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Messages - Leythalknight

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1
I've updated the mod to 1.5.6 / 1.1.6.

Nexus / itch.io

Thanks, it works now! Im on disk 3 now and I collected all the key/defeated all the quest monsters. Your document says that I need to buy an item in secret shop on disk 4 in order to fight the secret boss, but when I went to Trabia Canyon (still disk 3) I got a message that I’ve collected all the keys and then got attacked by super strong Geezard who killed me in like 4 turns lol  :?. I’ve never found any info on this in your text document so my question is – is this the secret boss from secret shop or this is a different boss? Thanks.

The canyon boss is the one that ends the Aberrant Keys quest. The secret shop that sells the item needed for the other is located

Spoiler: show
at the Crash Site, but only on Disc 4. Talk to the Queen of Cards and you can buy it from her. She also sells certain items that are otherwise missable.

2
It worked, thanks a million! I will keep you posted if I'll find anything else. Thanks again.  8)


EDIT/UPDATE:

Hey, found another issue – this time it is the Sorceress Memorial fight – game crashes after I defeat 5th or 6th sorcerer and ‘Magic Summon’ is triggered.

Here: https://www.mediafire.com/file/x2h4di5q8tbozj1/battle_05-07-22.7z/file

 Sorry about the issue. There's only one other place I used Magic Summon when spawning enemies and it works there. It may have something to do with the quality of the enemy model.

I'll release a proper update later.

3
Thanks for getting back.

I tried all the different enemies in Eshtar – imps, iron giants, tauramas and those flying magical pancakes (don’t remember the name), solo enemies and different combos – as soon as they are defeated and ‘Magic Summon’ is triggered – game crashes. I tried different areas too.

Sure, here’s the link for save file:

https://ufile.io/bmwiru21


Whenever you have a minute. Thanks again!  8)

Here, this should fix the problem: https://www.mediafire.com/file/bz4haldpj05xelt/battle_05-06-22_%2528SWITCH%2529.7z/file Just replace the existing battle files with these. I'll release a proper update another day.

Thanks for telling me about this. Let me know if you have any other issues.

4
Hey man, I hope you are doing good.

Im playing your mod on switch and oh boy – this is so wholesome! I always thought that ff8 is not very mod-friendly game and the best you could do is to edit some stats and I could never imagine that you could actually add some new content to the game.

Playing the game back in my young days I remember we had this crazy legend going around that you could get back to Dollet tower and re-fight the stronger version of that spider-robot, you needed a special key-card or something lol. And I almost s**t my pants when you actually added that opportunity to the game. The Knight Initiation scene/fight is also very cool; it fits the story so well.

This got me wondering how far you can actually push this game – is it possible to add completely new content to the game?

Eithwer way, I just wanted to say big thanks to you, I really enjoy your mod.

Thanks, I'm glad you're enjoying it! I had no idea there were rumors about being able to refight the X-ATM back in the day, but it makes sense - that little "sidequest" in vanilla seems like the beginning of something that was cut from the game. Scripting the ritual boss was a nightmare, but I'm happy to hear it was worth it.  :-)

As far as adding completely new content, I know it's possible to do more with fields than Crystal does, like adding characters/other models to fields in which they don't normally appear. I figure adding a totally new field would be a lot more difficult, though. I once tried to replace one of the game's unused "test" fields with another for a sidequest I ultimately never made, but...well, I can't quite remember what happened ;D. As for enemies, most of the new bosses in Crystal are existing enemies given higher stats and unique behaviors through enemy AI scripting, and the few new enemies were added by replacing existing ones. There are around 55 dummy enemy files in the game data after the last "real" enemy file, but as far as I know the game doesn't actually load them. I've been out of the loop on FFVIII's modding scene for a while and was never the most knowledgeable to begin with, though, so maybe others have gotten around these limitations.

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Now the issue I have – Im on a disk 3 and trying to defeat 12 enemies in Esthar but when I get the ‘Magic Summon’ after normal enemy is defeated my game freezes (Im on Nintendo switch). While I know I still can continue, but I also want to get all the possible content there is. Is there any way you can help me?

Sorry about the issue. Could you tell me which enemies you're fighting to trigger the boss and on which Esthar map (that is, the fight(s) in which Magic Summon is being used)? Each enemy in Esthar has its own handling for this based on the battle scene in which they're encountered. There are some enemy combinations that would cause the game to crash when trying to summon the boss and while I thought I had fixed all of them before releasing that sidequest, it's possible I missed one. If that doesn't solve the issue, it may be a Switch-specific problem - I tried it out on both the 2013 and PC-Remastered versions just now and while I didn't trigger the boss in every possible fight, I did confirm that the spawn itself works in those versions. It may take me some time to check it out, but if you could send me your save file, that'd help. In the meantime, you could try using other battles in Esthar to spawn it if you haven't already.

5
1.5.5 / 1.1.5 released.
Nexus (2013)
Nexus (Remastered)
itch.io


2013-Steam:
- Removed the Mobile Type 8 battle during Zell's stint as party leader on Disc 3.
- Fixed a crash that would occur when starting the last Laguna dream.

Remastered:
- Removed the Mobile Type 8 battle during Zell's stint as party leader on Disc 3.


Sorry for the wait. Not long after my last post, My computer broke down and I didn't have the money to fix/replace it.

Thank you for this fix! Definitely love the mod! I found another bug or maybe its just for me but
Spoiler: show
The Aberrant Ruby Dragon doesn't spawn.. Already got the Ragnarok and all at Disc 3 and some Abberant keys as well


In this update I changed the variable that controls its appearance. Let me know if that fixed it for you.

6
I don't think it is.

7
Sorry for the wait. I'm not sure what's going on - even reverting the script to its vanilla behavior still causes a crash when it transitions to the Junction screen. For now, I changed the type of Junction used. You can use these field files to fix it (they're for the 2013 version - doesn't seem to happen in Remastered).

I'll release a proper update later.

https://www.mediafire.com/file/udrbiu9cbedc2ee/field.7z/file

8
Hey there,
i am currently playing through the mod and I've been enjoying it so far :D
Sadly i am unable to continue. I am currently in the second laguna dream and everytime I try to defeat the onslaught of enemies at the cliff (specifically 2 elite Esthat-Soldiers and one Elastoid i think) it crashes the game.

