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Messages - Leythalknight

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51
Releases / Re: [FF8-PC Steam 2013] FFVIII Crystal 1.1
« on: 2020-12-29 14:15:26 »
I appreciate you being considerate about boss placement and difficulty. In the old FFVIII Requiem mod, he had Seifer cast Flare in your first fight with him which means he could potentially open up the fight with it and oneshot you before you even got shell ready.

...that mod had a lot of bad ideas but it was all we had for a long time. Thank God this awesome mod came along.

I have definitely seen a general increase in difficulty so far and I agree with your reasoning. Too often JRPGs became trivially easy with more options so I'm glad you are reversing that, making it more challenging with more options.

Speaking of boss placement and selling items though, I just beat NORG and I'm very grateful he's so easy compared to how he was in Ragnarok Rebalanced. I was totally out of Phoenix Downs and very worried his fight would e a nightmare like the last mod I played. I had a team of Irvine  and Quistis, sending Rinoa to the Missile Base so they had one great healer and I, with Irvine's heal gun, had another . But this meant I had no one who can use Raise so I was worried.

You don't need to tell me exactly what the added sidequests are but can you tell me when/where they occur?  Just curious what I should be on the lookout for.

In any event, this mod is extremely interesting and I will recommend it to people on other FF forums I frequent. For somebody who has played FFVIII as much as I have, you've really re=energized my interest in the gameplay. I intend to see this through to the end and hopefully my comments can help a little bit.

It's a shame that the only Squall/Seifer 1v1 happens on Disc 1 and immediately before a battle that I want to be a challenging introduction to sorceresses, 'cause I'd love to have a more difficult one later in the game. Maybe I'll try to work something like that in someday.

If this isn't the case already, I may make Joker continue to appear in the Training Center to sell items until after NORG is defeated. Glad you got some use out of Exeter, though.  ;D

Sidequests/additions to existing sidequests:
Spoiler: show
A battle has been added to the Winhill Vase Quest.

Dollet, after the events at Trabia Garden.

Within Esthar, after the Lunar Cry.

The Thrustaevis battle triggered during the Obel Lake Quest has unique AI and an additional reward.

The Sorceress Memorial, after meeting Esthar's president.


The sidequest section of the included info doc is a little more detailed about what you need to do should you need it.

I'm currently working on another sidequest--or rather, building on one introduced in the last update; once I'm done, I'll release it along with fixes to the issues you've found.

I appreciate the kind words and the feedback.  :)

52
Releases / Re: [FF8-PC Steam 2013] FFVIII Crystal 1.1
« on: 2020-12-29 03:12:46 »
No problem. I just got to Galbadia Garden and having fun with the changes you've made.

I do have a few questions, though.
1. Would you say the game gets harder later on?  Maybe I'm just overleveled (Squall is Level 16, Rinoa is Level 18 and Selphie is Level 21) but things haven't been too difficult for a while now.  if this was a normal RPG you'd expect challenge to increase with time but since it's a mod, you usually see a huge spike in difficulty right from the start ya know? I dunno, I don't think it would hurt to increase damage and HP a bit on the enemies.

2.Do you ever get more GFs? I've already "mastered" all the innate abilities on a few of my GF's. Or do you just learn more abilities for the GF's you have?

3. Do you ever get Abilityx3 or Abilityx4? In general I'm just curious how I learn more abilities for my GF's since right now I've been Drawing all my magic and am sorely missing Refine abilities.

EDIT:

Okay just about to do Sorceress Assassination and Shiva is gonna learn Blk Mag RF 1. I guess i's a Level thing, maybe? Oh well, sorry for the dumb, impatient question.

EDIT 2:

Also I kinda cheated with Rinoa using Aero against the Brothers... Aero is a White Magic spell in many FF games but I just got Blk Mag RF 1 and it's Black Magic here. My bad. I def won't do it again.

Edea was a pretty sweet boss fight.

1. I would say so, in part because of how stat scaling works and because I feel more comfortable making difficult fights when you have more tools at your disposal. Also, on Disc 1 there are a few bosses that I think are in awkward positions, like Gerogero and Seifer. In the former case, you can't go back and do things like buy items once you start the train mission (I may make one of the Forest Owls sell stuff to get around this), and in the latter you can only use Squall and I don't want to have a hard Seifer fight followed immediately by a hard Edea fight. Sometimes I'm just waiting for the right idea for an enemy, or I'm okay with them being kind of weak (e.g. Geezard or Funguar).  I'm not looking to make the mod a ball-buster, but if there are any enemies you think are particularly weak, I'll take a look at 'em.

2. No, though I might make them a reward for doing some side content late in the game. (I had intended to make a GF the reward for one of the sidequests I added in the last update, but after considering the implications of it I decided not to.)

3. Yeah. The info doc included with the mod files shows what everyone learns and when. Also, you can use Tool-RF to learn some refine and Junction abilities earlier.

Okay a couple big problems to cover in D-District Prison.


If you put Berserk on this guy so he can't do Evil Eye while dying, he's just immortal and will keep fighting.

Also when I tried to Mug Wedge I got the "Stole 0's" problem reported on earlier.

Thanks. I caught that issue with regards to Stop, but didn't consider Berserk. I'll fix that in the next update.

The 0s thing is harmless, but annoying... I don't understand why it does that considering I'm using the same "Nothing" slot that the game normally uses. A bug with Ifrit, maybe? I'll have to keep making enemies' Mug lists the same/similar as their Drop lists, I guess. Never mind. It's because they still have a Mug chance.

53
Releases / Re: [FF8-PC Steam 2013] FFVIII Crystal 1.1
« on: 2020-12-25 19:56:06 »
Yo. this mod looks awesome and right up my alley. Thank you and I'm excited to try it.

But just a heads up for you or anyone else who is just coming back here for the first time in months - the Roses and Wine thread is gone because the creator was banned. So the readme instructions included with the mod needs to be fixe.

And since RaW is needed for this mod to work, the Ragnarok Rebalance creator has a link to it
https://drive.google.com/file/d/1YU7dP4DkuPt7kCCmkdg8SKnliZ7ygfGD/view

Thanks, hope you enjoy it.

