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Messages - iamthehorker

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Updated mod to version 1.4. A lot of spells and summons had their MP costs reverted back to their original values. I feel like having them so high just made other characters more viable instead of actually increasing the game's difficulty overall as intended. A lot of accuracy values for spells dealing with status effects and whatnot were increased to make them more attractive and balanced. All of this also means that any difficulty increase is now mostly going to come from the removal of auto-life, auto-regen, auto-reflect, element absorb, and element null.

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FF9 Gameplay Releases / Re: [FF9] 0 AP Mod
« on: 2017-04-12 01:46:54 »
Very interesting idea. Sounds like hell for spell casters :o

3
Updated to version 1.2. I know, I know, it's hard to test or use this mod if I keep changing it. I promise this is the last update for the foreseeable future. The newly released version 1.2 is compatible with saves from older versions of this mod and un-modded FF9, so long as no characters have learned the Auto-Life, Auto-Regen, or Auto-Reflect abilities. I removed these from the game by making the items that previously taught those abilities no longer teach them. This means if a character already knew those abilities before this mod was applied they will still know them (which they shouldn't).

4
@Tirlititi
I did not see any documentation on the checksums itself, only that it was recommended to use an ECC correcting tool on the RetroArch forum:
https://forums.libretro.com/t/bad-sector-836-on-mednafen-psx/6354

I'm sure the documentation exists somewhere I just haven't found it. Maybe for now just include a message about it? It seems somewhat common for people to recommend using a program like CDmage to fix this problem.

5
I managed to find some FFIX saves online and used them to do more entensive testing. Made changes accordingly.

6
FF9 Gameplay Releases / [PSX/PC] Difficulty Tweak 1.4
« on: 2017-04-08 02:33:40 »
What is this mod?
Difficulty Tweak is a mod that aims at both balancing the game and making it more challenging. You can download it here:
http://www.mediafire.com/file/rzp7anzn95cl201/Difficulty_Tweak_1.4.zip
Steam users read these instructions; they are taken from another mod but still apply here: https://docs.google.com/document/d/1bx2r7LCW2wjSbie_P6s4lJ5sUqHgeTgZEeksHHkwbzc/edit

What this mod is not.
It is not meant to be incredibly difficult (e.g. FF9 Unleashed). On top of re-balancing the game somewhat, it is merely meant to change the game from easy to slightly more challenging and balanced.


What has been changed?


Equipment

Save the Queen can now be used by Steiner.

Auto-Life has been completely removed from the game. This affects the following:
  • Rebirth Ring no longer teaches the Auto-Life ability.
  • Quina's Auto-Life spell has been replaced by Revive, which is identical to Amarant's Revive skill.
  • Amarant's Aura skill no longer grants Auto-Life. Now it gives Regen and Shell instead.

Auto-Reflect has been removed from the game. This means Reflect Ring no longer teaches the Auto-Reflect ability. Other spells and skills that grant Reflect during battle act normally.

Auto-Regen has been removed from the game. Regen can only be cast during battle with spells like Regen or Reis's Wind. All spells or skills that previously cast Regen remain unchanged. The following items have been affected:
  • Golem's Flute
  • Golden Hairpin
  • Brave Suit
  • Glutton's Robe
  • Light Robe
  • Carabini Mail - Now teaches the Auto-Haste ability
  • Angel Earrings
  • Maiden Prayer - Now teaches the Healer ability

Items no longer have the elemental null or absorb property. Elemental null or absorb properties on all items have been changed to 50% damage reduction instead.
This affects the following items:

Weapons:
Octagon Rod

Gauntlets:

Chimera Armlet
Egoist Armlet
Diamond Gloves
Aegis Gloves

Hats:
Dark Hat
Coronet
Adaman Hat
Circlet

Armor:
Gaia Gear
Ninja Gear
Rubber Suit
Robe of Lords
Demon's Mail
Platina Armor

Add-ons:
Feather Boots
Madains Ring
Rosetta Ring
Pumice Piece
Coral Ring
Ribbon

Spells and Skills

Many spells and skills have been altered. They now cost more MP; slightly more at first and much more for more powerful ones. Accuracy and attack power has also been changed in some cases.

