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Final Fantasy Forums => Gameplay Modding => FF9 Gameplay Releases => Topic started by: Tirlititi on 2015-08-26 18:21:40

Title: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Tirlititi on 2015-08-26 18:21:40
Final Fantasy IX : Alternate Fantasy is a mod aiming to increase the difficulty and, above all, to give a new experience of FF9 for those who already know the game well.

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§  PlayStation Version (US) (http://www.hiveworkshop.com/forums/pastebin_data/7551wb/_files/AlternateFantasyUS_3.2.zip)  §
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§ Steam Version (https://www.hiveworkshop.com/attachments/alternatefantasy_v4-5-zip.301658/) §
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For the PSX version, you install it by applying a PPF patch to the original game files. You can use the tool PPF-O-MATIC that is included in the mod archive.

For the Steam version, you directly replace some of the game's files by the modded ones.

You may also download the source files of the mod here (https://www.hiveworkshop.com/attachments/alternatefantasysource_v4-5-zip.301710/).

What are the modifications?
A lot of them. Most are gameplay related but a few of them are also scenaristical. There are two kinds of scenaristical changes :
1) A few dialogs that were suppressed during the game's development were put back in this mod. It includes the dialogs from the "Hidden Dialogs" patch plus a few others for which only the texts were kept.
2) Beatrix can be permanently recruited after getting the airship (optional). Cutscenes are changed from this point onward to include Beatrix in them (Steam version only).

The main things now.

Abilities, be it the player characters' or the enemies' ones, have been modified.
One of the point of the mod is too enhance the statuses. Some basic spells deal statuses additionnally to their damage.

Here is a list of the principal changes in the player's abilities :

Zidane
Trance skills deal much less damage
What's that?! inflicts Blind to everyone now
Annoy has been replaced by Free Energy : a regular attack with 100% accuracy and no backrow reduce
Sacrifice has been replaced by Regenerate : use an ether on the team
Lucky Seven has been replaced by Warm Up : increase Zidane's strength by 25%
Thievery has been replaced by Transcend : bring Zidane to Trance

Vivi
Fire spells have a chance to inflict Heat (base : 5%, 10% and then 20%)
Ice spells have a chance to inflict Freeze (base : 5%, 10% and then 20%)
Thunder spells have a chance to inflict Slow (base : 10%, 20% and then 40%)
Slow has been replaced by Annoy (80% of inflicting trouble)
Demi has been balanced from 30% of max HP with 40% accuracy to 25% of max HP for 80% accuracy
Death has been replaced by Gradual Petrify (75% accuracy)
Break is now an Earth elemental attack in addition to inflicting Petrify (30% accuracy)
Water sometimes inflict Shell to its targets
Meteor has been replaced by Waterga : Water damage plus Silence (50% accuracy)

White Magic
Panacea only cures Poison but is multi-targeting
Stona only cures Gradual Petrify but is multi-targeting
Confuse and Berserk are now magical attacks in addition to inflicting statuses
Most of status-inflicting spells have their accuracy upscaled
Holy sometimes inflict Regen to its target

Dagger
The full powered Ark now deal damage twice, allowing to deal more than 9999

Eiko
Fenril is a wind eidolon by default

Quina
LV5 Death has been replaced by LV5 Flare : inflict non-elemental damage to enemies with lvl multiple of 5
LV4 Holy has been replaced by LV4 Def-less : randomly decrease defence of enemies with lvl multiple of 4
LV3 Def-less has been replaced by LV3 Aerial Slash : inflict Wind damage to enemies with lvl multiple of 3
Doom has been replaced by Lightning : Thunder damage plus Silence to one target (50% accuracy)
Roulette has been replaced by Self-Destruct : convert Quina's current HP into damage on all the enemies
Aqua Breath has 75% accuracy instead of 50%
Matra Magic has been replaced by Zombie Breath : non-elemental damage plus Zombie on one target (20% accuracy)
Limit Glove has been replaced by HP Switching : switch Quina's current HP with an ally's ones
Twister has 50% to inflict Float in addition to its Wind damage
Earth Shake has 100% to inflict Slow in addition to its Earth damage
Frog Drop has been replaced by Devil's Snack : use a Dead Pepper on all enemies
Freeze has been replaced by Cocytos : Ice damage and inflict Slow on one target (100%)
Mustard Bomb has been replaced by Phlegethon : Fire damage and inflict Haste on one target (100%)

Freya
Lancer's damage are increased, as well as its MP cost
Dragon Breath has been replaced by Dragon Life : apply Auto-Life on Freya
Six Dragons has became single-targeting for 15 MP
Cherry Blossom is more powerful
Dragon's Crest has been replaced by Ikari : deal physical damage and Trouble to all the enemies (50%)

Amarant
Aura has been replaced by Starburst : deal 60 times an enemy's level as damage
Demi Shock's accuracy has been upscaled from 50% to 80%
Countdown has been replaced by Concentrate : increase an ally's Magic by 33% for 28 MP

Steiner
Iai Strike has been replaced by Quadraslash : a physical attack using the elemental power of Fire, Ice, Thunder and Water
The accuracy of the 4 break abilities have been upscaled
Thunder Slash now inflict 21% of target's max HP as thunder damage
Climhazzard has been replaced by a weaker Shock : deal 2 times the physical damage on one target
Shock has been replaced by Sword Dance : deal 2 times the physical damage on all enemies ; it's a magical attack

Marcus
Added 2 abilities for the time he is with you on the disc 2 : Strong Hit (more damage but harm Marcus) and Contaminate (100% to inflict Poison)

Also,
Ragtime Mouses Quizz has been refreshed
The enemies are stronger and more resistant
The most frustrating bug of the game has been corrected : the last Tetra Master rank displays properly
Few weapons can be used by several characters (for instance, Dagger can use the... dagger)
The ultimate weapons give a big boost to main characteristics (Strength, Magic, Speed and Spirit)
Enemies' spells have been modified using similar principles as the player's spells
Phoenix Pinions now cure Doom ; they also cost and sell cheaper
A mini-game has been re-added at the beginning of disc 3. It was half present in the game's code and had the following comment in the japanese version :
Quote
また制作途中なのでバグレポート不要で〜す
Which means in short that it was too much buggy and boring to be in the final game. While the bugs have been corrected, it will likely not keep you on tenterhooks for hours ^^"
Excalibur II can now be acquired by two different methods :
1) Reach and beat Hades in less than 14 hours,
2) Get all the treasures of the game (there are 3 little mistakes allowed) to obtain the higher treasure rank. Some particular cases don't count (Stilzkin's sells and Ragtime Mouses's/Ozma/Hades rewards mainly). Kupo Nuts don't count by theirself but all the one-time rewards count (roughly 1 per disc from disc 2). Similarly, Chocographs don't count when you unearth them but the treasure themselves count. Also, Mimics count. In the end, that makes 404 unique treasures to find.

And much more... I won't tell you everyting but let you discover it by yourself  :mrgreen:


Enjoy !
Title: Re: [FF9] Alternate Fantasy (v3.0)
Post by: Kefka on 2015-08-27 08:35:01
Nice work, man! Is this mod only for the english version of the game or also for others?

Some of your new abilities sound interesting, but I'm worried about Zidane's ability to go into trance automatically. That seems way overpowered to me (unless you really downgraded the power of his dyne skills a lot and/or increased their MP cost).

I'm curious about having weapons be usable by several party members, does their "stance" in or their attack movement in battle really support that? I've never tried that myself because I thought the in-battle models might look awkward (imagine Eiko holding a big sword and attacking with it, lol). I'm trying to imagine how Dagger would look holding a dagger.

I didn't even know about a dummied-out minigame in the original! What exactly is it and when and where can you play it?

I'll look into it as soon as I find some spare time.
Title: Re: [FF9] Alternate Fantasy (v3.0)
Post by: Tirlititi on 2015-08-27 17:31:47
Thanks.
Yes, Dyne abilities also cost more MP. Transcend is also made available only late in the game.

The usability of weapons for other characters is not abused of, that's the only thing I'll say ^^

The minigame is at the beginning of disc 3, in Alexandria, while controlling Vivi. You'll hardly miss it.
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: gorildo on 2015-11-06 15:59:15
I would like to ask you some things. But first of all just wanted to let you know, I own both the original release of the game and the Square-Enix re-release. I correctly dumped my copies and they're perfect according to the latest Redump data.

The .ppf file works just fine on version 1.0, but on 1.1 it gives a binblock error, so I'm unsure what could happen. In the latest release they fixed the gold chocobo bug though, and I don't know what else. Just a heads up.

Anyway:

- Is this the final version?
- Have you changed item locations, chests and what is in the steal/drop slots?
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Tirlititi on 2015-11-06 17:51:06
Hum...
I was not aware of a 1.1 release from Squaresoft. I heard about the Gold chocobo bug (it is the fact that you can enter Ipsen's Castle before the Mount Gulug segment, right?) but didn't know it gave birth to 2 versions of the game.

I've no idea if the patch would work with both versions then... It may or may not depending on the amount of changes.