I'm glad you've been enjoying the mod :) Thanks for letting me know. Replace your battle files with these: https://www.mediafire.com/file/v5c1lbxwvj92ws8/battle_1-19-22_%2528all_versions%2529.7z/file
It includes files for all versions of the mod.

Whether the game would crash upon killing the Elastoid was inconsistent - I've definitely played through that part without issue and I know others have too - and I couldn't find any problems with the battle-specific scripting for either enemy. Hell, Elastoid's death AI only changes a variable and forces it to die. I could only conclude that the enemy formation itself was the issue, so I replaced the Elastoid with another Eliminator and slightly lowered the odds that they'll use Boomerang Sword.

I'll release a proper update later.
EDIT: Update 1.5.4 / 1.1.4 is out.

9
I released a small update that fixes an issue in which using a Scan Stone on Seifer would cause a softlock. This is the only softlock I was able to find in the fight in question. There is also a fix for the remaster in which a sidequest was accessible too early.

https://www.nexusmods.com/finalfantasy8/mods/6
https://www.nexusmods.com/finalfantasy8remastered/mods/12

Just thought I'd put this out here in case it helped any other modders. I fixed the softlock by unchecking this unknown flag here: https://i.imgur.com/DfLUQ4T.png
It's checked on the spell version, but items can be funny like that. Checking or unchecking the flag didn't seem to affect any other enemies I tested, at least with regard to the Scan Stone. The enemy versions of Seifer are just kind of volatile - he's a problem child even in mod development.



10
I am at the end of disk 2 sefier boss battle on your ff8 pc steam 2013 version, your mod softlocked my game twice today at that boss battle

can you take a look to see if there are any errors on that boss battle please

I can't reproduce this. You'll have to give me more information.

11
I found some missing information on your ff8 Crystal mod, for the final fantasy 8 pc steam 2013 version

the starfall item on your mod does the meto move insted of making the party members invisiable

I replaced a few items with enemy-only attacks because of limits on the number of enemy abilities. If you're looking for a strong defensive item, try using Wall Stones.

12
I am really enjoying your mod alot

keep up the great work on it

Thank you!

13
1.5.2 / 1.1.2 released.

2013: https://www.nexusmods.com/finalfantasy8/mods/6?tab=files
- Fixed a crash that could occur when fighting "Sorceress" (1) under certain conditions.

Remastered: https://www.nexusmods.com/finalfantasy8remastered/mods/12?tab=files
- Fixed a crash that could occur when fighting "Sorceress" (1) under certain conditions.
- Fixed a crash that could occur when fighting Vysage under certain conditions.
- Fixed a typo.
- (Switch) Made some minor adjustments to certain enemies' HP and drop tables to reflect the PC version.

14
1.5 (2013) / 1.1 (Remastered) released.

Steam-2013: Nexus
Remastered PC/Switch: Nexus

Version-specific

2013:
- The party's Command and Character Abilities will no longer be unequipped when transitioning to and from Laguna dreams.

Remastered:
- Increased Darkside's HP penalty.
- Fixed errors with the counter behavior of the following enemies:
*X-ATM092 (rematch)
*Cerberus
*Edea (Sorceress Memorial)
*Seifer (final)
*Adel
*Ultimecia (second)
- Fixed bug in which certain some enemies' models wouldn't appear when fighting alongside Elite Soldier.
- Corrected Caterchipillar's low-level item drops to no longer include Spider Webs.
- Fixed issue in which one of G-Specialist's abilities was set incorrectly.
- Fixed issue with Ultimecia (second)'s Helix behavior.
- Added Adamantoises to Deep Sea Deposit.
- Changed coloration of Remastered version's title screen.


Content:

- A new battle has been added, accessible by using the Seven Virtues item after buying it from the secret shop.

- On Disc 3, Zell's party will now fight the Mobile Type 8 before being ejected from Lunatic Pandora.


Characters:

- Increased GF damage.

Squall/Bahamut:
- Increased Crisis Level value of Defend from 20 to 25.

Quistis/Shiva:
- Reverted statistical changes to Fire Breath, Aqua Breath, and Electrocute.
- Ultra Waves is now a physical attack.

Zell/Ifrit:
- Fixed bug with My Final Heaven.
- Increased Mag growth; no longer learns Mag+20%.

Selphie/Tonberry:
- Adjusted Slot table.
- Lowered Crisis Level HP modifier.
- Double status now boosts Crisis Level by 25.

Irvine:
- Adjusted stats, weapon stats, and Shot stats.
- Fixed issue in which empty ability spaces appeared in Cerberus'/Cactuar's GF menu.


Enemies:

- Caterchipillar: Increased drop rate of Spider Webs; added high-level Caterchipillars to the forests in southeastern Centra.
- Cockatrice: More likely to be mugged for a Coral Fragment at low levels.
- Grand Mantis: Lowered HP and Vit; increased Spd.
- Edea (1): Can now Dispel Aura; fixed bug with Blind casting behavior.
- SAMo8G: Lowered Vit; increased Spr.
- Edea (Sorceress Memorial): Fixed error preventing Edea from acting.
- Abyss Worm (aberrant): Increased appearance rate.
- Mobile Type 8: Lowered power of Twin Homing Laser and Megiddo Flame.
- Ultimecia (second): Altered GF-targeting behavior.
- Helix: Lowered HP.
- Ultimecia (final): Altered GF-targeting behavior.


Misc.:

- Corrected AP Ammo's price to 350 gil.
- Esthar Shop now sells Cottages.
- Esthar Pet Shop now sells an item that teaches GFHP+30%.
- Changed mod files' folder structure for easier installation.

I'll fix any other bugs that may crop up, but if I ever develop this mod any further it won't be for a long time. I appreciate everyone who gave it a try and left their feedback.

There were a few major things I had wanted to add before hanging this up, but in the end I chose to implement only the one I wanted to do most. I didn't say much about the content additions added up to this point, but I wanted to elaborate on this one a bit and talk about FFXI.

Spoiler: show
Once you've bought the Seven Virtues item from the secret shop (located here btw), you can use it to fight Virtuous Weapon, an enemy based on the NM Absolute Virtue from FFXI. With this fight I attempted to translate certain FFXI mechanics to FFVIII.



FFXI's enemies auto-attack until they've built up enough TP, their primary source of which is being attacked by players, to use a special ability. The fight with VW works similarly, with different player abilities contributing different amounts to VW's "TP" total. When "TP" reaches a certain value, it will use one of its special attacks. I also gave it a way to build some "TP" on its own to help keep things interesting.