Oh, I didn't realize. I'll fix the link in the next update. Thanks.  :)

54
FF8 Tools / Re: [PC] Enemy editor - IFRIT (0.11)
« on: 2020-12-19 19:06:22 »
Hi there,

I'm modding FF8.
I'd like to build battles such as Wedge, Biggs and Elvoret; Vysage and Gargantua; Fake President and Gerogero; etc. That means battles where the first opponent leaves the place to a new one when he has died.
I tried so, but, in the best manner I could do, the new opponent is invisible. He is playing, he is targetable, but invisible, that is really not convenient for the player.
Would any other one have tried and made a success of it?

Thank you in advance!

Maybe you've figured this out by now, but try making the second enemy use an ability like Sphinxara's Magic Summon or the ability Trauma uses to spawn the Dromas in their Initial AI. That will cause the enemy to appear upon spawning. I believe there is also a combination of flags that will make them show up after being launched by the previous enemy without taking up an ability slot, but they do so with no animation and it looks kind of awkward. Oh, and keep in mind that the game may do weird things or crash depending on what enemies you're using.

55
Releases / Re: [FF8-PC Steam 2013] FFVIII Crystal 1.1
« on: 2020-12-19 18:35:09 »
FFVIII Crystal 1.1

Download: https://mega.nz/file/ZDwVyKCL#xAaF2EXFgHzl48I5tZKzGlP2PXFnz1UKkaORttnY7ho

This update may be big enough to be called "2.0," but I think a lot of the changes are how things should've been from the start. Consider it a relaunch.

Some screenshots: https://imgur.com/a/sFzaH4y
(Taken using graphical mods by MCINDUS and FatedCourage)

Content:

Spoiler: show
A new battle has been added to the Winhill vase quest.

A new battle has been added to the mountain hideout in Dollet, accessible after the events at Trabia Garden.

A new battle has been added at the Sorceress Memorial, accessible after meeting the president of Esthar.

A new enemy has been added to Esthar, accessible after the Lunar Cry.

Unique AI has been added for the Thrustaevis battle triggered during the Obel Lake quest.



Characters/GFs:

Spoiler: show
- All characters' GF compatibility increased from 400 to 600.*
- All GFs' HP increased.
- Altered GF summon damage values.
- Chocoboy now sells Mog's Amulet for 20,000 gil at each of the first six Chocobo Forests.
- Added Tool-RF, which can be used to learn Elem/Status-related Junctions and the WHT/BLK refinement abilities from items.
- The final reward from the bone quest in Dollet has been changed to Tool-RF Scroll regardless of story progress.
- Aero, Bio, and Break have been moved from BLK-RF 2 to BLK-RF 1; removed Demi from BLK-RF 2, which was added erroneously.
- Esuna: St-Def-J changed to Poison, Darkness, Silence, Sleep, Confusion.
- Dispel: St-Def-J changed to Petrify, Silence, Berserk, Zombie, Slow, Stop, Curse, Drain.
- Devour: HP restoration added to buff-granting effects; altered some enemies' Devour effects.

- Squall/Bahamut:
- Ability unlocks changed as follows:
> Darkside: 35 --> 15
> Return Damage: 25 --> 35
> Cover: 15 --> 25
> Elem-Atk-J: 25 --> 20
> Str+20%: 25 --> 30
> Abilityx3: 30 --> 25
- Decreased Cover's AP requirement from 100 to 80.
- Mega Flare: Power lowered; now ignores Spr.
- Defend status now has a small effect on Crisis Level.
- Renzokuken: Attack power of each hit increased from 9 to 10.
- Lionheart (Limit): Attack power of each hit increased from 9 to 11.

Quistis/Shiva:
- Luck lowered; Weapons' crit bonus lowered.
- Spd lowered slightly.
- LV?Curse: Status attack power increased.
- Acid: Damage lowered.
- Micro Missiles: damage increased (3/16 at level 1, 3/8 at level 2, 1/2 at level 3, 3/4 at level 4).
- Gatling Gun: Crit Bonus increased.
- Ray Bomb: Damage increased.
- Homing Laser: Damage values changed; now ignores Spr.
- Shockwave Pulsar: Crisis Level 4 damage increased.

Zell/Ifrit:
- Altered Str curve to increase growth at earlier levels.
- Luck lowered.
- Spd growth curve changed; Spd maximum slightly lowered.
- Hit of all weapons lowered.
- Crit bonus of certain weapons lowered.
- Duel: Timer slightly increased; input sequences of Burning Rave, Meteor Barret, Different Beat, and My Final Heaven reduced to four buttons.
- Aurabolt: Now deals Vit-ignoring physical damage; element changed to Non-elemental; inflicts Sleep in addition to Darkness; status affliction power lowered.

Rinoa/Carbuncle:
- Angelo Reverse: Fully restores HP upon revival.
- Wishing Star: Power decreased from 22 to 17; now ignores Vit.
- Shooting Star: Hit increased to 255.

Selphie/Tonberry:
- Altered Spr growth to increase growth at earlier levels.
- The End: damage increased.
- Reverted removal of Wall from Slot.
- Altered Slot array for greater spell variety.

Irvine/Cactuar:
- Cactuar: Begins with St-Atk-J*.
- Valiant: Str and Hit increased.
- Ulysses: Crit Bonus increased from 5 to 8.
- Bismark: Str and Crit Bonus lowered.
- Exeter: Base power increased from 24 to 26; Crit Bonus increased from 0 to 12.
- Normal Ammo: Crit Bonus decreased from 20 to 10.
- Shotgun Ammo: Crit Bonus decreased from 15 to 10.
- Dark Ammo: Power decreased from 11 to 8; Crit Bonus decreased from 20 to 15; elemental damage modifier increased from +120% to +150%.
- Fire Ammo: Crit Bonus decreased from 15 to 10; elemental damage modifier increased from +120% to +125%.
- Pulse Ammo: Crit Bonus increased from 50 to 54.

*These changes will not be reflected in save files from previous versions.


Enemies:

Spoiler: show
- Starfall: Power lowered.
- Certain enemies will now use a more accurate version of the standard physical attack at high levels.
- Increased Evasion of certain enemies.
- Enemies in Lunatic Pandora (final) now use standard FFVIII level scaling.
- With the exception of those in the central part of the Galbadian continent, plateaus on the world map now hold enemies that scale up to level 60; the left half of Winter Island contains enemies that scale up to level 75; and Island Closest to Heaven enemies scale up to 90.
- Enemies on Island Closest to Hell now use standard level scaling + 10 levels and you cannot run away from them, but a "bonus" enemy has been added for winning these fights.
- Changes to level calculation in various battles/areas.
- Fixed battles with bad camera angles/enemy placements.