To answer your questions, I don't think the version 3.2 will be the final version of all times. However I won't update any 4.0 version soon (not before 1 or 2 years, being optimistic). Also, I modified few of the treasures (about 10 of them) and a bit more concerning steals and drops. That's not the core of my mod (though it may be more important in future versions).
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: gorildo on 2015-11-10 01:57:46
That's good to know, some 2 years will do wonders for helping forgetting a few things about the game and refreshing my memory. There's some things I'd like to suggest:

- First, I'm personally very bothered by the way the stat bonus system in this game works. I think it would be best if there were fixed stat growth. I'm paranoid about leveling up until much later in the game.
- Faster frog spawning.
- Having to ignore the items on the fourth slot really hurts my OCD, it would be better if there were none in that slot until you get Thief Cuffs, OR...
- Enable it earlier, on Disc 2, along with Rat's Tail. I honestly doesn't see this affecting the game balance at all.
- I checked out your Beatrix vs Beatrix vs Beatrix video on the other thread, it's pretty cool, I wonder if you have any ideas for it, would be cool.

I can already do some of that with some cheating or some basic editing here and there, but anyway.

I'll eagerly await for more.  8)
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: iloveyou771 on 2015-11-14 09:06:15
Beatrix replace Steiner as a full playable character...love beatrix
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Stellary on 2015-12-24 14:48:34
Hello!

Where the hell is Tiger Racket in this mod?

I've just gotten dark-blue chocobo, looked everywhere for it and no sight of it.

Please tell me the location or at least if I can only get it in Disc 4.
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Vir on 2016-01-16 01:21:49
Hi Tirlititi,

I didn't know HW could fix the card score glitch; I'm surprised I overlooked that when you first released this mod! Is there much to it? My mod fixes what bugs it can, so if I can do this one, I suppose I shall. Thank you for your input.
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Tirlititi on 2016-01-16 09:31:30
Hey Vir. Unfortunatly, it can't fix the card glitch ; I fixed that glitch directly by hex-editing. That and the name switching of Eiko's Fenrir were the 2 things I've done by hex editing (though you can modify summoning names without problem now).

I still don't understand where this card glitch comes from. I guess it's some issue with the MIPS code (a kind of ASM). You can see in Hades Workshop that the card menu's texts begin with the different ranks, and "Would you like to discard this card?" comes right after in the list. The only thing you can do using HW is exchanging the last rank with this discard text, that is the first 2 steps of the instructions detailled here (http://forums.qhimm.com/index.php?topic=14315.msg214553#msg214553).

For the third step, however, it would need more features related to the menus UI to make it feasible with HW.

If you hex-edit the files, you can add them to your patch made with HW, though :
1) create your patch without the glitch fix,
2) duplicate your game file and apply the patch to one of them,
3) hex-edit the patched file to fix the glitch,
4) use the program MakePPF (http://aminet.net/package.php?package=util/misc/makeppf_aos4.lha) to create a new .ppf patch containing all the fixes.
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Vir on 2016-01-16 14:57:15
As always, thanks for the info!
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Nikkolas on 2016-02-25 22:36:52
Hey Tirlititi, I've been playing your mod and so far things seem pretty tame and same to the normal game. Just beat Black Waltz No 1 ad Sealion on my first attempt.  Although I am grateful that this isn't quite as grueling as the Insane Difficulty "Unleashed" mod, I am curious if there is a noticeable difficulty curve at some point?

But regardless, the changes you've made sound very intriguing and I will see this through to the end. I was just wondering if there are any difficulty spikes. Don't want to get complacent now.
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Tirlititi on 2016-02-26 09:18:45
Are you sure you applied the patch correctly? Because Black Waltz 1 is kinda not the same as the normal game and changes should already have struck you more.
If Vivi's Mage Staff doesn't teach MP+20%, for example, then you're playing vanilla game.

Other than that, the difficulty curve is quiet smooth ; the Alexandria rescue part is a bit more difficult and the end of CD 2 is a bit more relaxing. No difficulty spikes anywhere.
Also, besides maybe Necron and Ozma, it was thought to be beatable with no grinding at all.
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Nikkolas on 2016-02-26 12:08:24
Yes I have the patch on. I was just lucky and had Trance ready to go right at the start of the BW #1 fight so I killed him pretty fast. lol I guess I didn't get to appreciate the changes to the boss.

But man, your Beatrix fight is harder than even Unleashed's. Actually making you have to beat her to a certain point instead of just running out the clock was a welcome surprise.  The only grinding I've done is for a bit of extra money and even then it wasn't too much. But man, I am ever thankful I thought to let Freya win the Festival of the Hunt. Without that Coral Ring and Cover, I can't imagine how I would have ever won. Even with those two, it wasn't easy. She hits so hard and so fast, even with Silk Shirts on everyone to reduce Thunder Slash's damage.

But yeah, it does look like your mod is more relaxing, as you say. I was used to Unleashed which threatened to kill you at every turn even with random encounters. Not so much here. off course, it lulled me into a false sense of security from which Beatrix rudely awakened me.

But in the end I won! And I even managed to get all 3 Steals.

I am enjoying myself a lot. Your mod is a lot more balanced than what I had previously seen in FFIX mods. I think it's the fact you kept in Attack increases on equipment. Unleashed removed that. It basically made Focus Spamming Vivi the real member of the team while everyone else was support. But in your mod, everyone is pretty useful so far.

I am eager to start Disk 2 later today and then hopefully beat the game within the next week.
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Tirlititi on 2016-02-26 19:32:33
Glad you found some consistency in the difficulty :)
Indeed, that's a lot easier than Unleashed ; my goal was not a difficulty mod but more a "renew the Final Fantasy IX experience" mod.
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Nikkolas on 2016-02-27 02:53:08
Question.

What determines Beatrix using Stock Break in the third fight? Is it time?

If you go to town on her, you can deplete her health really fast between Magic Sword and Zidane's physical attacks w/MP Attack.
HOWEVER, I am one of those FFIX players who thinks it is mandatory to steal all items from bosses. It's part of the challenge of the boss fight, as far as I'm concerned.  But whenever I spent too much time trying to get that Survival Vest, she inevitably busts out Stock Break. There's no healer at all in this fight and your party will have low HP due to a combination of Doom and Shock KO'ing everyone. In short, there's really no way to deal with it as far as I can see.

Also I hope you don't mind Save States. I only do them before bosses so I don't have to rewatch cutscenes over and over.
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Tirlititi on 2016-02-27 09:38:22
Yes, it's time. I think it's after 8 turns that Stock Break gets enabled. The battle becomes really tough from this point, but you can get to back row to tank a little bit more.
Also, you can actually displace your characters inside the menu to choose which ones should be placed on the sides. This way you choose which characters will inevitably take Stock Break and which will have a chance to avoid it.

I don't mind the way you play your game ^^
I'm not sure you ever asked Mr. Sakaguchi about save states :p
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Nikkolas on 2016-02-28 04:07:45
I'm glad to hear that. I just recall reading how one modder somewhere removed save points in a game because he felt being able to save so often meant you didn't try as hard during boss fights.

Out of curiosity, can you change the success rate of Steal? I am convinced this...unpleasantness with the Fairy Flute and Hillgigars is some kind of mistake on the developers' part. I could easily destroy the boss - Focus + Drain = 2000 damage a pop just from Vivi - but I've spent the last couple hours and countless attempts trying to steal from this giant jackass and I'm so tired.

Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Tirlititi on 2016-02-28 09:22:34
I did change the steal rate of Hilgigar's and Beatrix 1's rare steal. They are 6.25% rate steals instead of the normal 0.39% rate. This at least has been changed the same way in my mod and LandonRay's Unleashed. I guess you were just unlucky.
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Nikkolas on 2016-02-28 12:15:21
Yeah, I didn't have this much trouble with getting it in Unleashed. I did finally get it here, though. Then I couldn't get the Poison Knuckles from Amarant because that's just a waste of time. With him constantly inflicting Slow on Zidane, it's just a needless waste of time. One-on-one fights in these types of games are almost always tedious, nothing you or anyone can do about that.

Now I'm at the start of Disk 3 though. Game is soon gonna open up at last. For Unleashed, I went with a party of Zidane/Freya/Amarant/Eiko. It worked pretty well. I have already seen some of the differences for your Zidane Freya compared to Unleashed's but I dunno if I want to rock the same team, even if they are different. I want to try and make more use of  Quina and collect all your unique Blue Magic.
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Nikkolas on 2016-02-29 16:02:39
Well this isnt my first game over but its the first one that just made me put down the controller.

Desert Palace. I ferning hate it.

But this isn't Unleashed. I didn't spend hours getting Garnet, Eiko, Vivi and Quina Half MP.. I didn't stock up on 60 Ethers.  I didn't think I needed to be super prepared or to worry about random encounters.

And what happens? I go into a random encounter with those two floaty jackasses. I see things are looking grim as Vivi is dying and losing MP and not moving which I hadn't noticed. I tell Garnet to just summon them to death. CAN'T CONCENTRATE. fern, now she's dead. Okay, Eiko, Fenrir them. Nope, now she's Frozen. And then she and Quina died to Bio.

ferning status effects. I have a lot of my AP sunk into  Auto Haste for everyone. AI should care more about Antibody or even Body Temp but there are otehr things I wanted. I thought I could handle it. I was handling it, up until this fight. fern.

This has always been my least favorite dungeon in this game. I was right near the end, too. Goddam.
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Nikkolas on 2016-03-02 08:43:00
Luck was on my side I guess. I beat Silver Dragon, Garland and Kuja all on my first try, and got all their steals very quickly. That one attack of Kuja's was nasty though, that reduced everyone's HP permanently to 1. Luckily I got the Light Robe before he had managed to inflict it on more than Zidane and Quina.