In FFXI, when players combine their weaponskills (TP-consuming special attacks tied to the weapon the player is using) in specific ways based on their elemental properties, they can create a Skillchain, which deals additional damage to the enemy. Similar to FFXI, VW is able to trigger Skillchains when using its abilities in specific combinations within a certain timeframe. Due to movelist limitations I've only adapted three types of Skillchain; however, the combinations are true to FFXI's Skillchain chart.



Finally, each class in FFXI has what's called an SP Ability or 1-Hour Ability (formerly 2-Hour), which are supposed to be powerful exclusive skills with long recast timers. Absolute Virtue could use many of them, and so can VW. I've adapted several to FFVIII (though in the end I had to use a couple that Absolute Virtue doesn't) and VW will use one such ability at specific intervals or under certain conditions. There are 10 total.



The reward for beating VW is three GFs: Siren, Diablos, and Doomtrain. I've given them the following properties:

Siren: Non-elemental damage that inflicts Silence and Doom; heals the caster; highest HP of all GFs.
Diablos: Deals Spr-ignoring non-elemental damage; stronger than Bahamut.
Doomtrain: Poison-elemental damage that inflicts most status effects in the game, including Death and Curse.

All three come with the GF command and Siren and Doomtrain come with Boost while Diablos has Boost+.

There were a couple of things I wanted to do but couldn't. The first was to give it an altered version of the beach battlefield that resembles Al'Taieu. The second was to give it the following Scan description: "A notorious monster from a distant world. Its strength is impossible to gauge." With regard to the latter, I couldn't implement it because VW replaces the Garden Faculty enemy, and by default its Scan description is "NOT A TARGET." as with almost all enemies you're not meant to Scan and I couldn't fit anything longer than that message. On that note, there is a minor bug with VW: when it uses its normal attack, there's no sound effect. I assume the game assigns enemies' basic attack sounds based on the number of their c0m file and they didn't assign Garden Faculty one since it doesn't attack. I tried to find a solution to this but couldn't. It's annoying, but oh well. (Actually, I didn't notice it until after the fight's scripting was more or less finished because I usually playtest with the sound muted.)


I've also added a version compatible with the Switch version of Remastered. It's identical to the PC version with two exceptions: the FFVIII_EFIGS.dll edits and the Angel Wing ability. Since vanilla Angel Wing would be far too strong in this mod, I changed the ability to instead give Rinoa a few buffs, including Double. I've also changed certain things about the "Sorceress" (phantasm)'s AI to accommodate this change. The Switch version's folder structure is made for Atmosphere.


This is really late, but as for what you're supposed to do with the Aberrant Keys...
Spoiler: show
You go to Trabia Canyon. The word spelled out by the Key items is meant to be a hint. Glens and Canyons are both types of valley.

15
Update 1.4.3 / 1.0.2 released.

2013-Steam: Mediafire
Remastered: Mediafire

This update includes some balance changes originally meant for 1.5 / 1.1, focusing on improving Quistis' and Irvine's early game, as well as a couple of bug fixes.


Characters

Changes preceded by an X apply only to new save files.

Squall/Bahamut:
- Early Spr growth increased.

Quistis/Shiva:
- Early Str and Vit growths increased.
X Quistis now starts with Devour and Mug.
- Aura's AP requirement has been reduced to 80 and is now available to learn from GF level 10.
- Shiva now learns St-Atk-J from level 15 and Elem-Atk-J from level 30.
- Laser Eye: now has a Slow effect.
- Ultra Waves: base power increased at all Crisis Levels.
- Shockwave Pulsar: base power at Crisis Level 4 increased.
- Fire Breath, Aqua Breath, and Electrocute have been changed to physical attacks.
- The earliest availability of certain Blue Magic items has changed as follows:
*Inferno Fang: Can be mugged from low-level Bombs.
*Water Crystal: More likely to be mugged from low-level Chimeras.
*Spider Web: Now only drops from mid- or high-level Caterchipillars.
*Power Generator: Can be mugged from mid-level Blitzes.
*Laser Cannon: Can be mugged from high-level GIM47Ns.

Zell/Ifrit:
- HP growth decreased.
- Late Spr growth decreased.

Selphie/Tonberry:
- Late Mag growth decreased.
- Made some changes to Slot as a stopgap measure until a proper overhaul can be implemented.

Rinoa/Carbuncle:
- Pray's AP requirement reduced to 80.
- Pinwheel: Hit increased to 100.
- Valkyrie: Crit Bonus increased from 0 to 5.
- Shooting Star: Crit Bonus increased from 30 to 33.
- Luck stat modified slightly.

Irvine/Cerberus:
X Irvine no longer starts with St-Atk-J, but instead starts with Aura.
- Irvine can learn the GF command from GF level 15.
- Early Spr growth increased.

Enemies:

- In the battle added to the vase quest in Winhill, killing the Red Bat now removes Creeps' physical immunity and killing the Forbidden now removes Creeps' magical immunity.

- Elite Soldier: Fixed incorrect targeting conditions when in battle with GIM52A.
- Elvoret: Drops an Elvoret card.
- X-ATM092: Stats adjusted.
- Grendel: Fixed issue in which Thunder Breath's power was set too high at the mid-level range.
- Esthar Soldier: More likely to drop a Phoenix Down when killed or Mugged at all level ranges.
- G-Blue Mage: Replaced Storm Breath with Wind Blast in order to prevent crashes in certain battles.

Misc.:

- Deling City Shop now sells Cottages.
- Gambler Spirits can be purchased from the secret shop on Disc 4.

16
I'm doing the aberrant monsters side quest and have obtained all four keys.

When I get about halfway through the 3nd screen of the area that you're meant to go once you have all 4 keys the game crashes with an "Unknown exception has occurred" error message.

Hi, sorry for the delayed response. Could you give me some more information (mod version, characters in your party, OS version, any other details that seem relevant)? I can't seem to reproduce a crash there in either mod version.

Never mind, I found the issue. I'll edit this post with an update once it's done uploading.


2013-Steam Version 1.4.2 released.

Download: Nexus / Mediafire

- Fixes crash related to the final battle in the Aberrant Monsters quest.

17
I got it after Timber, while wandering around the world map, so pretty soon. Maybe I'm selling her short, but her damage seemed low to me. I'd give examples but I haven't played in a while so I don't want to state something that I might be misremembering.

Noted.