- Glacial Eye: Acts less frequently; uses Blizzard at low levels; won't use Petrify Stare if Blinded.
- Fastitocalon (Fake): Replaced.
- Caterchipillar: Increased weakness to fire and ice.
- T-Rexaur: Made immune to Confusion.
- Red Bat: Added Blizzard to mid-level Draw list and Blizzara to high-level Draw list.
- Bomb: No longer expands after using Protect on itself.
- Elite Soldier: Attacks less frequently.
- Wendigo: Spr increased.
- Grendel: Thunder Breath changed to a physical attack; Vit lowered and Spr increased; altered elemental resistances; added Confusion behavior; added an additional ability and associated text and AI.
- Elastoid: Str, Vit, and Spr lowered; Spd increased; can now use Dispel more intelligently and follow up with Beam Laser; Beam Laser's accuracy raised to 255; uses Reflect Beam at or below 40% HP; drop and mug rates increased; Slow added to Draw list.
- Chimera: Lowered HP and Vit; Fire/Thunder/Water absorption changed to 50% damage taken.
- Thrustaevis: Uses diving attack less often.
- Creeps: Added weakness to ice.
- G-Blue Mage: AI reworked; Storm Breath replaced with Eerie Sound Wave at high levels; recolored texture.
- Cactuar: EXP gain lowered; fixed issue causing graphical glitches in certain battles.
- Forbidden: Swapped effects of Double Sword and Thrust.
- Malboro: Eerie Sound Wave now deals magic-based percentage damage; Dissolving Acid is now a Spr-ignoring magic attack; Bad Breath now inflicts Zombie.
- Turtapod: Lowered Sleep and Doom resistance; now uses a defense-ignoring physical attack when Confused; added Reflect to its Draw list.
- Torama: Str increased; Blaster changed to a Spirit-ignoring Magic attack; now uses LV5 Death only when below 30% HP; added Confusion behavior.
- Elnoyle: HP, Str, Mag, and Spr lowered; Spd increased; takes increased damage from Fire and Holy; added invulnerability to Poison; status vulnerabilities and Draw list changed.
- Iron Giant: Thunder weakness reduced from 250% to 220%; Earth weakness reduced from 200% to 170%.
- Behemoth: Vit increased; Spr decreased; now has a chance to heal status ailments.

- Elvoret: Str increased; can now heal Blindness; now uses a critical attack at certain HP thresholds. This will also advance the variable which determines its action by 1, and the second critical attack will also increase its Spd for the rest of the battle.
- X-ATM092: Gains a slight Str boost after its HP has been reduced to 0 three times.
- Iguion: Increased HP; increased likelihood of using Haste; decreased Slow resistance.
- Base Leader: Lowered HP.
- Base Soldier: Increased HP.
- Raijin (1): Level lowered.
- Cerberus: Str lowered; Slow resistance lowered; no longer uses Quake; Doom replaced with Meltdown.
- Abaddon: Turtle Shell now drops from the boss as well as being a Mug item.
- Propagator (all): High level range changed from 40 to 34.
- Jumbo Cactuar: Spawns with fewer Cactuar kills; Str and Spr lowered.
- UFO?: Uses Abduct 1 turn sooner; increased EXP value from 60 to 250; added Meteor to Draw list.
- Raijin (final): Vit decreased; Spr increased.
- Fujin (final): Spr and Vit lowered.
- Seifer (final): Bloodfest's attack type reverted to standard physical attack; uses fewer attacks after Bloodfest, but is more likely to attack with a critical hit; Str and Spr lowered; Vit increased.
- Adel: HP lowered.
- Bahamut: Fixed an issue in which Bahamut would stop using Breath attacks; increased likelihood of shifting elemental weakness.
- Ultima Weapon: HP and Vit lowered.
- "Sorceress" (worm): Str, Vit, and Spr lowered.
- Red Giant: Made more susceptible to Slow.
- Omega Weapon: Lowered HP; can now counter the Shot command; removed Holy and Meteor from its Draw list and replaced them with Life and Zombie; made immune to Poison.
- Griever: New ability added; Dispel replaced with Light of Penance.
- Ultimecia (final): Dispel replaced with Light of Penance; Apocalypse strengthened; attack pattern changed.


Misc.:

Spoiler: show
- Updated the included info doc with information on
> new refine abilities
> new item locations
> new content
> Devour effects
> the number of empty slots each GF has as well as which abilities can be safely deleted without losing any functionality, for players who want to plan out how they distribute abilities.

Lowered the prices of the following shop items:
- Shell Stone (1500 --> 1250)
- Protect Stone (1500 --> 1250)
- Demolition Ammo (500 --> 350)
- AP Ammo (500 --> 350)
- Thief's Glove (20000 --> 10000)

- Corrected Steel Curtain's sell price.
- Raised the sell prices of Jet Engine to be in line with other ability-teaching items.
- Merchant's Hat changed to a one-time reward; restored ability to purchase Gysahl Greens from the Chicobo in Chocobo Sanctuary.
- Lowered Sleep status timer.
- Added/changed NPC dialogue to hint at new sidequests.
- Various other changes and fixes.

Future plans
- More new sidequests
- Reworks/additions for some enemies/bosses that still use vanilla or close-to-vanilla behavior
- Diabolos re-rework
- FFVIII Remastered version
- Reorganize the Item list

Also updated the OP with thanks to goodmorninpluto for the feedback.

56
Releases / Re: [FF8-PC Steam 2013] FFVIII Crystal 1.0.3
« on: 2020-05-13 19:44:24 »
Sorry I haven't been around in the past few weeks--between work, another project i needed to finish by the end of April, and some issues in my personal life, I just didn't have the time or energy to work on this mod. Things have calmed down, though, so I'm getting back to work on this.

Just beat Ifrit after 3 tries, so used to not needing to think in this game that I wasn't really prepared. Messed up not exchanging magic but managed to bruteforce it with draw-casting Cure. The AI changes were exciting.

Even this early on I'm really liking what I'm seeing, the changes are pretty much exactly what I was after with this game. The NT mod is interesting too but I haven't seen much progress on that one recently :(.

Thanks for making it!

Thanks for the kind words =) I hope the rest of the mod lives up to your expectations.