EDIT:

Very interesting gimmick with the Tiamant fight. Thank goodness I got; the Grand Helm early. Now I need to grind for Hades. Everyone is only around Level 50 and I don't think thats enough.

EDIT 2:

Okay I beat Hades without grinding although I dare say there was a lot of luck involved. If he starts with Powering Sword and steals Remedies than uses Curse, you're just plain old screwed. I don't think there's anything you can do there.

Fortunately for me,  on my successful run,  he just used Freeze and Mustard Bomb and his sword attaks. Between Zidane having Trance right off the bat, Steiner's Sword Dance and Garnet's Bahamut, we beat him pretty fast.

I gave up on stealing the Robe of Lords. You cannot screw around in this fight or risk losing all your best items. Besides, I can Synth one anyway, or steal it from Quale. At least I could in the old game, dunno if you changed this.
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Tirlititi on 2016-03-02 16:31:26
Congrats ! If you keep winning, then it can't be all about luck :p
I'm quiet sure I didn't change the different ways to get the Robe of Lords ; I did that for the Protect Rings but not for the Robe.

That's a good thing you can beat Hades without grinding too much. When I changed the Excalibur II requirements, I admit that I didn't think a lot about the feasability of "beating Hades before 14 hours". It seemed possible but since I don't speedrun and I don't have a good idea of how much time the difficulty increase would demand, I'm not sure it's actually possible ^^"

Next come Kraken and Lich :D
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Nikkolas on 2016-03-03 00:03:29
Yeah, I don't much like speedruns either. It feels like it defeats the point of RPGs, which, for me at least, is to give you something to do for like a week.

Out of curiosity, how does your Ozma stack up to Unleashed's? I could never beat Ozma there. It was all that damned Curse's fault. It did crazy damage and 9/10 wiped my party straight away. My poor Level 77 party was no match for him. If we could ever survive, damaging it wuldn't have been an issue but we just couldn't.

Is Lich's Final Sentence dependent on someone having Auto Haste on? That's a nasty surprise.

Trance Kuja was a fairly simple affair. Necron beat me, though. He's just so fast and Grand Cross' status effects can really pile on you. Still, I'm pretty sure he's beatable. Just need to be more prepared. No real way to protect against Zombie or Berserk but I can at least guard against Body Temp. I'll try him again later.

EDIT:

I wish I had my original team... Maybe sub out Freya for Quina but otherwise, Eiko is WAY better than Garnet for t his and Amarant' support abilities, plus Throw, would be really handy.

As it is, I'm at the mercy of waiting for Mighty Guard to dissipate so I can do real damage and I have to pray I get Reflect on him before he uses Regen on himself. If Eiko was here, I could Dispel all of that and this fight be so much simpler.

I also don't understand the turn order. Sometimes he just gets no less than four turns in a row. What can I do about a Blue Shockwave followed by a Meteor? The answer is nothing.
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Tirlititi on 2016-03-03 20:27:13
Ozma can still be very random and say "no" to a perfectly prepared team. There are however a few tricks possible to lower that random aspect and make him more accessible. Still a tense fight (contrary to Necron, I didn't increase his HP).

Yeah, I thought it was a shame that Dispel was so useless in the normal game, so here it can take care of a few problems ^^
Necron's ATB is a bit tricky since he actually has 4 ATB bars. The main one is the fastest and casts Blue Shockwave and Grand Cross (and Neutron Ring in vanilla ; here it became a counter). The other ATBs use respectively the -aga spells, the Cure/Buff spells and the Flare/Holy/Meteor megaspells. So yeah, you can't do a lot if he gets several turns at once ^^
But knowing that, you can care a bit more of the ATB trick : it's not always a good idea to let the ATB run while Necron is casting.
Title: Re: [FF9] Alternate Fantasy (v3.2)
Post by: Kefka on 2016-03-05 08:42:37
I also don't understand the turn order. Sometimes he just gets no less than four turns in a row. What can I do about a Blue Shockwave followed by a Meteor? The answer is nothing.

Quote
Necron's ATB is a bit tricky since he actually has 4 ATB bars. The main one is the fastest and casts Blue Shockwave and Grand Cross (and Neutron Ring in vanilla ; here it became a counter). The other ATBs use respectively the -aga spells, the Cure/Buff spells and the Flare/Holy/Meteor megaspells. So yeah, you can't do a lot if he gets several turns at once ^^
But knowing that, you can care a bit more of the ATB trick : it's not always a good idea to let the ATB run while Necron is casting.

To further elaborate on how Necron works: if you take a look at the Necron battle in Hades Workshop you'll realise that Necron is not alone in this fight. He is accompanied by 3 Dummy enemies that have no name displayed in-game. Furthermore, they are un-targetable, invisible and invincible, so the player has no way of knowing that they are even there. Now here's the deal: Necron himself has really only 3 different attacks: Blue Shockwave, Grand Cross, and Neutron Ring. All other attacks that you see in this battle are performed by those 3 dummy enemies, giving the player the illusion that Necron is capable of acting multiple times in a row (which, in reality, he is not).

This is also the reason why you don't see any body animation of Necron when one of the aforementioned spells is cast. Blue Shockwave, Grand Cross, and Neutron Ring are the only attacks where Necron actually moves his body, but for all the other spells, he just stands still because he is not the one casting them.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4)
Post by: Tirlititi on 2016-08-04 19:30:09
Update.
A Steam version of the mod is now available. It doesn't differ much from the PSX version except that Beatrix can be recruited at the end of disc 3.

I've tested it from new game to the end and didn't encounter bugs, but there may still be. Don't hesitate to tell me if you find one.
There may be bugs if you're using the cheats though.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4)
Post by: deha0002 on 2016-08-06 08:00:03
Update.
A Steam version of the mod is now available. It doesn't differ much from the PSX version except that Beatrix can be recruited at the end of disc 3.

I've tested it from new game to the end and didn't encounter bugs, but there may still be. Don't hesitate to tell me if you find one.
There may be bugs if you're using the cheats though.

I tried to patch the Steam verision just as you said, but i get a black screen right of the bat. Without the modded files it works fine.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4)
Post by: Tirlititi on 2016-08-06 09:19:52
Hum... Maybe your game is not up-to-date (I think that would bug).
Remove the mod, open Steam and check for FF9 updates, then try again.

I just tested in case the uploaded version was somehow corrupted. But no, it worked fine for me.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4)
Post by: Zara9 on 2016-08-06 13:32:37
hey

will the booster cheats still work if i add your steam mod to the ff9 steam version
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4)
Post by: Tirlititi on 2016-08-06 16:25:29
There may be bugs if you're using the cheats though.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4)
Post by: Raven613 on 2016-08-18 22:55:21
I have the same issue with my game just freezing at a black screen after copying the files over and yes my game is up to date.
p0data2.bin and p0data7.bin and the game can be run, the problems start happening as soon as resources.assets and Assembly-CSharp.dll get thrown in.


Semi-Related: Hades Workshop also loads data really weird with all spells being shown as having a power of 255 with all elements checked off.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4)
Post by: Tirlititi on 2016-08-19 09:22:34
You're other problem is indeed related Raven, thx for mentionning it.

It means quiet for sure that we don't have the same version of FF9 Steam. I double-checked and my game is said to be up-to-date. Either yours is not, either I screw up something and my game can't update anymore (that'd be strange though since most people that left comments succeed in installing the mod).
There's also the possibility that you used Albeoris's Memoria tool. Remember they are not compatible (both Alternate Fantasy and Hades Workshop).

You may need to check that your game is up-to-date with the Steam client. Sometimes, the update is not automatic and doesn't trigger just by running the game.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4)
Post by: Manerr on 2016-08-19 10:38:40
Hallo!!
First of all, thank you for such a fantastic mod.
I only want to know, where is the orichalco? I cannot find it :(
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4)
Post by: Tirlititi on 2016-08-19 10:54:06
Thanks Manerr, glad you enjoy it :)

It's not my spirit to give away infos like this ; the mod was partly done to encourage the player to explore the game anew.
I can say that there are two orichalcons in the mod, both of them are different from the original game and one of them is missable.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4)
Post by: Nikkolas on 2016-08-19 15:43:39
Well Tirlititi, you have motivated me to buy FFIX on Steam. To be frank, I think your mod of FFIX is not only the best mod I've found, it's better than vanilla. I really want to replay this again. You made FFIX so much more fun and interesting.

And now, with it on PC, even my godawful computer can probably record decent footage of the Beatrix fight. I especially want to get the Burmecia boss battle which your mod made one of the best fights in the game. Having to actually "win" was such a surprise yet it was also thrilling and the fight itself was just the right level of difficult. It combined with the music and background to really sell Beatrix as this super badass.

I never did defeat Necron in my last run, nor Ozma nor the Yans. But I will this time! Gonna try a different party composition. With Beatrix, that just adds extra incentive to give this another go.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4)
Post by: Nikkolas on 2016-08-23 14:50:49
Question, though. Necron is a huge challenge but in both this and Unleashed, Trance Kuja was a bit of a joke.

Do you have any plans of altering your mod to change up certain fights or whatever? I really would like to see what should have been the final boss be more of a challenge.

Also I just now realized something very important.