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I had one more idea on how Quistis could be improved a while ago, but that would require too much work probably. The idea was to put a bigger emphasis on refining magic by getting some refinement abilities from the start and having shops sell items that refine into magic. This could be the main way of getting magic for all casters, except for Quistis who would be the only character who can draw. So while everyone needs to refine magic, Quistis could draw it from enemies. She would also get the Magic command and she'd be allowed to use any spells she draws, however she could not refine magic like everyone else as a trade-off.

So basically, Selphie would refine black magic, Rinoa white magic, Quistis would not be allowed to refine anything but she'd be able to draw and use any spells gotten from enemies. However, I realize this would require further complicated rules and it's not worth it.

That's a cool idea, but...yeah, too much work at this point.  :P

On the subject of rules, I've also considered leaving the mod's rules as-is and creating a separate mod that uses Crystal as a base but adds the other GFs back for a more standard FFVIII experience for people who prefer that. I dunno if another FFVIII modding project would be a good use of my time, though, even if it would reuse much of this one.  :|

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Anyway, I'll see how Quistis compares once I get Shockwave Pulsar, that is sure to make a difference!

Keep in mind that Homing Laser (which drops from Mobile Type 8 ) is stronger than Shockwave Pulsar if there's only one target and their Spirit is above a certain number (I can't remember exactly, maybe 112 or so?) unless Quistis is at Crisis Level 4, in which case SP is stronger than Apocalypse. I forgot to add that I don't want Quistis to do as much damage as characters like Zell or Selphie because of all the additional utility she has, but I think you're right about some of that utility needing to be expressed earlier. It's just a matter of how to go about it.

18
It's been a while since I was last here. Unfortunately I'm very busy these days so I ended up not playing much more of the mod. I was surprised to see so many updates!

Anyway, since it seems like I might not finish the game any time soon, I decided to do the write up I mentioned way back on my experience with the characters. Keep in mind I'm only at the Lunar Base so there are abilities and limits I haven't unlocked yet. Also keep in mind, this is all pre-1.3, so some of these may not be relevant.

Squall: Squall's good the way he is. He is very tanky and can deal very good physical damage, especially with Darkside. He might seems a bit weak early on, but once he gets towards LV 20, and gets abilities like Darkside, he really starts to pick up the slack. Only thing I might suggest as a change would be to give him Cura and maybe Life as additional spells. Cura would definitely give his white magic a bit more longevity and Paladins tend to have it in FF.

Squall started out a little rough, but I agree that he's in a good place now. I like the soft mechanic of fluctuating HP between Darkside, Defend, and Auto-Potion, as well as being able to utilize Defend's fractional HP penalty/Crisis Level bonus to make his Limits more effective.

This ties into your suggestion for Irvine, but I've been thinking about doing away with the magic restriction stuff altogether and leaving only Squall, Rinoa, and Selphie with the Magic command. Squall's Magic command would still be situationally useful for things like buffs and revives past the early game; I'd leave Rinoa's stats the same or close to it; and I'd lower Selphie's Magic stat so that she wouldn't be far better than Rinoa as soon as she gets Double.

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Zell: Probably one of, if not the best party member. His high HP offsets his relatively weak defenses, his damage is really high and doesn't cost HP or spells. If I had trouble with a boss, swapping in Zell usually helped turned things around. He's really good, almost a bit too good when compared to the rest of the characters in terms of damage and survivability.

I agree that Zell is a little too good for how simple he is, so I nerfed his damage output in a previous update. He's still pretty good, though.

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Selphie: Like Zell, she is really good. She is squishy but her damage output makes up for it. Selphie's straightforward like Zell, so there isn't much to say about her. She's easy to use, her spell selection is great, I really don't have any complaints. This is true even before unlocking her Double ability, and after she gets even better.

I think Selphie's only other drawback is that Slot isn't that useful past a certain point. I plan to adjust it again, though I also don't consider it a big problem since she's strong even without it. I've thought about nerfing her some, but haven't decided anything.

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Rinoa: Rinoa functions perfectly well as a white mage and offensively Dia and Water get her by for the most part. Angelo's limits are strong too so that also helps. Nothing much to say about her stat-wise or anything, she is the necessary white mage and fulfills that role just fine.

On the subject of offense, I doubt most would do this but Rinoa with Shooting Star also makes a solid candidate for the copy of Darkside you get from Bahamut since the weapon makes her crit around a quarter of the time.

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Quistis: Until she gets Aura, Quistis is pretty limited. It doesn't help that her physical damage isn't very good and Draw-casting is unreliable. Once she gets Aura and a few limits, she gets better but honestly, she still isn't very good. Even though her stats are balanced, she just doesn't do enough damage or have much in the way of utility. Apart from stealing, she's really only good for dealing damage with limits. While her limit selection is technically versatile, acquiring her limits takes more effort than those of any other character, and even then her damage with them isn't up to snuff. Sure she has various elemental attacks, but not only do you have to find them first, but once you do, characters like Selphie and Rinoa still outdamage her with their magic very noticeably. I had Selphie deal twice as much damage as Quistis constantly, if not more.

Plus given that you have to seek her limits out, the few defensive spells Quistis has that could give her some versatility aren't obtainable until much later. I'm at the Lunar Base and she still doesn't have Mighty Guard or White Wind for example, both of which would have been very useful in any boss battle up until now. I think she should get these particular limits much earlier to give her some much needed defensive capabilities that would make her uniquely useful. Additionally, the damage of her limits could use a boost.

Honestly, if not for her ability to steal, Quistis would have been a permanent bench-warmer for me because she was always a liability for bosses. She couldn't deal much damage, she couldn't take damage for long, she just isn't very good. I was struggling against Seifer in Galbadia Garden with Rinoa and Quistis in my party, once I switched her out for Zell, I won the fight on my first try.

I think you're selling Quistis short. Electrocute in particular is very easy to get before the end of Disc 1 and is pretty strong on Disc 2 due to all the sections in which you're fighting Galbadian mechs. While I nerfed its status affliction power somewhat in the last update, Bad Breath can be gotten as early as Disc 2 and is great in most random battles. Acid is another easy to get spell and is a consistent 900/1200 damage on any target, which is solid for Disc 2. Gatling Gun's Vit-ignoring properties come in handy as well. On Disc 3, she of course gets Mighty Guard, which is still plenty useful even after I nerfed its Crisis Level 1 properties; White Wind, which is easily the best healing ability (it's possible to get White Wind on Disc 2, but only as the rarest drop from mid-level Adamantoises, so I won't count it); and Homing Laser/Shockwave Pulsar, which are competitive with one another depending on the number of enemies and their Spr stat. Since discussing the character balance with Nikkolas a few months ago I've started to think that Zell or Selphie are the best characters overall, but I still think Quistis is the most solid by the end of the game, with no real weaknesses outside of a low Spd stat, and can be a lifesaver in certain fights.

