Author Topic: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.0.8)  (Read 7735 times)

Callisto

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Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.0.8)
« Reply #125 on: 2018-12-01 22:08:25 »
Ultra Cure still removing negative status effects is intended as I didn't want to nerf it to oblivion (it now heals for only half of the characters' max HP instead of back to full, which is why it's no longer named Full-Cure). It's still strong that way, but I think it's necessary to increase the incentive to actually put Selphie in the team, considering her Limit Break was next to useless in the original game.

Sorry again to anyone waiting for the next update by the way. There are a few more things I'd like to include that kept me busy, such as fixing Julia not actually playing the piano in Deling City or increasing the elevator speed in Fisherman's Horizon, which I thought was always incredibly slow and annoying, especially when doing the sidequests there. Now there's only a few things left to do, such as adding optional battles in Dollet, Esthar and Lunatic Pandora Institute. Shouldn't take that much longer.


eXistenZe

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Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.0.8)
« Reply #126 on: 2018-12-02 14:35:46 »
Just finished the prison.

Before Deling city there's already access to Death magic on world map. Perhaps overkill for disk 1?
Another unbalanced magic is Tornado, by converting Abyss Worm cads into windmills. Makes str go way high.
Armadodo and T-Rexaur also give access to Dino Bone which gives access to Quake.

Loved the new battle on winhill. You could add a few dozen more :) it would give more new content. There are quite a few monsters you will only see once in the game (like some castle bosses). Perhaps add a low level version here and there :)

In the prision, the human guards do only one attack (stop). Is this intended? With 3 members its easy, but that screen with only zell it's a coin flip.

Callisto

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Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.0.8)
« Reply #127 on: 2018-12-02 14:56:22 »
The cards you mentioned should refine into Mystery Fluid (Abyss Worm) and Earth Stone (Armadodo) instead of Windmills and Dino Bones. It looks like you didn't replace menu.fs inside data/lang-en folder, so I would advise rechecking that (try deleting all 3 menu files, then paste the modded ones, if nothing helps). These two spells are definitely overkill for that point in the game, that's true. In the mod, Tornado and Quake are supposed to be available after getting control of Balamb Garden at the earliest, and from Ruby Dragon/Abadon on disc 3 at the latest. As for the Death Draw Point on the world map, I'll look into that and make it into a non-refilling Draw Point if necessary. Also into the solo Zell part inside prison.

Well, thank you for sharing impressions, highly appreciated. More battles similar to the new one in Winhill will come soon :)
« Last Edit: 2018-12-02 15:19:55 by Callisto »

eXistenZe

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Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.0.8)
« Reply #128 on: 2018-12-02 15:57:40 »
Sorry... my mistake. It's Elvoret card that refines to windmills.
Death is not from draw point. It's from some monster I can't quite remember... Vysage? Or perhaps latter esthar cyborg? It's before Deling for sure.
Also break from iguion is extremely effective against 90% of enemies (including sub-bosses like balamb garden norg vs cid battles). Perhaps adding some resistances would be nice.
Mug also seems to appear to soon in the game (makes item collecting from enemies too easy). Perhaps moving it to alexander would balance it.
Overall, I'm loving the mod. Great work.

goodmorninpluto

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Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.0.8)
« Reply #129 on: 2018-12-04 04:46:13 »
Is there a way to acquire Windmill without card modding?
By stealing from lvl 30+ Thrustaevis I get Shear Feathers, and stealing from Abyss Worm nets me Mystery Fluid.

Callisto

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Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.0.8)
« Reply #130 on: 2018-12-04 05:27:46 »
Try stealing from LV40+ Abyss Worm. Windmills become the common steal then. The new level structure for most enemies in the mod is as follows:

LV1-19 = Low level
LV20-39 = Mid level
LV40-100 = High level

@eXistenZe: So you probably got Death from the Cyborgs then. Not sure whether to change this opportunity or not, as Death isn't that effective anymore due to many enemies having higher resistance or immunity against the status effect, and its boost to HP has been reduced too. I'll recheck Break resistances for sure though.   

eXistenZe

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Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.0.8)
« Reply #131 on: 2018-12-04 08:25:54 »
From some point you have break, stop and death on each status attack. Very few enemies are resistant to all.