Is there a way to save in this game between Trance Kuja and Necron? Because I just realized, since I'm gonna be getting this for PC next, I won't have save states anymore. I do not foresee me beating Necron on my first or even second or third try. I had a save state ready to go right before the fight in my last run which saved me an unbelievable amount of time.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4)
Post by: Tirlititi on 2016-08-23 17:43:54
Yep, Trance Kuja is a bit disappointing. I just had no idea for this fight but hopefully, some update of my tool will allow to have more varied abilities (along the same line, I want to make Zidane's Transcend skill able to target any character whose Trance bar is over 50% or such).

For Necron's save state, you have the auto-save which should do just fine. If you die, you can just use the "Continue" option to get to the hill of despair right after beating Trance Kuja (you have to do all the cutscene and menus again though).

Thanks a bunch for your kind words ; appreciated :)
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.2)
Post by: Tirlititi on 2016-11-07 07:33:47
Update to v4.2. Fixed a few bugs and added Beatrix supporting abilities / AP learning feature.
I also shared the .hws file so you can see how I did things and customize your own version.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.2)
Post by: resinate on 2016-11-08 16:27:44
hey u think u can help me make my mod work on steam version LOL
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.2)
Post by: Mattnificent on 2016-11-19 20:59:07
This mod is incredible. Thanks so much for bringing fresh life back into my favourite game!

I do have a question though. I've played up to the point of reaching Terra so far, but I haven't encountered any weapons that Beatrix can equip, apart from her default Save the Queen. Are there supposed to be more for her found somewhere in the game? If so, then where? Otherwise, what can she learn her Seiken abilities from?
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.2)
Post by: Tirlititi on 2016-11-21 06:33:18
Thanks  you Mattnificent :)

Beatrix can also use the Knight Swords, except for Excalibur II (that makes Ragnarok, Excalibur and a third one which I don't remember the name).
Her Seiken abilities should be learned by the time you get her in your team. There is an exception : if you applied the newest version of the mod after the Alexandria escape in disc 2,  she won't have those abilities learned and you need to learn a few abilities from the Knight Swords indeed.

If you applied the newest version of the mod before starting a new game, or if it was before the Alexandria events, then that's a non-intended bug : she should have most of her abilities available when you recruit her (a few ones are on Save the Queen).
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.2)
Post by: resinate on 2016-11-22 05:20:34

Tirlititi  is it possible that i can use ONLY the part where u made beatrix addable and usable? in pff patch mode with my mod?
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.2)
Post by: Tirlititi on 2016-11-22 06:17:26
Yes it is possible, but wait a bit please: I've your kaotic mod (last version before you put .ppf format) and I shall fix that stat panel to make it compatible with the newest HW.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: kmrblue1027 on 2017-02-23 05:22:12
Enjoying the early game so far, Steiner having insta-death caught me off guard, I was expecting the 1st few battles to be standard warmup. I have 2 questions, is the issue with leveling up early causing Eiko and Amarant have less stats/magic stones fixed so should I still avoid leveling until disk 3 as usual (I don't care too much about max stats more just hate to miss out on too many magic stones). And if that's still true is the Marcus/Eiko stat bug fixed?
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2017-02-25 12:28:11
I kmrblue1027.
No, none of these bugs were fixed. The Eiko/Marcus glitch is still a thing as well as their variation for Cinna/Quina and Blank/Amarant.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Almaz1990 on 2017-03-17 13:45:53
love how you intergrated Beatrix into scenes after you get her in Alexandria, loving the mod so far.
i have a question tho, while loading your mod into the hades workshop, what should i leave ticked if i just want Beatrix to join and have her new scenes plus the "hidden" scenes like puck and vivi on the rooftops?
i wanna try making my own personal mods to the game but the way you added Beatrix to the game is just too awesome to pass.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2017-03-17 15:20:06
Thanks Almaz :)
I wrote a detailed post about keeping only the Beatrix-related stuff on Steam. Daeoc followed these instructions (Beatrix with supporting abilities and all the other fields modifications) based on the v4.2 of my mod. Using his file (http://steamcommunity.com/app/377840/discussions/0/353915953249510749/?ctp=9#c152393186497052984) is the easiest. Otherwise, here are the things to do:
Quote
I - English version, Beatrix has no supporting abilities
It is easier.

1) Open Hades Workshop then "File" -> "Open" -> select the file "FF9_Launcher.exe" from your Steam FF9 directory. Choose "English (US)" as language.

2) Go to "File" -> "Open Mod" and select the .hws file which is available in the mod's archive.

3) Untick all the boxes "Spells", "Commands", etc... Only keep the following ones :
Texts
Fields

4) Once the mod is imported, go to "Tools" -> "Mod Manager". There is a list of fields for which I did modifications and you want to keep only the ones that are related to Beatrix, right? If you don't care, or if you want the other modifications (most of them are about unlocking the hidden scenes), you can skip this step. Otherwise, untick the following fields :
All the fields up to "A. Castle/Courtyard" (not the one at the top, rather the one near the end of the list, before I. Castle fields - let that "A. Castle/Courtyard" ticked)
I. Castle/Stairwell
Daguerreo/Entrance
Daguerreo/Right Hall
Chocobo's Lagoon
Chocobo's Air Garden
Mognet Central
Memoria/Entrance
Memoria/Birth
Memoria/Gate to Space

5) Almost done : go to the panel "Environment" -> "Fields" and search for the field "Pand./Hall" (2nd one). In this field, I make the battle a bit harder whether there is Beatrix or not, but since the battle modifications are not imported, it will bug. Click on "Edit Scripts", then "Function Main_Loop", then browse the script's to find these lines (near the 2 thirds):

if ( VAR_C5_7173 ) {
BattleEx( 0, 1, 160 )
} else {
BattleEx( 0, 0, 160 )
}

Change "BattleEx( 0, 1, 160 )" to "BattleEx( 0, 0, 160 )" (or replace the whole 5 lines by a single "BattleEx( 0, 0, 160 )"). Then Parse, then Ok².
Do this step even if you didn't step 4).

6) "File" -> "Save Steam Mod" -> choose whatever directory you want (just don't choose the folder where "FF9_Launcher.exe" lies). Done !

7) You may share the mod here if you want to spare your headache to the other people (I don't) :D

II - English version, with Supporting Abilities
This one is a bit harder because you can't just import those supporting abilities from my mod (the other characters' abilities would be modified too).

1) Do the steps 1-5) described above in flavor I.
When unticking the fields in "Mod Manager", let "A. Castle/Queen's Chamber" ticked (it is before the "Courtyard" one).

2) Go to the panel "CIL Code" -> "Macros", then select "Unlock Ability Learning" and Apply.

3) If you've read the description of the macro, you know you need to go to the panel "Party" -> "Stats", select Beatrix and modify her Ability list + her AP requirements. Either you do that for her Ability Set 2 (that's the one used from disc 3 and afterwards), either you do that for both Ability Sets. Thunder Slash needs a non-zero AP requirement. Input her supporting abilities there as well.

4) You should check that Beatrix has access to the supporting abilities (that is, she can wear at least one piece of equipments that teach the abilities you gave her). You may go to the panel "Inventory" -> "Items" -> "Regular Items" and add abilities to armors for that purpose.

5) By default, I made so that Beatrix automatically learns her abilities Cura, Silence, Reflect, Blind, Thunder Slash, Stock Break and Shock. If you're not ok with that (either add more, either remove some), go to the "Fields" panel, search for "A. Castle/Queen's Chamber" (at some point, there are two of them with the "Library" field between them : choose the 2nd one). Then "Edit Script", go to the "Beatrix_Loop" function and search for the lines "CureStatus" and "LearnAbility" near the end. Add more "LearnAbility" lines or remove some of them, then Parse and Ok.

5) Proceed to steps 6-7) of flavor I.

III - Other language version
You may include the flavor's II steps for it.
You need some gumption for it so I won't go far into details.

1) Do steps 1-5) of flavor I but with two differences :
- At step 1), choose your language instead,
- At step 3), untick "Texts" and the remaining "including texts".

2) You need to add custom translated texts in the "Environment" -> "Texts" panel. Look at the texts already in place for the text format (the dialog conventions may also differ from one language to the other, like the english dialogs using “” and a space at each new line). The added texts which are related to Beatrix can be found in the following file (append ".txt" to the URL). Since it contains spoilers of my mod, don't dare to read it for non-translation puprose ! Else, I'll get to come to your house and remove your memories of this file 'manually' from your head.
https://dl.dropboxusercontent.com/u/98687557/Divers/FF9Beatrix

3) Unless I'm missing things, that's enough and you can proceed to steps 6-7) of flavor I (if you share the translation, you'll spare headache and I will be gratefull).