With that said, I think you have a point about her early game being weak, and it doesn't help that she's out of the party for a significant portion of Disc 1. I think I'll bring her early Str/Vit up some. One question though: when did you make her second weapon? It's pretty easy to make as early as post-Dollet if you can get the Anacondaurs to drop Venom Fangs, and if not then, then after leaving Timber.

One change I considered and forgot about amidst everything else on my plate was making her breath attacks physical-based so that they'd scale better over the course of the game; I'd probably make it easier to get all of them on Disc 1 in such a case as currently, they're pretty strong for when you can first get them. I may start her with some AP in Aura/make it available earlier so that she learns it sooner. I've also been thinking about starting her off with Devour, not really to buff her but just to get it out of the way and maybe encourage the player to try it.

The only spell I'd consider making available significantly earlier is Ray-Bomb. However, I've long thought about changing Degenerator into something else, perhaps a weak heal + Regen AoE that can be gotten sooner than White Wind. I'm open to suggestions from anyone, but keep in mind it would have to reuse one of Quistis' existing Blue Magic animations (and it can't be Degenerator's) and, preferably, isn't a worse version of something else she has.

Also, maybe I should reconsider which spells are "freebies" and which you need to go out of your way for. Because I didn't make drastic changes to what enemies appear where, the mod doesn't stray far from vanilla in this regard.

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Irvine: Irvine's too gimmicky for his own good. His damage early on is really low and he isn't particularly good for anything until he gets Aura like Quistis. Later on he starts catching up, his damage gets better and his speed and critical rate start showing more potential. However I found him to be dead weight up until that point, mostly had him using healing items. I understand the idea behind the different guns but I'm honestly not a fan of that mechanic all, I'd prefer if he just had normal weapons like everyone. Overall, Irvine has the same problem that gimmicky characters like Gau from FF6 do: he can be useful if you put in the effort but when most other characters are easy to use, it makes him look worse.

I have a big suggestion for Irvine: turn him into a Red Mage. Give him Magic (and Draw?) and a spell list containing most of the basic and second level spells, plus some support ones. I was thinking Scan, Cure, Cura, Esuna, Haste, Slow, Fire, Fira, Thunder, Thundara, Blizzard, Blizzara, Water, Aero as must have spells for him, plus anything else you think is appropriate, like status-effect spells. Maybe Life?

Irvine has a pretty good magic stat and I decided to use him as a Red Mage, and it made him so much more useful. He isn't as good as the pure mages, but he's good enough at both offense and healing that he can be useful up until high-level spells start rolling in. Having both black and white magic as well makes him uniquely versatile early on, and is a great choice for elemental magic if you can't use Selphie or as a second healer if you don't want to use Rinoa. This is really good in particular during the prison and missile base sections where the party gets split up, having a second healer is super useful.

This would also help his late-bloomer stats. Early on he's not that fast or strong physically, but he has good magic, so he'd mostly be sticking to using spells to offset this. Toward the later parts of the game, as his magic starts lagging behind, his physical damage starts catching up and he gets more types of ammo, you'd start using his physical attacks and limit more. His spells would no longer be as useful later, since Thundaras can't keep up with Thundagas or high-end spells, but by then, he'd grow into the physical attacker he is. Sinceh he'd have Cura, he'd still be a decent secondary healer as well in a pinch.

Basically he'd be the classic Red Mage, a class that is really useful early on but not so good later, and by the endgame, he'd grow into a fast, high-critical rate Gunner, while still retaining his spells for emergencies if wanted. I think this would be better than he is now, plus Irvine always struck me as a hybrid character, who'd have a class that combines attacks and magic, not really sure why. Also, his GF should learn Call Shop to make buying ammo easier. I think Cerberus only has Junk Shop, which is less useful in my opinion.

I may make Irvine start out with Aura or GF to give him something else to do and to make Bismarck/Exeter more viable picks from the outset as well as adjust his Str stat to give his attacks a higher baseline. I also need to decide what to do with Fast Ammo...

While I like the Magic suggestion, I want there to be fewer "rules" on how to play the mod; that's one reason I removed Irvine's Magic command in 1.3. I touched on this above, but while I think the game is more fun when characters are assigned only certain spells, sometimes I think I should stop trying to shove a square peg into a round hole, if you will. It'd be great if I could actually make different Magic commands that allow for the casting of only certain spells, but that's beyond my ability. I dunno, maybe the final update will have two different versions depending on how you'd rather play the game.

On the subject of Irvine as healer, Exeter's power is only two points shy of Cura and works well enough if Rinoa isn't around (it can be Darksided for double the heal on Disc 3/4, which is fun but not exactly optimal). He can also learn Med Data starting from level 35, which makes him pretty good at healing as long as you have the items for it.

I gave Irvine Junk Shop so that he could more easily switch weapons. This is all subject to change, but one sidequest I'm planning will have Ammo-RF as a potential reward as early as the Missile Base as a way of getting ammo if you need it and can't get to a shop.

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Well, that's all. I hope it will be useful. I'll still be keeping an eye on the mod in the future, although I'm not sure when I'll actually have the time to continue playing properly. :C

I appreciate the feedback  :) I'd love to hear your thoughts on the rest of the game whenever you get the time.

19
Hey there! Been enjoying this, I love the ideas behind the modifications. I always wanted to play a mod that tried to tackle the idea of limiting GFs and their abilities a lot more. It's been fun.

However, I'm at Dollet right after beating Elvoret, and the game softlocks when the fight battle against X-ATM begins. I'm not able to take a screenshot, but it appears as it is crashing right when X-ATM is supposed to appear in-battle.

I disabled all of tonberry's mods, and it's definitely Crystal acting weird.

Am I missing something? Has this happened to anyone?

Playing Steam edition (not remastered). Patched 1.4.7 from OP.
Steam overlay is disabled.

This will fix it: https://www.mediafire.com/file/5va46l9e2eactiw/battle_fs_04-28-21.7z/file
This is only for the 2013 version; the remaster is unaffected.