Currently playing through this mod, up to Dollet (second visit), will post more feedback once I finish disk 1, for now I want to point two bugs (nothing gamebreaking):
- game text still says I received Occult Fan II instead of Gambler Spirit in Dollet TT player room (only text, item in inventory is correct)
- cockatrice AI near Dollet doesn't work, it just looks at me menacingly and not doing any moves.

Thanks for the feedback. You can use these files to fix the Cockatrice: https://mega.nz/file/9GIXQCBJ#SPxT1IpM4feu0Yc_k2QUvDaGJed2r-ijpYn63IU6Joo

I'll have the Gambler Spirit text fixed in the next update.

57
Releases / Re: [FF8-PC Steam 2013] FFVIII Crystal 1.0.3
« on: 2020-04-11 18:58:14 »
Took me longer than I'd have liked, but here's 1.0.3. https://mega.nz/file/1fgURSAQ#hhm4KVMa79zsYV4PIFLS7HTHZtKxQ9EevFA_g9Cbwag  Apologies to anyone who may have been waiting.

- Lowered status affliction power of certain enemy abilities.
- Removed Doom status from certain abilities.
- Jumbo Cactuar now spawns from killing Cactuars, similar to Tonberry King.
- Certain enemies/bosses changed to take fewer actions.
- Lowered Irvine's base Speed.
- HP Up's effect increased from 10 to 20.
- Removed unknown34 opcode from Sphinxara and Trauma's AI.
- Various changes and fixes.

HUGE thanks to UpRisen for all the feedback and bug-finding.

I would have released this a bit sooner if not for Sphinxara and Trauma. I found that the unknown34 opcode was causing crashes even when using clean dat files, so I replaced it with launch(), which appears to do the same thing--spawn enemies--without the crashes. Both worked properly the last time I played through the mod and I'm unsure of the root cause of the problem or at what point it began.

About to begin playing this now myself.
Didnt notice anything about Triple Triad, does it remain the same (I'd dont mind Triad myself, just worried about items I may need from it)?

Are the GFs RECOMMENDATIONS for those characters or are they locked?

Sorry for the delayed response. There's no Card Mod, so no need to play TT if you don't want to. If you're inclined to collect cards, you can get an item to teach Card from the stacks of books in the TT player's private room in Dollet. TT is otherwise untouched.

As for GFs, something in-between, I guess. They're not actually locked to the character, but you're meant to keep each character with their assigned GF. There are logical limitations even if you were to swap them around--for example, Squall will never be a good mage and thus you wouldn't want to give him a GF like Carbuncle or Tonberry.

58
Releases / Re: [FF8-PC Steam 2013] FFVIII Crystal 1.0.2a
« on: 2020-03-18 19:59:57 »
This sounds quite fun. I like the story, but I'm not a big fan of "monsters level up with you" or "everyone can do everything" play-styles.

I'd like to play your mod. Is there a way to port it to remastered?

I'm not up-to-date on Remastered modding, but to my knowledge, the only issue with porting to Remastered is making changes to the executable. I haven't made that many such changes, but nerfs to abilities like Darkside and Cover would no longer be there and removal of certain spells would be broken due to being unable to change the contents of Draw Points, among other things. I've considered creating a "lite" version of the mod to get around this, but if it comes to that, I'd prefer to wait until I've gotten more feedback and made more additions so that I don't have to keep porting changes each time I update.

The specific things you mentioned may not be too hard to implement, though. I'll look into it tonight and let you know.

59
Releases / Re: [FF8-PC Steam 2013] FFVIII Crystal 1.0.2
« on: 2020-03-18 16:12:27 »
Found a major issue. After the Iguion fight in Deiling City you receive an HP Up item. Using this item will instantly start an encounter vs a single Galb Soldier in Dollet, after the fight every time you attempt to press Menu it will start another fight instantly.

1.0.2a released and OP updated.
https://mega.nz/#!NTx13YDI!MaRqrBvHq178KSf6sCsrUpoRXtXdaFH-NWOr-0Xw-g8

- Fixes the above issue.

60
Releases / Re: [FF8-PC Steam 2013] FFVIII Crystal 1.0.2
« on: 2020-03-18 03:57:24 »
Took longer than I had planned, but:

Version 1.0.2. released.

Download: https://mega.nz/#!Ne4xSCTQ!ZF7GQTDglxv1CbGKSyyhTeQFI8geVAE8O_BnaPK6A-o

- Fixed text display errors in the WHT-RF 1 and WHT-RF 2 Information menus.
- Fixed camera angles in certain battles.
- Replaced Esthar Soldier's Ultra Waves with Noiseblaster/Sunbeam.
- Lowered train fare prices.
- Fixed a display issue with Minotaur's in-battle dialogue.
- Grand Mantis: Melting Bubble is now a mid-level attack; uses Silence at low levels instead.
- Creeps: Float added to Draw list.
- Various changes to world map encounters and encounter regions.
- Changed items available in Chocobo Forests.
- Mog's Bounty item removed; replaced with Mega-Remedy, which heals several status abnormalities for all allies.
- Mega-Remedy added to Esthar Shop!!!.
- Altered final bosses' behavior.
- Preparation for future updates.
- Misc. changes.

If anyone could confirm that the refinement abilities' Information menu text displays properly for them, I'd appreciate it.

61
Releases / Re: [FF8-PC Steam 2013] FFVIII Crystal 1.0.1
« on: 2020-03-10 20:47:26 »
Im up to the Tomb of the Forgotten Soldier with no other major issues. Ill keep all of my notes about the balance until the end to make sure its the best possible feedback and as to not warp my experience of the mod.

list of bugs.
several encounters have enemies that are off camera. inside timber vs 2 red guard. outside timber vs a mushroom and snake
outside of Deiling has an encounter with the beach field with a Thrustavius
Maybe misunderstanding the post about Kamikaze being the source of vit 0, but Grand Mantis Melting Bubble attack applies vit 0 to my characters.
Still on Disc 1 you can fight Adamantoise on the beaches outside of the desert prison. Way to early to get Blizzaga, protect, shell, and quake. weak to stop so can just stop him and draw 3-4 times and run away. I didn't farm him for sake of balance testing.

The next update will include fixes for those issues as well as a few other things. I'm gonna hold off on a release for now barring a major issue, though.

Enemies can still inflict Vit 0, but the only way for the player to use it is Kamikaze. I might make the Grand Mantis only use that from mid- or high-level.