The "Mod Manager" step is the one that decides whether you keep or not cutscenes and/or hidden scenes and/or little tweaks in the fields. Here is a list of the modified fields in the order and what kind of modification they involve:
Code: [Select]
A.Castle/Public Seats -> Minigame tweaks
Alexandria/Main Street -> Minor alteration
Alexandria/Rooftop -> Hidden scene
A.Castle/Courtyard -> Minor alteration
A.Castle/West Tower -> Minor alteration
Prima Vista/Storage -> Hidden scene
Ice Cavern/Icicle Field -> Added nasty trap
Dali/Field -> HP damage depending on player's choice
Mountain/Shack -> Hidden scene
Lindblum/Synthesist -> Changed chest content
L. Castle/Royal Chamber -> Added "Learn Free Energy" as a reward for the hunt
Gizamaluck/Cavern -> Added Mogshop
Burmecia/Residence -> Minor alteration
Burmecia/Uptown Area -> Minor alteration
Chocobo's Forest -> Minigame tweaks
Treno/Bishop's House -> Minor alteration to fit Auction's alterations
Treno/Auction Site -> Changed prices
Cleyra/Tree Trunk -> Changed chest content
Cleyra/Tree Trunk -> Minor alteration
Cleyra/Cathedral -> Hidden scene
Cleyra/Cathedral -> Hidden scene
A.Castle/Underground -> Minor alteration
A.Castle/Chapel -> Added Mogshop
A.Castle/Queen's Chamber -> Beatrix mod (learn starting abilities)
Pinnacle Rocks/Hole -> Hidden scene
L.Castle/Base Level -> Hidden scene
L.Castle/Airship Dock -> Hidden scene
Fossil Roo/Passage -> Minigame tweaks
Brahne's Fleet/Event -> Hidden scene
Quan's/Cave -> Minor alteration
Quan's/Fishing Area -> Changed chest content
Alexandria/Square -> Hidden scene (minigame)
Alexandria/Residence -> Minor alteration
Treno/Pub -> Rank S change
Treno/Bishop's House -> Minor alteration to fit Auction's alterations
Treno/Auction Site -> Changed prices
Treno/Knight's House -> Beatrix mod (allow her to fight)
Treno/Knight's House -> Beatrix mod (allow her to fight)
Alexandria/Main Street -> Minor alteration
Lindblum/Theater Avenue -> Minor alteration
Oeilvert (6 of them) -> Minor alteration
A.Castle/Courtyard -> Beatrix mod
I.Castle/Entrance -> Beatrix mod
I.Castle/Small Room -> Beatrix mod
I.Castle/Stairwell -> Minor alteration
I.Castle/Mural Room -> Beatrix mod
I.Castle/Mural Room -> Beatrix mod
Shrines (5 of them) -> Beatrix mod
Bran Bal/Gate -> Beatrix mod
Bran Bal/Storage -> Beatrix mod
Pand./Hall -> Beatrix mod
Pand./Hall -> Beatrix mod (+ battle change if Beatrix is here)
Pand./Hall -> Beatrix mod
Pand./Control Room -> Beatrix mod
Pand./Event -> Beatrix mod
Pand./Event -> Beatrix mod
Pand./Event -> Beatrix mod
Invincible/Core -> Beatrix mod
Daguerreo/Entrance -> Rank S change (ExcII reward)
Daguerreo/Right Hall -> Rank S change
Hilda Guarde 3/Bridge -> Beatrix mod
Hilda Guarde 3/Engine -> Beatrix mod
Hilda Guarde 3/Deck -> Beatrix mod
Hilda Guarde 3/Deck -> Beatrix mod
Hilda Guarde 3/Bridge -> Beatrix mod
Chocobo's Lagoon -> Minigame tweaks
Chocobo's Air Garden -> Minigame tweaks
Mognet Central -> Changed chest content
Treno/Knight's House -> Beatrix mod (allow her to fight)
Invincible/Controls -> Beatrix mod
Red Rose/Bridge -> Beatrix mod
Memoria/Outside -> Beatrix mod
Memoria/Entrance -> Changed chest content
Memoria/Birth -> Excalibur II reward if under 14h
Memoria/Gate to Space -> Changed chest content (+removed the time limit)
Hill of Despair -> Beatrix mod
last (4 of them) -> Beatrix mod
Mage Village/Entrance -> Beatrix mod
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Almaz1990 on 2017-03-17 22:31:29
wow didnt expect such a fast reply, thanks alot Tirlititi, followed your step by step and everything seems to be working the way i imagined it. its awesome.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: vomitrocious00 on 2017-03-29 20:37:13
Hi Tirlititi, I've been playing around with the Beatrix mod and Hades Workshop and I've really enjoyed it!
I have one question regarding Excalibur II. You mentioned it can now be obtained by also getting all the treasures in the game.

What would I need to edit using Hades Workshop if I just wanted to implement that particular change and not the entire Alternate Fantasy mod? I'm using the standalone Beatrix mod with minor changes to other stuff here and there but I have no idea what to change for the Excalibur II reward.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: dclem on 2017-03-29 20:40:43
It may be in the Memoria/Birth field. Not completely sure though, the only thing I changed there was the required time to get to Hades to get it, but there's more to getting the item...?
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: vomitrocious00 on 2017-03-30 08:04:55
Yeah I kinda looked around there but I really don't know what I'm doing so I thought I'd ask before moving stuff around lol
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2017-03-31 17:10:35
The Excalibur II requirement is in the field datas indeed.
You need to do things a bit like I explained to Almaz a few posts ago, but you need to:
(1) only keep the "Fields" ticked when importing the .hws,
(2) in Mod Manager, untick every fields except for the following ones:
Memoria/Gate to Space
Daguerreo/Entrance
Daguerreo/Right Hall
Treno/Pub
You may also let "Memoria/Birth" ticked but that's for the other way of getting Excalibur II (beat Hades before 14h).
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: vomitrocious00 on 2017-04-01 03:39:49
Really appreciate you replying, thank you very much!
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Inu92 on 2017-04-15 23:48:57
Hello Tirlititi,

First of all, I wanted to congratulate you for all of your work. Hades workshop is a paradise for those who love Final Fantasy IX!

I wanted to ask you something about Alternate Fantasy : I read in the "readme" file that the game must be in english. Is this mod avalaible in french? (I know that you speak french, that's why I am wondering!). If not, it's okay, I will play in english. I really need Beatrix in my party :D

(Ps : Oh, and I guess Zidane can't be removed from the party until Memoria, as in the vanilla game?)

Goodnight and happy easter by the way =)
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2017-04-16 08:26:45
Hello and thanks Inu92,
The mod is available in french only for the PSX version (here (http://forum.ffdream.com/viewtopic.php?f=217&t=15029)), not Steam. I'd like to make mods compatible with any language, but that's not likely to happen so soon :/

Zidane is indeed mandatory until Memoria, as in vanilla.

Happy easter to you and bon jeu !
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Inu92 on 2017-04-16 16:43:20
Hello Tirlititi,

Thanks for your answer! Maybe it will work if I translate it manually, if it's not too long. Anyway, it's a good new to finally play with Beatrix. I'm also going to increase the difficulty to the same level as Unleashed. I didn't see if Unleashed was updated to the steam version, I'll check that.

Have a nice day!
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: flumpy on 2017-04-25 21:55:07
does this mod disable the no encounters cheat on the pc? game speed and auto battle are the only ones that seem to work
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2017-04-26 17:31:48
Yes, it disables the cheats except the game speed (but speeding the game also speeds up the minigame timers and so it can't be used as a cheat for Chocobo Hot & Cold for instance).
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: flumpy on 2017-04-28 01:16:09
alright, one more thing did you make changes to the first kuja fight? he keeps spamming flare star even though im not attacking his mp and nobody has reflect on
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2017-04-28 10:02:17
Hum, yes I changed Kuja's fight. He can indeed cast Flare Star in any situation now (1/3 if I recall correctly), but he has two other spells as well. I guess you were unlucky (or probably lucky I'd say instead ^^).
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Venier929 on 2017-07-05 13:39:49
Hiya, i know it's been a while. But would it be possible to do this for the Android/iOS versions??? I'd love to give it a go myself and not rely on youtube to show it off!! :-D
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Zara9 on 2017-07-05 13:56:15
hey

will cheat engine table cheats break this mod if i use it on this mod
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Murasame on 2017-09-06 15:39:27
Hi!

Is there any obvious sign near the start of the game that the mod has installed properly? A change in the text or anything I can look out for?
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2017-09-06 17:19:20
Hi Murasame,
You can see the Wrist's abilities at the very start of the game:
- if it only teaches Flee-Gil, then the mod is not installed,
- if it teaches both Flee-Gil and Antibody, then the mod is installed.

Also, on the Steam version, the little girl who picks up Vivi's ticket says different things: "Here!  You dropped your ticket." by default, and "Here!  You dwopped your ticket." in the mod (the accent was in the PSX version and they removed it for some reason in the port ; I've put it back in the mod).
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Murasame on 2017-09-21 23:21:11
Hey again. Just dropping in to say I've been having a good time with the mod. It's breathed a new life into the game for me! I'm only up to Cleyra right now but the difficulty is just right now to the extent that I had to retry against the prison cage monster in evil forest a couple of times and Beatrix feels like a very real threat again. I'm looking forward to seeing how everything else unfolds. Thanks for taking the time to do this.  :)
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: levantine on 2017-09-22 04:12:22
Hey ! I'm just started your mod yesterday, i like it it looks very cool :)
You said that there is no fr for steam version, but i play on steam and choose fr at the start, the mod is here and fr text too, so what is the problem with the fr in steam version? ^^
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2017-09-22 07:21:53
Thanks Murasame & Levantine :)
It only looks like it works with the french language but that's not true:
1) the cutscene modifications (hidden scenes, recruiting Beatrix, etc...) are not present if you choose the french language,
2) some bosses will act very strangely in battle and it may even crash the game (early game, there's a fight against Steiner who uses a death strike way too often, or the Sealion fight that is unbalanced...),
3) and of course, the names and descriptions of the different spells and items will not fit the change.