White Magic:
Silence - 75% Accuracy (was 50%)
Mini - 60% Accuracy (was 50%)
Confuse - 60% Accuracy (was 50%)
   
Black Magic:
Poison - 75% Accuracy (was 60%)
Slow - 75% Accuracy (was 60%)
Sleep - 60% Accuracy (was 50%)
Bio - 30 attack, 50% change to inflict poison (was 42 attack, 20% chance)
Demi - Accuracy 100% (was 40%)
Comet - 14 MP (was 16 MP)
Meteor - 64 MP (was 42 MP)
Doomsday - Only targets enemies  (used to target all enemies and allies)
   
Summons:
Ifrit - 30 MP (was 26 MP)


Blue magic:

LV3 Def-less - 10 MP (was 12 MP)
Roulette - 10 MP (was 18 MP)
Aqua Breath - Accuracy 100% (was 50%)
Matra Magic - Accuracy 25% (was 20%)
Bad Breath - Accuracy 60% (was 40%)
Limit Glove - 12 MP (was 10 MP)
Pumpkin Head - 10 MP (was 12 MP)
Night - 18 MP (was 14 MP)
Earth Shake - 24 MP (was 20 MP)
Frog Drop - 48 MP (was 10 MP)
Frost - 12 MP (was 10 MP)
Auto-Life - Changed to Revive. Identical to Amarant's Revive, 20 MP

Zidane:
Thievery - 48 MP (was 8 MP)
Annoy - 75% Accuracy (was 50%)

Freya:
Dragon's Breath - 26 MP (was 78 MP)
Cherry Blossom - 32 MP (was 46 MP)
Dragon's Crest - 48 MP (was 16 MP)

Amarant:
Countdown - 8 MP (was 16 MP)
Demi Shock - 35% health, 75% accuracy (was 20% health, 20% accuracy)
No Mercy - 40 MP (was 12 MP)
Aura - 20 MP, no longer casts Auto-Life. Casts Regen + Shell instead.
   
Steiner:
Shock - 48 MP (was 46 MP)



Changelog:

11/19/2017 - 1.4 release: Reduced many white magic, black magic, and summon MP costs to their original values to avoid over-penalizing those characters. Many accuracy values and some MP values
                                         adjusted as well.
04/15/2017 - 1.3 release: Forgot to remove elemental properties of a couple items (Pumice Piece and ?Coronet?). They now no longer have their elemental nullification properties.
04/11/2017 - 1.2 release: Removed Auto-Life, Auto-Regen, and Auto-Reflect abilities. Spells/skills that previous cast Auto-Life no longer do.
                                         Removed increased boss defense from previous version. Had no noticeable effect and made updating the mod a pain.
04/09/2017 - 1.1 release: Adjusted MP costs for many spells/abilities after some testing.
04/08/2017 - 1.0 release: First public release!

Link to previous versions:
https://www.mediafire.com/folder/1inth9ks4joxb/%5BFF9%5D_Difficulty_Tweak_Mod


Special thanks to:

Tirlititi - For creating Hades Workshop, making this mod possible.
Tirlititi, Vir, and LandonRay - For inspiring me with their mods for FFIX. They are the reason I decided to create my own, which is largely based on ideas entirely taken from these mods. Check them out too!


Notes:

This is the first mod I have published. While it is not the first mod I have made, that number is pretty small as well. If anyone has any comments or recommendations on further improving the mod, I would certainly like to hear them!

7
I think my problem may be different than what I originally thought it was. Moving ppf-o-matic, HW, and my .bin files all into the same folder has made the binblock error disappear for some reason. However, if I start a new game after applying my mods the game goes black during the first fight with Baku.

I originally thought Alternate Fantasy was applied correctly because I received no binblock error when applying the .ppf, but the game also goes black at the same place when I tried to play it. The battle music is played but no visuals are shown. What could cause that error?

Edit: So, this is weird. It turns out patching the original FF9 images using ppf-o-matic gave each file some bad sectors. In some emulators this is apparently okay, but with the one I was using (Mednafen/Retroarch) it made the game unplayable. I found some similar complaints about this same issue on the Retroarch forums. I used the program CDmage to scan for bad sectors and repair them. Now everything runs fine. Might be useful information for anyone using this tool, thought I would give this update.

Edit #2: If you use CDmage to fix bad sectors DO NOT use the Repair Corrupted Sectors option. Use Rebuild Sector Fields option with only the ECD and ECCP/ECCQ options selected or else it won't work.

8
I was trying to use your tool to create my own mod, but I'm having some issues. When I attempt to export a .ppf file with HW and patch the game with ppf-o-matic I get the binblock error. Why is that? I know I'm using v1.0 (not v1.1) of FF9 and I'm not applying the patch to the wrong disc. Is there something I'm missing? Applying your Alternate Fantasy patch works fine, it seems to only be with my .ppf files exported from HW that I get this issue.

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