with high stat boosts. Felt pretty jarring coming from disc 2 actually, but I don’t really see a better time to introduce them.

The optional bosses this time around weren’t as exciting. Cactuar and Bahamut both didn’t pose much of a problem. I don’t know if it’s due to the power spike from the new spells or what, but I never felt like I was in any real danger compared to bosses like Diablos or Cerberus. I actually did Ultima Weapon but I want to talk about him a bit later.

Lunatic Pandora + Disc 4:

So this is what I really wanted to talk about when I mentioned how I might have overleveled. Before I go further in-depth, I want to mention that from this point on, every boss encounter (with the sole exception of Omega Weapon) felt very underwhelming.

As I stated before, I entered Lunatic Pandora at around levels 70-80 on my main party. At this point in the game, I pretty much had full stock of every available spell on my 3 main characters (including Aura, Triple, and Ultima.) This is where I am uncertain if I’m simply over-prepared or the balance is too weak. Nonetheless, I want to share my experience and let you make with it as you will.

Fujin, Raijin, Mobile Type 8, Seifer. None of them last more than a few turns of actual damage. I spent more time trying to mug them to see what they have than actually fighting them, if you can even call it a fight. And I think I know what the culprit is: Aura. I suddenly have access to pretty much unlimited Limits during boss fights when before I could hardly use them. Darkside + normal attacks and Double spell spam used to be my bread and butter for damage dealing and fights feel like they lasted an appropriate amount of time as a result. Now my fight opens with Triple + Aura (with expand 3x-1) and simply spamming Limits on my physical dealers while spamming Triple Meteors on my caster. Buffing up only takes at most 1 or 2 turns with Mighty Guard and Triple casts to fill in the rest. Bosses simply don’t have the health to last through that kind of punishment and they didn’t do enough damage to force a defensive style of play.

Adel lasted longer simply because of the nature of the fight.

Needless to say, most of Ultimecia’s minions suffered the same fate. I was level 100 on all my characters at this point (mainly to see what their final stat values looked like.) As I didn’t bother to mug any of the fights, they all ended in 1-2 minutes if even. Tiamat actually died before he got a turn since Squall proc’d a lucky Lionheart. Irvine’s AP rounds took care of Krysta and Red Giant. In the aftermath, from Fujin + Raijin all the way to Ultimecia’s final form, I didn’t drop a single KO on my main party (the other 3 got sucked into time :D)
I feel like a health boost to a majority of these bosses (minus Ultimecia which I feel is solid in length but lacking in damage overall) will go a long way in making them feel more worthwhile and actually getting to see some of their attacks.

And finalllllyyyyy, Ultima and Omega Weapon:

(As a side note, I avoided using the few invincibility items the game gave you to adequately get a feel for the fights.)

Oh boy, these two fights alone probably took me a solid 5-6 hours of attempts. Remember when I said I feel overleveled? Well, not for these guys. As important as I think having the right stats was for these fights (a major reason why I ended up benching Rinoa), it really came down to proper execution which I feel is how a worthwhile boss fight should be designed.

Ultima Weapon had me scratching my head for a long time. I remember reading how you said Light Pillar is now survivable but I just couldn’t figure out how. I ended up beating him once by sheer brute force (and a lot of ressing) but it just didn’t feel good. So I sat down and actually figured out how Light Pillar worked. I was actually approaching it from the complete opposite direction which is one of the reasons why it took so long. After my dumb brain finally figured it out, the fight was like 100x easier. He felt almost like a one-trick pony at this point. Regardless, still a top-notched fight.

Now, after having figured out Light Pillar, I thought Omega was going to be a piece of cake. He shoved my face in the first attempt. Then the attempt after that, and the one after that…and many more after. Now, I haven’t actually done this fight on the original game so I don’t know how it compares but I absolutely loved it on this mod. Best fight. Hands down.

I understand that he is supposed to have a fixed attack pattern in the original and that the mod mixed things up a bit. Incidentally, I actually ended up beating the fight mainly because I ended up noticing a pattern in his attacks. Needless to say, I don’t think this is a flaw but rather well-done on your part to mask it so subtly. After all, I don’t think the fight would be fun at all if it was entirely RNG-based given the nature of his attacks.

Random thoughts

Physical versus Magic:

Overall, I think this actually turned out rather balanced in the end. However, early to mid game I feel like magic casting definitely had the advantage.

For one, it is much easier to take advantage of elemental weaknesses compared to physical which had to be junctioned beforehand. As such, it is much easier to fight normal encounters with magic. Even with bosses, you would need to consult a guide beforehand to find out their weaknesses or wait until a second attempt to redo your junction where all you need is a scan for spell casting.