So yeah, I would still recommend you to switch to english at that point. Also, playing the game in english makes you realize how the french translation was good sometimes :p
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: levantine on 2017-09-22 09:00:53
Ah thx a lot for your answer, okay i understand, let's play in engmuqh so !
About Beatrix, can she learns skills and support?
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2017-09-22 09:09:21
Yep she can.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: levantine on 2017-09-22 11:11:02
Nice :D
I playwith fragoso mod, i think it's the best for improve graphical with your mod no?
An other question, is there a way to have 100% chance for steal? :D
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2017-09-23 14:23:39
Unfortunatly not: increasing the steal rate is something that requires to change the engine in the "CIL Code" panel. And that panel is not working very well. In particular, the method in which steal rate is defined ("btl_calc::CalcMain") is a huge method that can't be edited because HW would crash.

It's possible to increase the steal rate using Albeoris's Memoria tool but it's not compatible with this mod.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: levantine on 2017-09-23 15:44:29
Okay no problem, waw thinking that you said, but anyway no cost to ask ;) ^^
And about fragoso, is there a better (or any other compatible mod) that improve better graphics? Same way i really enjoy fragoso with your mod, but no cost to ask you if there is a better way for
Never modded ff9 before, but i modded a lot ff7 ^^ (new threat + all graphicals improve  + musics change by myself and obtained an awesome game thx to this forum)
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: levantine on 2017-09-23 15:46:46
Sorry for doule post, about your mod, do you add some other bosses? Like the new threat in ff7
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2017-09-23 21:54:25
No I didn't add new bosses. New Threat really is a huge piece of work (and FF7 modding community is older and better than FF9 modding community). Maybe for a future version.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: levantine on 2017-09-24 10:40:36
Yes, i know that new threat is a big hudge of work ^^
Anyway i'm enjoying your mod, i'm just a lindblum, and i really like how you improve bosses, cu the vanilla easy game, this time we have real bosses and that's good, thx to you :)
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Ddeathscythe on 2017-09-27 18:15:56
Hi, I saw that you made an assembly file that will work with Frag's HD Backgrounds. I noticed Alternate Fantasy is now on update 4.3 but the post you made about a workable assembly file was for 4.2's update. Would the assembly file still work with 4.3 to make both mods work?
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2017-09-27 19:31:02
Hum. If I recall correctly, Fraggoso's HD mod came after the last update of Alternate Fantasy, so any assembly file compatible with both should be v4.3 of AF.
If you're talking about the file in this post (http://forums.qhimm.com/index.php?topic=16324.msg248974#msg248974), it's not for compatibility with Fraggoso's mod. It's for a "Normal difficulty/gameplay but with recruitable Beatrix" version.

See there (http://steamcommunity.com/app/377840/discussions/0/353915953249510749/?ctp=35) for an assembly file that's compatible AF + HD mods. And thank Fraggoso for it ;)
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: strife98 on 2018-01-09 06:07:10
Hey, loving what this is so much. I've been itching for a good FF9 mod and this is soothing that itch! I have a real quick question though. That thing that happens in Oeilvert against the Epitaphs
Spoiler: show
When the Clone insta's their original and they disappear. Is that supposed to be permanent? Going out of the battle after winning, Zidane is just gone out of the party leaving Amarant,
 Steiner, and Freya all alone, and if that's intended, is it permanent permanent, or do you get your lost member back later?
Other than that, so far (other than Fairy's Flute taking me almost 2 days straight trying to steal it) I've been super enjoying it! The difficulty feels just right throughout, never have gotten to a point where I feel like I'm severely under-leveled (albeit a little under-skilled.) I hope to see more things from you in the future, whether it be this mod, or another!
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2018-01-09 06:28:16
Thank you very much :)
For your question: yes it is intended and no it's not permanent. You are not notified at the moment when you get them back though.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: strife98 on 2018-01-09 12:09:34
Checked around and saw that this wasn't reported, but world map tents do not work on Beatrix. If you're in a place, like a town it does normal and heal half. In my example I'm using the save moogle in Gizamaluke Grotto, and she's healing fine, but out on Popo Heights she doesn't heal at all.

Edit 1: Could I also make a request? Is it possible to have one of Steiners low level weapons be available for Beatrix so she's viable as a physical attacker in Ipsens castle?

Edit 2: Also Waterga is super strong. I'm not sure if this is something that's been a thing even in vanilla or what, but it's doing a ridiculous amount of damage. With half MP it's the only spell I really ever need to use. Combined with Mag Elem Null there's really nothing so far Vivi can't absolutely destroy.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Pianobeats on 2018-01-28 04:36:32
I noticed that when I use this mod it disables all the boosters except the Fast Speed booster. Is this supposed to be intended or a bug?

I'm using the Steam mod. Thanks!

EDIT: Never mind. I just found out it's intended. Is there way I can re-enable them? I really like the No Encounters cheat. lol
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2018-01-28 16:44:09
You can use Hades Workshop (http://forums.qhimm.com/index.php?topic=14315.0) to re-enable them:
First, you need a FF9 folder without gameplay mod, so remove Alternate Fantasy or use a copy of the game.
In Hades Workshop, "File -> Open" your unmodded game (select the FF9_Launcher.exe) and choose the language "English (US)" since that's the only language compatible with AF for now.
Then "File -> Open Mod" and select the file "AlternateFantasy_v4.3.hws" which is shared along with the mod. Let everything checked and apply. It will take some time to load.
Once it's imported, go to the panel "CIL Code" and sub-panel "Macros". You'll see an option "Disable Cheats" that is applied. Click on "Unapply Macro" to re-enable the cheats.
Finally, "File -> Save Steam Mod" will generate modded files with that change.
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Pianobeats on 2018-01-29 03:13:41
Thanks. It worked. :)
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Delitta on 2018-02-04 17:57:27
Hi Vir

           The downloads for http://steamcommunity.com/app/377840/discussions/0/353915953249510749/?ctp=9#c152393186497052984
Are down, I will wait until they are up again I guess, can you let him know or can u uploaded them?

2 Followed the steps by patching  but  its just a black screen I will try with the hades method

I look forward to playing your mod :)
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: usb on 2018-03-07 12:00:44
2) You need to add custom translated texts in the "Environment" -> "Texts" panel. Look at the texts already in place for the text format (the dialog conventions may also differ from one language to the other, like the english dialogs using “” and a space at each new line). The added texts which are related to Beatrix can be found in the following file (append ".txt" to the URL). Since it contains spoilers of my mod, don't dare to read it for non-translation puprose ! Else, I'll get to come to your house and remove your memories of this file 'manually' from your head.
https://dl.dropboxusercontent.com/u/98687557/Divers/FF9Beatrix

I think this is last time I annoy you (lol). There is a mirror for this file (I would like to translate in italian "Beatrix mod"). With or without .txt ad the end of the link the file is missing
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2018-03-07 12:31:28
Don't say that! It is still possible to annoy me many many more times :p
Here's an updated link (https://www.dropbox.com/s/8ezt90mqyg4gfrr/FF9Beatrix.txt?dl=0).

However, Italian is actually a language for which there already is a translation (of the current version of AF). TheFF8Fan was able to translate everything all by himself, and even added a couple of scripted sequences.
https://www.youtube.com/watch?v=NWWxD4WKBdA (Check out his profile for the parts after this.)
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: usb on 2018-03-07 13:08:50
Don't say that! It is still possible to annoy me many many more times :p
Here's an updated link (https://www.dropbox.com/s/8ezt90mqyg4gfrr/FF9Beatrix.txt?dl=0).

However, Italian is actually a language for which there already is a translation (of the current version of AF). TheFF8Fan was able to translate everything all by himself, and even added a couple of scripted sequences.
https://www.youtube.com/watch?v=NWWxD4WKBdA (Check out his profile for the parts after this.)

Ah ah ah...thank you
Didn't know about TheFF8Fan and his works... anyway he hasn't released his mod but with the video a lot time of work is saved ;)
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Delitta on 2018-03-25 20:57:35
Hey dudes, anybody know if the Yan Enemy was also modded?
Title: Re: [FF9] Alternate Fantasy (v3.2 & v4.3)
Post by: Tirlititi on 2018-03-25 21:01:15
Yes he was modded (both the usual and the friendly yans).
It was also proven that, contrary to the non-modded fight, you can defeat a Friendly Yan at lvl 1.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.3)
Post by: Mezzey on 2018-04-29 05:09:50
Hey Tirlititi,

I've been playing through FF9 with your mod and have been thoroughly enjoying it and the extra challenge it's brought. However, I do have one possibly minor question and that is I can't seem to find beatrix to recruit her into my party. A friend told me she was in Alexandria but when I went there she was nowhere. I currently just got to Memoria within the story. I didn't try looking for her until this point because I didn't think to look up when I could add her and thought she would just join the party instead of me having to look for her. Is this a bug or did I simply wait too long to be able to add her?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Tirlititi on 2018-07-06 18:58:12
Hello Mezzey.
I'm sorry, I didn't see your message... There's an anti-spam system that requires newcomers' posts to be validated and maybe that's why I wasn't notified. Or maybe I'm just dumb.
So, I don't know if you got the answer by yourself, but you waited too long to be able to add her. At this point, Beatrix is on the Red Rose and can't join you anymore.