One of the offsets in the header was off. I went through each enemy I modified since the last update, but I guess I missed that one. Thanks for the bug report, and sorry about the issue.

I'll upload a version update with the fix in a little while.

EDIT: 1.4.1 released: https://www.mediafire.com/file/rzpuem0gwjvgyy2/FFVIII_Crystal_1.4.1.7z/file

- Fixes X-ATM crash.

20
Been just over a year since i finished my first playthough of this, and now seeing your 1.4 version out I am going to be starting another playthough in the next couple of days so we can see how far its come.

Looking forward to it. I think you'll find it's improved a lot since then.  :)



EDIT: I don't wanna double-post, so I'll leave this here: FFVIII Crystal Remastered Version 1.0.1

A small update that includes a few fixes and minor things I forgot to port over from the 2013-Steam version as well as a patch that lowers Angel Wing's damage multiplier from x5 to x2.

Changelog:

- Updated readme with instructions on how to apply the IPS patch.
- Lowered Angel Wing's damage multiplier; removed status penalties from using Angel Wing.
- Fixed issue in which Ifrit's naming screen appeared twice during Zell's introduction.
- Changed Cid's dialogue when giving you the Elixir before leaving for Timber.
- Added a shop to the Forest Owls' train and dialogue to point it out.
- Fixed issue with a quest-related NPC in Dollet.
- Fixed issue in which the player could slip past the soldier in Dollet earlier than intended.
- Removed the Magic command from Cactuar's ability list.
- Joker now appears aboard the Ragnarok on Disc 3 and has a different shop as well as the ability to completely heal the party.
- Irvine/Cactuar starts with 30 AP in Aura (new save file only).

I also have a Switch port of the mod working. The only thing holding up its release is figuring out how to apply the Angel Wing change to it.

21
FFVIII Crystal Remastered Ver. 1.0

Download (outdated; most recent version in OP)

1.0 includes the same content additions, changes to enemies and abilities, etc. as 1.4 of the 2013 version of the mod (below) with the following exceptions:

Spoiler: show
- Unlike pre-1.3 releases of Crystal, Edea remains a party member despite the GF unequipping fix not yet being in place for the Remastered version.
- Irvine's GF is Cactuar instead of Cerberus.
- Jumbo Cactuar is spawned by killing at least 5 Cactuars and winning a battle in which only a single Cactuar is present.
- The contents of certain Draw Points has been changed.
- The Draw resistance of all spells but Meteor, Ultima, and Apocalypse has been reduced to 0.
- Characters start out with more spells stocked.
- Draw, Auto-Potion, Cover, Darkside, and Return Damage use their default behaviors/properties.
- Angel Wing has its default behavior and damage multiplier and inflicts Vit 0 and Slow on Rinoa.
- Minimog has its default price and Mog's Amulet is not sold by Chocoboy.
- SeeD level payouts are at default values.


I hope to get these exe changes ported over as soon as possible.


FFVIII Crystal 1.4

Download (outdated; most recent version in OP)

Content:

- Added a new battle in the aberrant monsters quest, accessible by going to Fisherman's Horizon from the start of Disc 3.

- Added the conclusion to the aberrant monsters quest, accessible by ? after collecting all four Aberrant Keys.


Characters/GFs:

Spoiler: show
- Increased unboosted damage of all damage-inflicting GFs.
- Elem-Atk bonus standardized at 50% regardless of element or spell tier.

Quistis/Shiva:
- Bad Breath: Status infliction power lowered.

Zell/Ifrit:
- Lowered Str stat as well as the Str bonus of Ehrgeiz.
- Lowered Vit slightly.

- Selphie/Tonberry:
- Strange Vision now deals 1/8 physical-based fractional damage.

- Rinoa/Carbuncle:
- Pray now heals Curse and Doom.

- Irvine/Cerberus:
- Valiant's Crit Bonus increased.
- Ulysses' Str lowered slightly, but Attack Power increased by 1.
- Bismarck now deals a weak Vit-ignoring attack but has the highest Str bonus of all guns.


Enemies:

Spoiler: show
- Added Adamantoises to Deep Sea Deposit.

- Ochu: Uses Dispel more intelligently; now has a chance of using a critical attack at mid-high levels; Damage and status power of Ochu Dance increased.
- Blue Dragon: Reworked.
- Adamantoise: Only uses White Wind at or below 50% HP; changed Haste/Reflect behavior and action probabilities.
- Lefty: Fixed issue causing crashes.
- Malboro: HP increased; weakness to Fire lowered; skips fewer turns; can now use Acid; has a chance to counter Fire-elemental damage.
- Iron Giant: Spd increased; status resistance values changed.
- Luckitocalos: Mug rate and EXP yield increased.
- Granaldo: Given unique behavior when encountered as a normal enemy.

- Right Orb/Left Orb: Decreased likelihood of using Haste.
- Abaddon: Reworked.
- Diabolos: Reworked.
- Jumbo Cactuar: Reworked.
- Bahamut: No longer advances the Mega Flare counter after using Aura on himself.
- Fujin(2): Changed Starfall to Meteor; will now cast Meteor one additional time at 30% HP; some stats raised.
- Raijin(3): Changed properties and usage conditions of one of his attacks; can now use Aura on himself throughout the fight; lowered resistance to Blind, Slow, and Confuse; made immune to Poison; some stats raised; Blind will be removed after a certain number of turns, after which he'll be immune.
- Adel: Reworked.
- Red Giant: No longer displays "ineffective" messages when using certain abilities with non-standard damage formulas.
- Ultimecia (1): Adjusted usage of Wall; fixed issue in which Ultimecia wouldn't take action under certain conditions.
- Helix: Is now affected by Curse.
- Ultimecia (final): Can counter Ultima; builds up a counter to Limit Breaks.


Misc.:

- Added a custom title screen.
- Joker will now appear aboard the Ragnarok on Disc 3.
- Changed reward for defeating Aberrant Behemoth.
- Reduced price of Hungry Cookpot from 4000 to 2000.


With 1.4, I've finished going back over all of the enemies in the game. While I will still make changes based on player feedback, I don't have any more updates of this size planned currently. In the future I'll be working on more sidequests, including one with some story content, as well as getting that last 0.1% of the 2013 version of Crystal ported to Remastered.