Thanks again!

62
Releases / Re: [FF8-PC Steam 2013] FFVIII Crystal 1.0.0
« on: 2020-03-05 20:07:37 »
1.0.1 released.
Download here: https://mega.nz/#!EbgwWAib!0-PyP9lbyWclioXhQKSlwKtsF4Zc7a44wlnL5uCltiM
- Fixed the crash before getting your initial SeeD rank.
- Fixed the issue with Shiva's name menu appearing multiple times.
- Miscellaneous fixes.

- Bite Bug and Vampire Bat will use fewer moves at low levels.
- Caterchipillar's bite no longer poisons and Ultra Waves' status attack power is lower.
- T-Rexaur's status properties changed;immune to Sleep but can now be Blinded, but only once.
- Ifrit can counter Blizzard with Fira and has a new move called Firewall that protects it from Ice attacks.

Got through Dollet but cant continue due to a 100% crash.

thoughts and bugs so far.

bug:
when meeting quistis naming screen for shiva appears twice, the a third time after the tutorial, and every time you enter and leave the garden and quistis joins
game not responding in catchapillar fight after getting it low hp, appears to be ultra wave. Ultra wave works with quistis
Crashes when transitioning to Cids Office to recieve your first seed rank.


Balance:
every enemy in beginning had a status, including a petrify, berserk, and a confuse. its a little oppressive.
T-rexaur in balamb forest should not be reliably beatable by squall + quistis before fire cavern. Either needs to hit harder or be immune to sleep
ifrit a litte whimpy overall. just a few cast of blizzard while chain drawcasting cure is more than enough to win with tons of time left over.
Dollet was fun and well balanced.

Thanks for the feedback! I'm sorry about the issues. How sloppy of me.

I'm not sure what's causing the issue with the Caterchipillar, but it may be related to its targeting when using its Bite attack as that's the only thing in its AI that I've changed. I've reverted it for now and will investigate more tonight.

When I was testing the mod before uploading, I noticed Shiva's name menu wasn't appearing and inserted some redundant MENUNAMEs, forgetting that it'll keep popping up even if you already have the GF. Should be fixed now.

The post-Dollet crash was happening because two of the files for Cid's office weren't in the field archive for some reason... It may be related to a crash that occurred while trying to save changes to that field in Deling. I must've forgotten to replace that field's files after removing the corrupted ones.

With regard to status effects in the early game: Yeah, I had a feeling it was too much and the last-minute change to Bite Bug didn't help.

I slightly increased the levels of the T-Rexaur encounters in the early game and made him immune to Sleep but susceptible to Blind. I have a method of making powerful, permanent status effects like Blind less so and planned to roll it out gradually to certain enemies, and now's as good a time as any to give it to T-Rexaur. Basically, Blind will work on T-Rexaur, but the effect will be removed after a certain number of turns and you won't be able to inflict it again. There is another method of cheesing T-Rexaur in the early game, but I'm leaving it in because it relies on limited resources and because I think it's fun to watch.

I went back and forth on Cast-Blizzard in the Ifrit fight since both its variance and Ifrit's damage output are high. I had runs in which he was a breeze and others in which he gave me a hard time. I thought it over and gave Ifrit a chance to counter ice-element attacks with Fira, and at half health he will use a new move called Firewall that heals him a little and makes him immune to Ice.

63
Releases / Re: [FF8-PC Steam 2013] FFVIII Crystal 1.0.0
« on: 2020-03-04 21:21:57 »
cool mod!

Thanks!

I do believe I am now going to have to set up and give this a try.

Thanks for the interest! Let me know what you think.

64
FFVIII Crystal 1.5.5 / Remastered Version 1.1.5


Introduction

FFVIII Crystal is a rebalancing mod for FFVIII that began as a self-imposed class-based challenge playthrough roughly 10 years ago and still retains some of its features. It attempts to make each character more distinct, dial back some of the overtuned mechanics and abilities of FFVIII, and make the game more challenging while keeping the "flavor" of the original game.This mod is intended for the English 2013 Steam release of FFVIII and is playable from start to finish.

Steam-2013: Nexus / itch.io
Remastered PC/Switch: Nexus / itch.io


Donations


Characters
Spoiler: show
Basic stat junctions have been removed in favor of more meaningful gains through leveling. Junctions for Elem-Atk, Elem-Def, Status-Atk, and Status-Def are still available, and the values that spells add to each have been adjusted. Additionally, each character joins the party with a GF tailored to their abilities.

This mod is designed around limiting which spells can be used by characters who possess the Magic command. This information is provided below as well as in the in-game Information section, but as it is not hard-coded into the gameplay, you can ignore this aspect of the mod if you wish.

Squall
- Knight archetype that borrows from the Paladin and Dark Knight classes
- High Vit and solid physical damage, low Spr and Spd
- GF: Bahamut
- Usable spells: All spells included in the WHT-RF 1 ability (Cure, Esuna, Dia, Water, Scan, Float, Blind, Confuse, Sleep, Silence, Berserk) + Regen and Zombie

Squall's Limit Break damage has been lowered and all finishers but Lion Heart now inflict a status effect. New finishers are now gained according to blade type, so the Cutting Trigger is the first gunblade to give Fated Circle and Twin Lance is the first to give Blasting Zone.

Quistis
- Blue Mage with solid stats all around, but low Spd
- GF: Shiva
- Usable spells: N/A

Blue Magic is generally weaker in order to balance it around regular usage. Degenerator has been removed and some Blue Magic spells have had their properties changed with the aim of making as many of them useful as possible.

Zell
- Monk archetype with High HP and Str, weak defenses, high Spd
- GF: Ifrit
- Usable spells: N/A

The button combinations for Duel attacks have been changed, the timer has been shortened, and the move sequences are simpler. Most of Zell's Duel attacks now have an elemental property:
 
Dolphin Blow: Water
Meteor Strike: Earth
Burning Rave: Fire
Meteor Barret: Thunder

Basic Duel attacks, Different Beat, and My Final Heaven remain non-elemental.

Selphie
- Black Mage archetype with a hint of Red Mage
- High Mag and Spr, low HP, Str, and Vit
- GF: Tonberry
- Usable spells: All spells included in the BLK-RF series of abilities + Dispel, Meteor, Ultima

Full-cure is no longer in Slot, but Percent has been added to Slot and deals 50% HP damage to all enemies. The End now deals massive damage instead of inflicting Death. Additionally, healing/defensive options have been removed from Slot in favor of more offensive ones. Selphie's weapons now deal magic-based damage.