-------------------------------

I Updated the mod to v4.5 International:
- Made the mod compatible with all the available languages,
- Enabled the Japanese language: you can select it from the main menu,
- Fixed a few bugs,
- Allowed two steps for the "Fast Forward" booster: it goes x3 or x5 (without any mod, the speed factor is x5).

I would like to thank a lot the people who helped me for correcting the translations:
TheFF8fan
link2015z
DSpecht

Thanks to them, you will hopefully be able to enjoy the mod in language of your choice without "out of place" dialogs or constant reminders that the modder screw up his translation there and there.
Unfortunatly, I've got no feedback for the Japanese translation so you will most probably see these mistakes in Japanese. You can still enjoy the original version of the game for everything that is not coming from the mod.

I've decided to put the source files of the mod in a separate link because it's not only a .hws file anymore and it may be more and more files in the future.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: JokerKazucchi on 2018-08-07 19:26:42
I wonder if there is a version of this mod that keeps the vanilla experience but allows you to recruit Beatrix?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Tirlititi on 2018-08-07 22:10:17
There is one (https://steamcommunity.com/app/377840/discussions/0/353915953249510749/?ctp=9#c152393186497052984), in english only (it was made before the latest release).
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Zara9 on 2018-08-07 22:14:42
Hey

will the final fantasy 9 cheat tables work on this mod at all
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Tirlititi on 2018-08-07 22:54:39
Yes, I don't see what cheat could be messed up with the mod.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: JokerKazucchi on 2018-08-08 15:05:29
There is one (https://steamcommunity.com/app/377840/discussions/0/353915953249510749/?ctp=9#c152393186497052984), in english only (it was made before the latest release).
Thank you :) I actually want to try your mod as well but I am not really an experienced player in FF9. I only played with it twice on ps1. Once nornally but lost the save somehow then I found the gameshark team editor mod and added Beatrix to my team.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Noh Future on 2018-08-13 12:32:17
Quick query, but first I'd just like to thank Tirlititi for this fantastic reason to run through IX again.

Anyway, level one runs - are they possible, were they considered, and has anyone attempted a lvl 1 run with this mod?

I'd be curious to know. I am in the process of trying, but would like to hear if it's something anyone else has been stupid enough to attempt. I hit a bit of a brickwall at the second boss (BW1 + Sealion), due to not having enough HP to sustain the necessary damage. My level 3 party is now struggling against BW2, so my low level experiment might be futile, but it'd be good to know!

Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Tirlititi on 2018-08-13 20:56:45
Hello Noh Future,

Yes, someone made a lvl 1 challenge using the mod and, to my great surprise, managed to finish it, including optional bosses and even the Friendly Yan (while he is considered impossible in vanilla, his changes make him beatable at lvl 1 in the mod).

The guy is LightChaosman. He used a slightly different version of the mod that you can find here (https://steamcommunity.com/app/377840/discussions/0/353915953249510749/?ctp=14#c142261352664830801) (it was built with the v4.3 of the mod, so there are a few bugs that were not fixed at the time and it is US language only). I didn't remove the exp of the various fights that he mentions in his post because they are useful for normal playthrough, so if you don't use his version, you can do a lvl 1 challenge except for Blank and Beatrix (the Pandemonium fights don't give exp anymore anyway). If you use his version (or manually remove the exp yourself), Beatrix can also be kept at lvl 1 until the end.

His mastery of the game's mechanics is impressive though. I didn't see the record of all his fights but the few ones I've seen used chirurgical precision ^^
Also, I was quite sure that neither Necron or Ozma were beatable at lvl 1 because they are the two bosses for which I planned a bit of grinding in normal playthroughs. He proved me wrong for both even though it required a big amount of luck and retries.

In any case, good luck ^^
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Noh Future on 2018-08-13 21:54:29
Thanks for the heads up - your reply was incredibly fruitful.

I'll definitely look into LightChaosman's variant, I recall seeing a couple of his clips whilst poking through Google. A much, much better player than me. I shall definitely give it another go though, futile as it may be!

Again, thank you for all the hard work, from what I've played thus far it feels great; very precise. A lot of thought obviously went into the revisions and additions, and as good as the original game is, the effort and attention to detail here is awesome.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: dicksdequina on 2018-09-11 14:48:22
Hi I'm on my tradition of replaying FF mainline titles every couple of years and I stumbled upon your mod. The possibility of recruiting Beatrix piques my interest and I'm deciding to give this a try. Did you perchance made any changes to the stat growth system? I'm asking because an annoyance of mine about FF9 was that you had to hold back leveling until endgame to maximize stats, which kinda kills the fun for me.

Also, aside from things you described in the main post, were there other things that were changed like item locations, missables, and such? Again I'm asking because I'm kind of a perfectionist and I don't see a Documentation file or some sort in the main post.

All in all this seems like the most interesting FF9 mod and I've found and I'll be waiting for your reply before I start. Can't wait to start a playthrough of this mod!
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Tirlititi on 2018-09-11 21:39:27
Hi!
The stat system itself has not been changed. However, I made some tweaks related to it: a few forced battles don't give exp anymore and ultimate weapons all give very good stat boosts. I am afraid that if you're both a perfectionist and annoyed by lvl1 playthroughs, that will be a pain to you ^^'

I swaped a few items' location, but didn't add or removed any chest. There are a few less Protect Rings obtainable with the end game sidequests (they have been replaced by other rewards) but you can still get them from the Hot & Cold minigame. Also, the blue magics are not given by the same monsters as before, but they are all available during the end game. Making a documentation is kind of opposite to what I am aiming with the mod: making the player try and seek for things he would have not bothered with in vanilla because he knows the game by heart.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: dicksdequina on 2018-09-14 06:21:00
Hi!
The stat system itself has not been changed. However, I made some tweaks related to it: a few forced battles don't give exp anymore and ultimate weapons all give very good stat boosts. I am afraid that if you're both a perfectionist and annoyed by lvl1 playthroughs, that will be a pain to you ^^'

I swaped a few items' location, but didn't add or removed any chest. There are a few less Protect Rings obtainable with the end game sidequests (they have been replaced by other rewards) but you can still get them from the Hot & Cold minigame. Also, the blue magics are not given by the same monsters as before, but they are all available during the end game. Making a documentation is kind of opposite to what I am aiming with the mod: making the player try and seek for things he would have not bothered with in vanilla because he knows the game by heart.
Hi. Thanks for your reply. I've already started my playthrough on this and it looks pretty good so far. Although, my plans for a max stats run is pre-emptively flushed down the drain because I can't get past Black Waltz and Sea Lion for the life of me. The measly lvl1 105 hp just isn't enough to survive. I mean it can be done with pure luck, but the odds are quite grim and I'm not a madman lol. Oh well, better start leveling then. I'll be counting on those Ultimate weapon stats :D

Anyway, I'm having a blast so far and I'll be posting here if I have questions on the mod. Great work!
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Neonoctis on 2018-09-16 18:37:09
Hi Tirlititi !

I come from the "Joueur du grenier" forum, to ask you if you could repair the link fore the french version of your wonderful mod :) thanks !

http://www.joueurdugrenier.fr/phpBB3/viewtopic.php?f=90&t=5367
https://dl.dropboxusercontent.com/u/98687557/Patches/AlternateFantasyFR_3.2.zip
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Rasca on 2018-10-15 09:55:27
Started this a few weeks ago a just finished the "first CD" (I don't have much time for gaming).

So far, I think it is fantastic. Congrats Tirlititi, this is one of the finest fan content thingies I've seen.

My only gripe so far is with stealing. In the original, sometimes it took a while to get every item from a boss, but I remember being able to get them consistently even if it took several tries.

With Gizamaluke I just gave up after 45 minutes (literally 45 minutes), and more or less the same with Beatrix in Burmecia. I'm going to resort to just adding the items through Memoria and fight the bosses normally.

Was the formula changed? Is it an unintended side effect of some other change? Have I been just unlucky?

In any case, it might seem bad because I only voiced a negative thing, but seriously, fantastic job 10/10.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Tirlititi on 2018-10-15 15:12:52
Hi Rasca, I'm glad that you like it.

I am sorry for the steals but you got unlucky: the steal rate has not been reduced and it was even increased for Beatrix's rare steal (her 1st encounter) as it was changed from a super-rare steal 1/256 to a rare steal 16/256. I did the same change for the Fairy flute of Hilgigars.
It is still a big matter of luck. I also used to steal things pretty easily (I didn't even notice the Fairy flute was so hard before 5 or 6 playthroughs) but it can really get long indeed. I would have liked to change the mechanics to avoid it (like giving a limit to the number of fails) but it is not implemented for now.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Rasca on 2018-10-15 18:46:10
Hi Rasca, I'm glad that you like it.

I am sorry for the steals but you got unlucky: the steal rate has not been reduced and it was even increased for Beatrix's rare steal (her 1st encounter) as it was changed from a super-rare steal 1/256 to a rare steal 16/256. I did the same change for the Fairy flute of Hilgigars.
It is still a big matter of luck. I also used to steal things pretty easily (I didn't even notice the Fairy flute was so hard before 5 or 6 playthroughs) but it can really get long indeed. I would have liked to change the mechanics to avoid it (like giving a limit to the number of fails) but it is not implemented for now.