22
Releases / Re: [FF8-PC Steam 2013] FFVIII Crystal 1.3.2
« on: 2021-02-26 16:51:18 »
FFVIII Crystal 1.3.2 released.

Download: https://mega.nz/file/QWwnHYSI#aB8sMed3DWcp6JzxiT6QaKKTKCIwQfwvBWIcD6vzmRQ


Content:

Spoiler: show
- Added a new sidequest at Edea's House, available with Rinoa in the party after visiting the Sorceress Memorial during the story.*

- Added a new battle in the aberrant monsters sidequest.


*Will not work on pre-1.3 save files if you've already triggered the conversation between Edea and Rinoa about sorceresses' knights. If you've triggered that conversation and want to try the sidequest, send me your save file and I will edit it for you.


Characters/GFs:

Spoiler: show
- Adjusted various characters' stats and stat growth.
- Lowered Drain's Status Atk-J power from 50% to 34%.
- Lowered Arise's Elem-Def power from 25% to 20%.
- Lowered Ultima's Elem-Def power from 30% to 25%.

- Reintroduced Edea as a guest party member.
*GF: Eden
*Comes with abilities such as Pray, Double, and Expendx2-1 as well as a variety of spells.
*Spell selection: unlimited

Squall/Bahamut:
- Changed materials required to make Lionheart.

- Zell/Ifrit:
- Chakra's healing increased from 1/4 to 5/16.

Selphie/Tonberry:
- Changed levels at which refinement abilities can be learned.
*High Mag-RF: 35 --> 30
*BLK-RF 3: 45 --> 35

Rinoa/Carbuncle:
- Angel Wing 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}
- Removed Angel Wing's Haste effect and replaced it with Float.
- Changed materials required to make Shooting Star.

Irvine:
- Changed Irvine's GF to Cerberus.
*Counter Rockets: grants Haste to the party.
- Removed Irvine's Magic command and replaced it with Draw.
- Irvine now starts with 30 AP in Aura.

Seifer/Alexander:
- Changed starting abilities.
- No Mercy: ignores Vit.


Enemies:

1.3.1: Restored Jumbo Cactuar's standard world map behavior.
1.3.2: Changed the save variable used by the aberrant Abyss Worm; added UFO? rework.

Spoiler: show
- Enemies in Tears' Point now scale up to level 50; changed some enemy formations.
- Made various changes to spell refinement item drops.

- Grendel: Replaced Tail Blade with a generic attack using Tail Blade's animation; replacement attack is slightly less powerful but more accurate.
- Hexadragon: Has a one-time chance of using Rapture if afflicted with certain status effects; increased power of Chemical Breath, removed Poison effect and changed to non-elemental; now has a chance of using a critical attack instead of a normal one; low- and mid-level behavior altered to incorporate normal attacks and Bio.
- Abyss Worm: Base stats modified; stats change when below 30% HP; can now remove status effects; has a chance to use Vampire instead of a normal attack.

- Iguion: Earth weakness changed from 200% to 150%; Slow added to Draw list; now casts the Haste spell on itself; fixed issue in which Haste wouldn't take effect; fixed issue in which Iguions would not use Resonance.
- Base Soldier: Fixed issue in which it would use Aero on itself; now uses Cure instead.
- Oilboyle: Reworked.
- NORG Pod: Lowered HP.
- NORG: Modified NORG's pattern; Orbs now cast the Haste spell on themselves instead of being Hasted through AI, so the effect can be dispelled; Orbs can begin Hasting themselves sooner; at 30% HP, there is a chance that an Orb will advance directly from blue to red; changed NORG's level scaling.
- Odin: Acts more frequently; action chances increase when below 60% HP; now uses Daunt instead of Stop; restored a line of unused battle dialogue.
- Seifer (3): Str increased; has an additional action chance; is more likely to use Zombie; can counter physical attacks with Blind and magical attacks with Silence; Provoke gives a Regen effect; gains a Str and Spd boost and a guaranteed critical attack action when under Aura status.
- Edea (2): Increased Spd; now uses Aura on Seifer instead of Berserk; increased action chances and adjusted action probabilities; uses Maleficium sooner; has an additional guaranteed use of Maelstrom at 20% HP.
- Ultima Weapon: Replaced Light Pillar with Licht Säule, which deals no damage but inflicts an immunity-ignoring Death effect; now has a chance of using Tornado instead of Quake.


Misc.:

Spoiler: show
- Changed the following spell refine totals:
*Cure: 5 --> 10
*Raise: 3 --> 5
*Protect: 3 --> 5
*Shell: 3 --> 5
*Zombie: 5 --> 10
*Curaga (WHT-RF 3): 3 --> 5
*Holy (WHT-RF 3): 3 --> 5
*Haste: 3 -> 5

*Fire: 5 --> 10
*Blizzard: 5 --> 10
*Thunder: 5 --> 10
*Fira: 5 --> 10
*Blizzara: 5 --> 10
*Thundara: 5 --> 10
*Firaga: 5 --> 10
*Blizzaga: 5 --> 10
*Thundaga: 5 --> 10

- Fixed Aura Draw Point outside of G-Garden; replaced with Zombie.
- Added Cottages to Winhill Shop.
- Joker has a unique shop on Disc 4.
- Joker now has an option to heal the party when spoken to aboard the Ragnarok.
- Added a hidden shop that allows for the purchase of certain missable items on Disc 4.
- Updated Aberrant Key items' descriptions.
- Added dialogue to hint at new sidequests.
- Restored an unused line of dialogue during the meeting with Edea on Disc 3.
- Updated Credits section of OP.
- Updated screenshot album in the OP.
- Added a donation link to the OP.


EDIT: I didn't want to triple-post, so I updated this post with 1.3.1. I suddenly remembered the other reason that I made Cactuar Irvine's GF: if no one has it, then Jumbo Cactuar will never stop spawning on the world map. I figured out how to make JC's spawn check one of the battle save variables instead and the hex values I changed are below.

The new sidequest at Edea's House is the first that includes story elements. I may make a few more such sidequests in the future, so let me know what you think. Speaking of sidequests, I'll be concluding the aberrant monsters sidequest in 1.4.

I still have some reservations about the Angel Wing update, and may alter or revert it in the future depending on the feedback I get.