Rinoa
- White Mage archetype with high Mag and Spr, middling Str and Spd and low Vit
- GF: Carbuncle
- Usable spells: All spells included in the WHT-RF series of abilities

Angelo's attacks are Str-based, Angelo Strike inflicts Confusion, and Invincible Moon now grants Regen and is the only source of Invincibility in the mod. Angelo Search has been removed, but all other Angelo passives remain. Angel Wing's damage multiplier is x2 instead of x5 and now uses JWP's Angel Wing patch, which makes Rinoa cast only certain spells regardless of whether they're in her inventory. She has a chance to cast the following spells during Angel Wing, grouped in order from most to least likely: {Holy, Waterga}, {Flare}, {Doom, Meteor, Tornado}, {Pain, Quake}, {Blizzaga, Firaga, Thundaga}, {Curaga, Slow}, {Ultima}, {Haste}, {Wall}, {Aura}, {Apocalypse}

Irvine
- Middling Str and Mag, low defensive stats, high Spd and Luck
- GF: Cerberus (2013) / Cactuar (Remastered)
- Usable spells: N/A

Each of Irvine's guns have unique properties instead of being straight upgrades like other characters' weapons; additionally, each gun requires only one item to make, all of which can be bought in shops. Weapon properties are as follows:

Valiant: Basic, well-rounded
Ulysses: High base damage and Str, low accuracy
Bismark: Boasts the highest Str bonus, but its normal attack is weak
Exeter: Heals the target

Shot is generally weaker to account for more regular usage and the timer is shorter. Dark Shot now inflicts Poison damage. Hyper Shot is now the powerful attack it always should've been, but there are a limited number of Pulse Ammo in the game.


Enemies
Most enemies now have a fixed level in order to accommodate the changes to characters and leveling, though bosses and certain enemies still scale in some fashion. Many enemies use abilities they didn't before, and some are new. Enemy AI scripts have been adjusted to make them smarter and less wasteful of their turns, with some having new AI scripts altogether. Bosses have been made more challenging and given new abilities and mechanics.

Undead status has been removed from enemies, and formerly undead enemies now tend to have high Vit and a weakness to Holy and Fire. Sleep now halves an enemy's Vitality for the duration. Curse can be inflicted on enemies and reduces their Str and Mag by 20%.

Magic
Offensive spells have been strengthened across the board while curative spells have been weakened slightly. Demi, Aura, Double, Triple, and Meltdown are now enemy-only spells. A low-level Holy-element spell, a low-level Earth-element damage spell, and a high-level Water damage spell have been added. Pain now deals Poison-element damage, effectively making it a high-level Bio. Death has become Doom, which inflicts Doom and deals non-elemental damage.

Command Abilities
In an effort to make FFVIII's special commands more interesting, worthwhile, and distinct from other abilities, almost all of them have been replaced outright and most of the remainder have been altered in some way.

- Double: Spends 1/4 current HP to grant the user Double status.
- Mad Rush: Spends 1/2 current HP to grant the user Berserk, Haste, and Reflect.
- Chakra: Restores a percentage of one character's HP and removes a handful of status effects.
- Defend: Defend now costs 1/4 of the user's current HP.
- Darkside: The damage multiplier has been decreased while the damage dealt to the user has increased.
- Pray: Restores HP to all allies.
- Nightsword: Vitality-ignoring damage that drains HP and inflicts Curse.
- Shock: Physical damage and Poison to all enemies.
- Aurabolt: Vit-ignoring damage that inflicts Darkness and Sleep.
- Aura: Spends 1/4 current HP to grant the user Aura status. Aura's effect on Crisis Level has decreased, but its duration has increased.
- Kamikaze: The user sacrifices themselves to deal Vitality-ignoring damage and inflict Vit 0 on all enemies; also the player's only source of Vit 0.
- Devour: Stat increases have been replaced with helpful status effects; the amount of HP lost by negative Devours has been decreased or removed.
- Card: Unchanged.
- GF: The command itself is the same, but GF HP has been lowered, G-Returners have been removed, and Compatibility is now a fixed value.

Miscellaneous
- New items and battle items have been added.
- Several new sidequests have been added and existing ones have been adjusted to give more significant rewards, including abilities not learned by the characters' GFs.
- There are now more choices that can lower the player's SeeD rank points.
- Shops have been given more unique inventories.

Changelog

Spoiler: show

1.4 / Remastered Version 1.0: http://forums.qhimm.com/index.php?topic=19581.msg284551#msg284551

1.3-1.3.2: http://forums.qhimm.com/index.php?topic=19581.msg283899#msg283899

1.2: http://forums.qhimm.com/index.php?topic=19581.msg283349#msg283349

1.1.1: http://forums.qhimm.com/index.php?topic=19581.msg283125#msg283125

1.1: http://forums.qhimm.com/index.php?topic=19581.msg282970#msg282970

1.0.2a
- Corrected HP Up's item type.

1.0.2
- Fixed text display errors in the WHT-RF 1 and WHT-RF 2 Information menus.
- Fixed camera angles in certain battles.
- Replaced Esthar Soldier's Ultra Waves with Noiseblaster/Sunbeam.
- Lowered train fare prices.
- Fixed a display issue with Minotaur's in-battle dialogue.
- Grand Mantis: Melting Bubble is now a mid-level attack; uses Silence at low levels instead.
- Creeps: Float added to Draw list.
- Various changes to world map encounters and encounter regions.
- Changed items available in Chocobo Forests.
- Mog's Bounty item removed; replaced with Mega-Remedy, which heals several status abnormalities for all allies.
- Mega-Remedy added to Esthar Shop!!!.
- Altered final bosses' behavior.
- Preparation for future updates.
- Misc. changes.

1.0.1
- Fixed the crash before getting your initial SeeD rank.
- Fixed the issue with Shiva's name menu appearing multiple times.
- Miscellaneous fixes.

- Bite Bug and Vampire Bat will use fewer moves at low levels.
- Caterchipillar's bite no longer poisons and Ultra Waves' status attack power is lower.
- T-Rexaur's status properties changed; immune to Sleep but can now be Blinded, but only once.
- Ifrit can counter Blizzard with Fira and has a new move called Firewall that protects it from Ice attacks.