Once Double became more abundant, I felt casting really pulled away for that period of time. In comparison, physical had Darkside which acts as a pseudo Double. The only difference is that for situations where the enemy doesn’t have that high of defenses, a double cast of a spell will always outdo a capped 2x damage hit. I think removing the damage limit on Darkside will allow physical some much needed viability in the earlier portions of the game while maintaining its uses into the late-game. I don’t see this being too overpowered since there are very few scenarios where you would be able to push Darkside past 20k damage (the point at which it would be stronger than a Double.) And in cases where you can, it’s usually trivial encounters you’re fighting.

Once Triple-Meteors and Aura-Limit spamming becomes a thing, I feel like the two avenues of damage dealing are pretty close in output. So no problems there.

Drawing Limit: The best feature of the mod.  :P

Extra Quests: Really loving them, however minor they might seem. They really add a bit of extra flavor and personal touch to the base game. Would love to see more.

On that note, might I suggest a possible quest related to the little girl on the beach in Dollet? If you talk to her a bit, you find out that her Grandpa is no longer around and her mom has gone missing. I always feel sad when I see her playing alone in the sand. As to what the quest would be about, I have no idea. I’m not very creative, you see.

FINAL THOUGHTS (I promise)

Excellent mod. I rate Chicobo/10.

Seriously though, I had a ton of fun and really appreciate all the work you’ve put into this. I am excited to see what you have in store for the next patch and am even tempted to start up another playthrough with it with limited leveling to see how I feel about the balance that way.

As a last note, I would love to see a separate version of the mod where the main story fights are more akin to some of the optional bosses in terms of difficulty.

16
I saw someone preview it a bit on twitch yesterday and it looked absolutely stunning! Looking forward to trying it out myself.

Thanks for all the hard work as usual!

17
Just finished disc 2 and it's been a ton of fun so far. I have a few thoughts, but I'll save them for until I finish the entire game to better organize them.

One thing that I do want to mention though was the Cerberus fight. That was probably the hardest fight for me up until this point and man what a fight that was! I thought I was more than prepared for anything (had pretty much full stock of every possible spell so far on my entire party and was a solid lvl60 on squall / 40-ish on my other two members) and he still wiped the floor with me. I ended up having to dedicate both Rinoa and Quistis to full time buff and healing duties just to stay alive. Both tornado and quake would do half of my party's hp even with aero and break junctioned to ele-def and sometimes he would back to back cast them. I felt like I needed protect at all times because of his physical/acid rain and haste/double on both my casters in order to keep up with healing. I tried using shell/float too but opted for just healing through since he kept dispelling and it was too many buffs to try to maintain. Oh, and that acid rain attack has got to be the worst part of the fight. The dispel plus the heavy physical damage of it meant that if it followed a tornado or quake before I could heal, it was likely a KO on one of my casters. Not to mention he really likes to spam it and he's so freaking fast! All in all, very fun fight and even more satisfying once you beat him.

On the other hand, the boss battle right after that felt like a joke in comparison. Maelstrom hurts a lot but she just didn't have the speed to really follow up to make it deadly and I could easily heal up to full before anything happens. The RNG deaths were annoying but nothing I couldn't deal with since once again her slow speed makes it easy to recover.

Also, is triple still available as a drawn spell from enemies at some point in the game since neither Odin or Cerberus has it. You can just tell me a yes or no so I know if I would need to refine it or not.

Edit: In hindsight, I think much of what made the Edea fight easier for me compared to Cerberus was the fact that I had two treatments already by that point and since a lot of her skill set revolved around inflicting status ailments, that kind of trivialized the fight. Gaining an extra Spd-J also really upped my party's survivability since both of my casters had 50+ spd.

18
Hey Callisto, just wanted to drop by to let you know how much I'm enjoying your mod. It's my first time revisiting this game in well over a decade and I'm having a blast with all the gameplay changes you've made. I actually restarted partway into my playthrough after finding out about your mod since I was finding the original game to be too easy. I'm still relatively early in but I've already found it to be much more engaging. The balance so far is spot on: boss fights are challenging and sometimes require multiple attempts and even normal battles can be deadly. It's a lot of fun learning which monsters I have to be vary of instead of just breezing through every normal encounter. I also love all the little extra things you've added throughout the game, like the side quests or extra rewards during the story. I can really see how much heart you've put into this.

I'm looking forward to the rest of the game and hopefully I'll report back with my thoughts after playing some more. Cheers!

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