I'm also posting the hex values for a few of the changes included in this update and the previous one should anyone want to use them:

Spoiler: show
Code: [Select]
#Allow Minimog to be summoned regardless of Chocobo World progress

8E0AF = 75
8E0B0 = 00
8E0B1 = 40
8E0B2 = 00

This changes the address checked by the MiniMog command to one found in an error handling message in the exe, as I figured said value would never change in actual gameplay. This should work pretty easily in other versions as long as you change it to an address with a value within the correct range (the minimum needed for MiniMog to appear is 0D, but I can't remember the max...).

Code: [Select]
#Double MiniMog's Gil cost

8E0D6 = 03

Code: [Select]
#Prevent removal of Edea's GF during Laguna dreams

ACE7F = 90 90 90 90

This also works for Seifer (and other characters too, presumably).

Code: [Select]
#Changes the address Jumbo Cactuar's world map spawn checks to save var 57

144C4A = 58
144C4B = E9

144C4C and 144C4D make up the rest of the address, but in this case I didn't need to change them.

23
Releases / Re: [FF8-PC Steam 2013] FFVIII Crystal 1.2
« on: 2021-02-17 14:11:13 »
I think she was balanced. She was strong and her limit break could kill regular enemies in one hit, and my tactic against the boss at the Great Salt Lake (Abadon I think?) involved her spamming her limit. The boss went down quick. You could arguably say that she's a bit overpowered but since she's not a permanent character I didn't mind, plus she's supposed to be strong, so it made sense. She reminded me of Beatrix from FF9, who is only with you for a short while but is made powerful so you can have fun with her.

I consider Beatrix close to perfect as a temporary party member, so that's good to hear. I figured Edea would make Abaddon a lot easier, but I thought it'd be with doublecasted Holy. My gut reaction to your post was to nerf Edea a little in 1.3, but after giving it some more thought I decided to leave her as is for now since Abaddon (and more importantly Diabolos, whom it's possible to fight using Edea) will be getting reworks in 1.4. I can keep her the same and just make them tougher.

24
Releases / Re: [FF8-PC Steam 2013] FFVIII Crystal 1.2
« on: 2021-02-10 21:59:23 »
Hey,

You may already know this, but I've reached the Lunar Base and I can confirm that Edea has no problem with de-equipping GFs now from the Laguna dreams. Your fix for that works great.

Good to hear. I also confirmed that it prevents Seifer's GF from being unequipped, which I may make use of eventually. What did you think of Edea as a playable character?

Quote
I found what I think may be a small oversight. You know the invisible Aura drawpoint that is available during the battle of the Gardens? The one here: https://static.wikia.nocookie.net/finalfantasy/images/d/db/Aura_draw_point_location_during_the_Battle_of_the_Gardens_from_FFVIII_R.png/revision/latest?cb=20191119214919

It's still there and can be used, giving you access to some Aura spells. I know it's invisible and one time-only, and only Quistis has move-find and she isn't there, but if you know it's there, you can still use it.

Yeah, that shouldn't be there. IIRC it's supposed to contain Bio or Dispel or something like that. Thanks, I'll have it fixed in the next update.

Quote
I also had a weird instance where an enemy cast Aero on itself and died. I forgot which one it was sadly but I think it was an encounter with three enemies and may have been story related? I wish I had written it down... I keep thinking it may have been humanoid soldiers but I'm not sure.

These are all of the enemies that use Aero:

Creeps
Chimera
Torama
Vysage
Abyss Worm
Ruby Dragon
Fujin (1)
Thrustaevis (Whirlwind uses Aero's animation)

I looked through their AI but didn't see anything that would cause them to use Aero on themselves, but I may have overlooked something. If the list jogs your memory, let me know. As far as soldiers go, I think the G-Specialists (the green ones) used to use Aero, but it's not in their movelist anymore. Low- and mid-level G-Blue Mages (the light blue ones) can use Storm Breath though.


Never mind, I found it right after sending this post.  :-\ It's the Base Soldier. The Potion+ item they used to use is now a stronger version of Aero after I added Scan Stones and I overlooked that, thinking there were no enemies that used Potion+. It's fixed now, thanks.

Quote
As I'm approaching the end, I'm really enjoying the mod. For the most part it kept the same level of challenge and balance, which I think is pretty good. There were some harder fights, but nothing too ridiculous and it very much feels like a proper difficulty, rather than a hard-type mod, which I really appreciate. I think the second Seifer fight was a good example, he wasn't really hard and I didn't need a super specific strategy, but he had a good chunk of HP and could dish out damage fast, so I needed to pay attention. You turned him into a proper boss rather than a joke, without going overboard.

I think I might write up a small review on the mechanics and what I liked, and some minor stuff that could maybe use a bit of improvement. Maybe I'll focus on how the characters function since that's a good way to look at the game balance. So yeah, I'm almost finished and overall super pleased with this mod. Good work!

Thanks  :) I'm glad you're liking the mod. Looking forward to your detailed feedback should you decide to do a write-up.

25
Releases / Re: [FF8-PC Steam 2013] FFVIII Crystal 1.2
« on: 2021-02-09 20:52:54 »
They worked better this time around. I think the increase was enough, Squall had more turns attacking than previously because his healing was more potent. Previously Squall's healing often couldn't fully heal a bigger hit in the early game, now it does and usually adds a little on top. Now I no longer had Squall constantly healing to keep up with the punches.

Good to hear.

Quote
Ah, fair enough. Shame magic damage is so wonky.

It's the biggest reason attack magic is so bad in vanilla. I made some changes to Rinoa's Str stat after my last post and I think Angelo Cannon is in a better spot now.


Hey man, do you have any hope of ever porting this to the remaster version?

Asking for a guy on Reddit.

Hey there. I plan to, but it may not be for a while. I'd like to complete the rest of my plans for this version before I work on Remastered in order to minimize the amount of extra work required. Some things are as easy as drag and drop, but others require more than that. I also don't know whether the mod's .exe changes are possible in Remastered, so I'll have to investigate how to do that at some point too. At worst, I may release a version that excludes the .exe changes but has some other differences from the 2013 version, but I'd like to avoid that if possible.

I ported some of the simpler stuff to Remastered once, but I didn't go any further than that.

Spoiler: show


Did you get my last PM, btw? The thing I was talking about is a little closer to being possible now that I've figured out how to stop the JUNCTION opcode from unequipping guest characters' GFs.




In update news, the aberrant Abyss Worm fight that I posted about before is finished and I'm currently working on a sidequest with a little more story/dialogue than the stuff I've done so far; as a result, it's taking longer as well. Both will be in 1.3.

Spoiler: show

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