Installation
Spoiler: show
1. Install Roses and Wine (R07), available here to the game's root folder.
2. Copy the FFVIII Crystal.txt file in the Hext folder into Roses and Wine's RaW/GLOBAL/Hext folder.
3. Back up the files in your FFVIII/Data/lang-en folder before continuing.
4. Copy the files in FFVIII Crystal/lang-en into your FFVIII/Data/lang-en folder.

Be sure to start a new save file.

Methods of verifying installation:

1)init.out - Upon starting a new game, your inventory should be:

Potion x3
Phoenix Down x3
Antidote x3
Eye Drops x2
Tent x1

2)kernel.bin - Potions should heal for 400 HP instead of 300.
3)shop.bin - Balamb Shop won't sell Hi-Potions.
4)price.bin - Phoenix Downs will cost 2000 gil.
5) Field.fs - After naming Squall at the start of the game, you should be prompted to name Bahamut.
6) Battle.fs - The Bite Bugs in Balamb will be able to use Fart and Whirlwind. Ifrit will be accompanied by a Buel.
7) .exe changes - You should be able to Draw a maximum of 15 of a spell.


Credits
Programs Used:
Doomtrain by alexfilth, Maki, and JWP
Deling by myst6re
Ifrit by Gjoerulv
Ifrit AI beta by JWP
Cactilio by JeMaCheHi
Quezacotl by JWP
Rinoa's Toolset by Maki
MnGrpEditor by Nightshade
JunkShop by alexfilth
Roses and Wine/Hext Tools by DLPB

Many thanks to everyone involved in creating these tools.

Thanks to Sega Chief for showing me how to fix enemy data files; to JWP for many of the exe edits used in this mod and for sharing them publically; to Callisto for locating and sharing the SeeD salary values; to Colly for the mngrp.bin Thingy tables; and a huge thanks to UpRisen, goodmorninpluto, Nikkolas, and Dorklord for feedback and bug-finding.

Lastly, a huge thanks to everyone in the FFVIII modding community. I couldn't have made this without you and your efforts.

65
Try replacing the script in the Counter tab with "return" (no quotes) and see if it compiles. If so, you can then add battle.var60 += 1 back to the Counter script afterward if you want.

66
Around seek location 1853831 in Mngrp there's special bytes around ribbon that hide it till unlocked. unless someone plays chocobo world to unlock it it'll never show. Maybe you could do something similar to the seed tests.

Thanks for the suggestion. Haven't made any progress yet, but I'll keep trying.

I also got the idea to search mngrp for a way to change which menu the TEST option leads to. I found a way to change this for things in the Information section, but so far I haven't found anything similar for the SeeD tests. I wonder if that's handled by the exe, as everything I've found related to those menus in mngrp seems to be for text only.

67
Hi. I'm getting pretty close to releasing a gameplay mod for FFVIII, but there are a few issues I'm having trouble solving. If anyone could help out, I'd really appreciate it.

1. My mod gives each party member a single GF while keeping all of the GF boss battles. At first I thought that removing the givegf() command in their AI scripts would suffice, but I've run into an issue with Diabolos and Cactuar. If I use the Magical Lamp and defeat Diabolos, the fight ends like normal but hitting any face button triggers the fight again, presumably because the player didn't acquire the GF. Jumbo Cactuar simply fails to disappear from the world map after being defeated. In Diabolos' case, the check seems to be tied to the Magical Lamp's item type itself, as this happens even when changing a non-Magical Lamp item into a trigger for a non-Diabolos battle.

2. I'd like to disable SeeD tests while keeping the salary. Is it possible to remove that option from the menu or to change the value of the variable used to track test progress such that the game thinks you've completed every test?

Less important issues that I'd nonetheless like to change:

3. I'd like to lower the effect of Med Data from 2x to 1.3x, or failing that, 1.5x. 

4. Change Defend's physical damage reduction to 50% instead of nullifying it altogether.

5. Make Devour and Card give experience points.

68
I made a list of what the Unnamed entries in the Enemy Attacks list are. Many of them are used for dialogue, and when I wasn't sure which line an attack triggered I wrote down the conditions for its activation instead.