Nostalgia glasses in full effect. I probably didn't give a damn when I was a kid so I didn't notice.

Thanks and keep it up!
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: alexjet85 on 2018-10-24 19:30:44
@tirliti hello, there is an error on french version ragtime mouse quizz : where he ask if "defigeur" kills epitaf. the item is defijeur not defigeur ( made me go wrong because of this :D .

Great mod by the way, i love it so far !
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Tirlititi on 2018-10-24 22:13:03
I didn't remember at all this play with the name! Sorry for making you fail that question because of it...
There are a lot of "c" -> "k" changes in the names, in the french translation and not so many "g" -> "j" changes.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: alexjet85 on 2018-10-25 17:49:01
No problem, i don't care that much, ir's just that it messed a perfect game up to now :p (i'm pretty sure i missed no treasure up to now ;) )
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Nikkolas on 2018-11-22 11:21:00
So Magic Hammer is good in this mod? I'm watching a video from 2016 of somebody playing this mod. I swear I tried using Magic Hammer once  in Unleashed against the Antlion and it didn't seem to help so I forgot about it and never bothered with it in your mod either. I guess that was my mistake.


I planned to play this game again for Steam a while ago now but never got around to buying it. Hopefully next month. Really wanna try out having Beatrix in my party. Maybe use Vivi too since I always ignore him after I can choose my party.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Tirlititi on 2018-11-22 15:37:06
Magic Hammer is somehow random: it removes the enemy's MP by a random amount between 0 and its current MP. When repeated several times, it  completely depletes an enemy's MP pool with a quite robust probabilty and independently of his initial Max MP. For the vast majority of the game's enemies, that's the only way to make enemies run out of MP (Lancer can be used to help at the end, but is not efficient enough by itself), which usually makes the fight much easier (well, for Antlion, only his Fira costs MP for instance) but requires a few turns to setup. Personally, I don't find that it worths it, but it is a legit strategy and only a few enemies have a counter-measure against it.

The principle of Magic Hammer works exactly the same in vanilla, Unleashed or in this mod. One should edit the game's battle engine code to mod that effect (or create another kind of attack removing MP) and I didn't do it.

Enjoy your next playthrough :)
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Mr.Nona on 2018-11-25 22:33:51
Hi Tirlititi!

I recently started a new game with your mod and I've got a question. I saw you changed some of the bosses' steals so I was wondering if you somehow changed the rare items you can dig within Hot&Cold. I was farming some items and I got a Diamond. A F* DIAMOND LOL. Since it's not on the lists for vanilla prizes, I thought it may have been part of the mod? I'm playing the psx version, if it helps shed some light on the mystery.
 And great work with the mod. I'm trying to stay low level to raise stats as much as I can later on and it's quite the challenge!
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Nikkolas on 2018-11-26 11:52:09
Magic Hammer is somehow random: it removes the enemy's MP by a random amount between 0 and its current MP. When repeated several times, it  completely depletes an enemy's MP pool with a quite robust probabilty and independently of his initial Max MP. For the vast majority of the game's enemies, that's the only way to make enemies run out of MP (Lancer can be used to help at the end, but is not efficient enough by itself), which usually makes the fight much easier (well, for Antlion, only his Fira costs MP for instance) but requires a few turns to setup. Personally, I don't find that it worths it, but it is a legit strategy and only a few enemies have a counter-measure against it.

The principle of Magic Hammer works exactly the same in vanilla, Unleashed or in this mod. One should edit the game's battle engine code to mod that effect (or create another kind of attack removing MP) and I didn't do it.

Enjoy your next playthrough :)

It's been so long since I played Unleashed I can't remember what exactly it was that Antlion was doing that was giving me trouble. It might have been its Fira Oh well. Magic Hammer just doesn't sound like a very efficient use of Quina's turn since s/he has so many other guaranted useful skills.


Thanks for you reply.

Also, out of curiosity, did you ever try to do Oelvert and the Desert Palace "wrong" with your mod? You know, maybe send Eiko to Oelvert and take Freya to the Desert Palace or something?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Tirlititi on 2018-11-26 15:33:10
@Mr.Nona: Yes, I added the jewels in the "extremely rare" items you can get with Hot & Cold. There are other jewels in the other Chocobo places (I think you can get Diamonds, Emeralds and Moonstones; I don't remember if I also added Rubies in one place). Honestly, this change was not long-considered for balancing or other purpose: I only found it funny to imagine a completionist trying to get 99 of those jewels as ultra rare digs. I must admit that the game is quite sadistic against hard completionists and I didn't do anything to make it better ^^'

@Nikkolas: No, I have only tried once to do Oeilvert with Eiko, Vivi and Dagger in vanilla and it wasn't too hard, just more tedious. You can still do some damage with Zidane and rackets. In the mod, I guess it mainly depends on who can access to Clear Headed at this point (if none of them can, then it must be a terribly hard fight).
Taking only one magician is not a problem though. Speedrunners usually take Eiko with them for Ark and that doesn't disadvantage them so much. Valia Pira can be beaten with any party, as both physical and magical abilities are useful in the Desert Palace.

Also, Oeilvert is the point from which you can get dead peppers. It's a very strong damage dealer when doing a lvl1 run (especially in the mod).
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Nikkolas on 2018-11-27 03:07:14
I've never done low level runs in games. I guess I should try it someday but the reason I like mods like yours and Unleashed and etc. is because they kinda demand you use all your abilities. It's like, I can't even imagine why somebody would torture themselves in FFVIII with a No Junction run. I can't imagine something more tedious and boring. Part of the allure of RPGs is getting those new, awesome techniques as you level up.

I'd simply rather play a mod that makes things hard enough that I don't have to gimp myself to have a challenge.

Bit I might try switching around the parties come Disk 3 then just for something different. I also hate the fat the Bloodstones give you such good prizes. I'd really like to see how hard the boss is at full power.


Also I FINALLY got 100 nobles Impressed/Queen Brahne quite impressed. This has literally never happened in all my runs of the game. That Moonstone teaching Shell could come in handy. Obviously not needed but just nice insurance for Black Waltz No. 2 to keep Vivi and Garnet alive with their tiny, tiny HP.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: dvd on 2018-12-26 22:54:43
Hello there ! First of all, thank you Tirlititi for your work and your mod.

However, I now want to play a new vanilla game, but with Beate, her abilities and all the scenes and dialogs where she appears.
I already checked your method from the steam forum, but I think some links are dead...

Could someone help me to do so ?

Thanks a lot !
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Euron-Crows-Eye on 2019-04-17 01:03:15
Hey great job on this mod! I have been really enjoying it! Is it possible to get an update for use with Maguri mod/re-orchestrated music. It seems something would need to be done with the assembly file. Also, is it safe to uninstall Alternate Fantasy Mid-play through? Will character skills be permanently messed up by replacing the assembly file mid save game?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Tirlititi on 2019-04-17 15:32:35
Hello and thanks Euron-Crows-Eye,

You can switch from vanilla to Alternate Fantasy back and forth with little to no problem. The only things that can happen is that you learned in AF an ability that was not meant to be available in the normal game, or find an piece of equipment or things like that. Also, if you have Beatrix in your team in AF, you keep her when you switch back to the normal game which is fine in most situations but may freeze a couple of cutscenes (same problem when you hack her in the team with Gameshark/CheatEngine).
This message (https://steamcommunity.com/app/377840/discussions/0/1741105805743188237/?ctp=26#c1795152172931120205) describes how to install AF with Moguri's mod. It is a bit tedious and the Assembly-CSharp.dll is indeed the trouble-maker. I may update my tool Hades Workshop to be able to directly export mods compatible with the Memoria tool but I don't promise anything as I am on a long break about modding.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: levantine on 2019-04-29 09:58:24
Would be nice if af mod and moguri would be fully compatible with memoria tool :)
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Unwise Owl Tattoo on 2019-05-17 10:44:16
Is it possible to install this in conjunction with Moguri mod so I can have great gameplay and great graphics?
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Tirlititi on 2019-05-19 19:09:26
This message (https://steamcommunity.com/app/377840/discussions/0/1741105805743188237/?ctp=26#c1795152172931120205) describes how to install AF with Moguri's mod.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: levantine on 2019-05-20 19:16:36
This method explain how to instal alternate fantasy with only graphical background in the moguri mod, is there anyway to instal alternate + graphical moguri + music moguri ?
Thx for the answer
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Tirlititi on 2019-05-20 19:34:55
No sorry, I don't know how Ze PilOt did for the music. It may be only music files in the archives or it may use features of Memoria (which is not compatible with Hades Workshop most of the time).
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: levantine on 2019-05-21 09:04:27
Ah sadly, i wish i could combine the three for obtain the best experience in this game :/
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Unwise Owl Tattoo on 2019-05-23 03:50:19
Everyone is talking about opening the hws file in Hades Workshop to use the macro to enable custom backgrounds, but I don't see a hws file included in AF 4.5.

Sorry if I'm being dense.
Title: Re: [PSX/PC] Alternate Fantasy (v3.2 & v4.5)
Post by: Tirlititi on 2019-05-23 15:51:57
That's because the .hws is in the separate download (https://www.hiveworkshop.com/attachments/alternatefantasysource_v4-5-zip.301710/).
For the latest release, I separated the mod itself and its source files, to avoid confusion when installing it.