Spoiler: show
001 - Used by Trauma (involved in summoning monsters?)
002 - Basic physical attack (used by most enemies)
003 - Griever basic physical attack
004 - Ultimecia(3) basic physical attack
024 - Belhelmel dialogue/form change
030 - Cockatrice attack
040 - Fastitocalon form change
041 - Fastitocalon(2) form change
042 - Fastitocalon attack
043 - Fastitocalon(2) attack
044 - Biggs HP < 50%
046 - Snow Lion attack
047 - Snow Lion attack
050 - Armadodo attack
051 - Armadodo-related ("Armadodo falls over!" text or unused?)
052 - Armadodo gets up
075 - Gayla attack
078 - Adamantoise attack
081 - Righty attack
082 - Bomb enlarges once
083 - Bomb enlarges twice
087 - Vysage attack
092 - Blue Dragon attack
101 - Grendel attack
104 - Forbidden's HP < 20%
105 - Appears in Forbidden's ability list but appears to be unused?
115 - Funguar laser
116 - Biggs(2) attack
117 - BGH251F2(2) attack
119 - BGH251F2(2) death
132 - Torama stands up
134 - Thrustaevis attack
156 - Cerberus/Jumbo Cactuar/Seifer/Gargantua/"Sorceress"(3)/Ultimecia(2)/Ultimecia(3)/Seifer(4)/Slapper crit attack
160 - Base Leader HP < 50%
167 - Iron Giant/Red Giant attack
170 - Escaped... (Cactuar)
171 - Imp flies
172 - Abyss Worm rise
173 - Abyss Worm recede
178 - Used by Elastoid (involved with its use of Reflect Beam)
179 - Used by Elastoid (involved with its use of Reflect Beam?)
186 - Seifer(1) death
187 - Abadon stands
188 - Abadon returns to normal
189 - Abadon attack
190 - Abadon attack
191 - Abadon death
195 - Ochu attack
196 - Seifer(1) Turn count = 4
197 - Seifer(1) HP < 50%
198 - Seifer(1) HP < 50% (counter)
202 - Red Giant attack
203 - Red Giant death
205 - Edea(1) turn taken (initial dialogue?)
206 - Edea(1) - >= 1 ally dead
207 - Edea(1) HP < 100% / allies dead >= 1
208 - Raijin(1) death
209 - Raijin(2) death / Fujin alive
217 - Fujin(1) turn count = 4 dialogue ("ELLONE, WHERE?" ?)
218 - Fujin(1) death / Raijin dead
219 - Fujin(2) death / Raijin alive
221 - Tonberry falls over...
224 - Tonberry advances
228 - In Tonberry King's movelist, but unused?
229 - In Tonberry King's movelist, but unused?
232 - "Jumbo Cactuar is hesitating..." ?
241 - Catoblepas death
258 - Used by Sphinxaur upon death
259 - Sphinxara death
260 - Tri-Point death
264 - Edea(1) death
265 - Gargantua appearance?
266 - Gargantua death
267 - Raijin(2) / Fujin dead
268 - Raijin(2) used before using a heal
269 - Raijin(2) "I don't hit girls, ya know?"
270 - Blitz attack
275 - Odin death
277 - Krysta death animation
278 - Krysta counter
279 - Krysta counter
286 - Mobile Type 8 death
290 - Used by Trauma (involved in summoning monsters?)
291 - Trauma death
294 - Raijin(3) attack
296 - Fujin(2) pre-Meteor dialogue?
297 - Fujin(2) death
298 - Raijin(3) moved
299 - Raijin(3) death
300 - Raijin(3) HP > 50% (counter) Squall-related dialogue?
301 - Raijin(3) counter dialogue?
302 - Raijin(3) pre-Aura dialogue?
303 - Raijin(3) dialogue
304 - Raijin(3) dialogue ("I won't take it easy on ya!" ?)
306 - Tiamat death
313 - UFO? death
320 - Adel (Squall dialogue)
321 - Adel (Zell dialogue)
322 - Adel (Selphie dialogue)
323 - Adel (Quistis dialogue)
324 - Rinoa dialogue (Adel fight)
325 - Cerberus HP  20%
326 - Cerberus death
330 - Seifer(4) death (Gilgamesh)
331 - Seifer(2) turn count = 3
332 - Seifer(2) HP < 40% (counter)
333 - Seifer(2) death
334 - Seifer(2) Demon Slice on Squall ("I'll show you who's the better man!" ?)
335 - Ultimecia's GF instakill
340 - Seifer(4) - involved in Odin/Gilgamesh event?
341 - Seifer(4) death (normal)
342 - Seifer(3) death
343 - Edea(2) death
344 - Seifer(3) turn count = 1
345 - Seifer(3) turn count = 4
346 - PuPu-related ("Elixir please"?)
347 - PuPu-related ("More Elixir"?)
348 - PuPu "death"
349 - Edea(2) turn taken (first dialogue?)
361 - Helix attack
363 - Ultimecia(2) - involved in using Great Attractor?
366 - "Sorceress"(1) attack
367 - "Sorceress"(2) attack
368 - Griever death (changes music?)
370 - BGH251F2(1) HP < 60% counter/death
371 - BGH251F2(1) HP < 40% counter/death
372 - Elite Soldier - all allies alive (during BGH251F2 battle)
374 - Used by Helix on init
376 - Ultimecia(2) summons Helix
382 - Unused
383 - Unused

69
EDIT:
The PSHN_L 118 means the Cerberus battle, but how would I put the code to recognize this? Just putting it below SETBATTLEMUSIC? Or theres something else I'm not seeing?

It uses the Opcode BATTLE. http://wiki.ffrtt.ru/index.php/FF8/Field/Script/Opcodes/069_BATTLE

70
Alright, with Deling only...
Is there a post that teaches how to do so? To trigger a music in a specific battle group?

PSHN_L      X
SETBATTLEMUSIC

Where "X" is the number of the music track (512 in your case), but I think you'd need to add another entity to the field. Deling doesn't have that functionality, so you'd have to find another way to do it. Unfortunately, I can't help you with that. The only workaround I can think of is repurposing existing entities into triggers for battles. Editing Draw Points would be least invasive, though I've never tried anything like this before.

71
You mean the only way is using 'SETBATTLEMUSIC' inside a enemy AI, putting it in 'Init' tab?

Nah, with Deling. That's why it has to be something you trigger in a field map.

Since the last boss fights use enemy attacks to change the music, I assume there's no "change music" command for enemy AI.

72
If the fight is triggered through interacting with something on the field (like Cerberus, Bahamut, etc.), you can use the opcode SETBATTLEMUSIC to change what music plays.

The only other way I can think of would involve using enemy attacks programmed to change the music, like those used in the final boss fight series.

73
Gameplay / Re: [FFVIII-PCSteam] Abilities Refinements
« on: 2018-10-04 18:21:22 »
I've opened the mngrp.bin and there was any info text of RF abilities, all it had was main menu stuff, like Junction, Magic, Items, GF, Abilities, Config.... But nothing about "Converts 1x for 10x Curaga". These ones are Hextedit only?

Unless I'm misunderstanding what you mean, the text you're looking for is in Formula1, Formula2, etc. near the bottom of the program's dropdown box.

You can use GFRefine to change what refines into what: http://forums.qhimm.com/index.php?topic=18254.0 You can change where each refinement ability begins and ends reading data with Doomtrain (Abilities --> Menu, Start Entry and End Entry), but from my understanding, GFRefine won't work properly if you change this.

74
Unknown (0x0A, X) is a check for certain actions. For example, Diabolos' counter data checks to see if the last command was Magic, and if true, checks if the last spell cast was Demi and counters with Curaga if the conditions are true. Below that, it checks to see if the last spell was Scan and does nothing if that condition is true. Based on the limited info available, command checks seem to be numbered according to the list of battle commands in Doomtrain (where Magic is 2), and the spells are in the same order as Doomtrain's spell list.

I've also been unable to modify these or create my own without getting an error. I assume it's due to a flaw in the editor.

75
Hummm... Good to know (and yeah I've changed everything about Bahamut's AI so this is certainly not being used)
Im gonna try it out and post here the results!

EDIT:
Question about the changestat, the value on arg2 is a bonus or is an exact value? For example: changestat(0, 20) <= is it adding 20 STR or putting it exactly to 20?

It's percentage-based, but I'm not sure of the exact values. According to FFVIII guides out there, Raijin's STR is doubled when in Aura status, which would mean a changestat value of 15 doubles a stat.

edit: Judging from GIM52A's AI, it may be that

10 = 100%
15 = 150%
20 = 200%

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