Crossfade

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Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.0.8)
« Reply #132 on: 2018-12-07 07:45:19 »
I just installed this following the way you said to do it and there is no draw point in the library for some reason ... I also have Tonberry installed for some reason, do I need to uninstall that for this mod to work or can I use it as well ??

Edit: Ok I found it but I cant draw it atm so idk if it is double or not
« Last Edit: 2018-12-07 07:48:40 by Crossfade »

Callisto

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Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.0.8)
« Reply #133 on: 2018-12-07 19:02:16 »
There shouldn't be any issues using this mod and Tonberry at the same time. At least I have played this from start to finish with SeeD Reborn.

The Library Draw Point is the same as in the original game (non-refilling), it just contains Double instead of Esuna. So all it needs it having the Draw Command junctioned. Feel free to report back if the problem persists.

Crossfade

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Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.0.8)
« Reply #134 on: 2018-12-07 23:50:33 »
Yeah it was double so the game is working as intended with this mod installed ... I will definitely let you know if I find bugs through out the game man :D

Looking forward to trying this out

eXistenZe

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Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.0.8)
« Reply #135 on: 2018-12-08 17:06:16 »
Finished disk 2.
Too much access to high level magic...
Card mod could be moved to after ragnarok (bahamut or eden).
Speed is way overpowered still. After spd j it's just not fun anymore. Auto haste will just make it borring.
Can you delay access to chocobo forests to after ragnarok too?

Callisto

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Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.0.8)
« Reply #136 on: Yesterday at 08:49:45 »
As for spell availabilty, there's not much more room for delaying it further, as -aga spells should be available before Tornado and Quake, and Tornado and Quake in turn before Holy, Flare, Meteor and Ultima. At the moment, the availabilty for high level magic (full access) is like this:

Firaga/Blizzaga/Thundaga: Very specific Worldmap encounters after controlling Garden, Galbadia Garden enemies late disc 2, Card Mod: CC-Sidequest or card players in FH
Tornado: Draw from high level Ruby Dragon in Grandidi Forest or Laguna flashback early disc 3, Card Mod: CC-Sidequest or card players in FH (<-- I could change the Elvoret result, but it's unfortunately the only boss with a strong connection to the element wind, so Windmill is a bit difficult to assign to the right enemy. Guess I'll move it to Jumbo Cactuar, who has Tornado in his Draw list, so it would be somewhat fitting)
Quake: Draw from high level T-Rexaur (needs LV UP) or Abadon, Card Mod: disc 3 start
Holy, Flare, Meteor, Ultima: Not available before Lunar Cry for drawing, Card Mod: not available before disc 3, and the refining rate is not as efficient as in the original game

I agree with Auto-Haste being detrimental to the game's difficulty though, as enemy turns seem to be heavily suppressed if all characters have it (similar to the Limit Break priority thing). You got Auto-Haste by modding the Kiros card, right? Maybe it should no longer refine into 3 Accelerators at all. Regarding Chocobo Forests, I think the time they can be accessed is fine. The rewards you can get there can be easily changed though. Which items do you think were too powerful?
« Last Edit: Yesterday at 09:10:45 by Callisto »

eXistenZe

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Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.0.8)
« Reply #137 on: Yesterday at 10:56:11 »
I got doomtrain on disk two due to item import on boko (just for testing though).
Also accessed holy and some other nice spells. And  stats items.
Item importing is just sort of cheating, and can be abused, but I guess it's mostly a player choice to cheat or not. I don't think people play chocobo world for the fun of it. The same way people can use hyne to cheat stuff in.

Other than that, in my normal playthrough, speed seems to be the most unbalanced stat. Even before auto-haste. It's like str before and after tornado. Huge bump.

I liked the idea of diferent stats for diferent chars. You can actually see the differences in game (spd, str and mag mostly). But magic join makes the diferences be minimal. Perhaps reducing the increase value from join could benefit overall game balance and make chars more unique. Make it impossible to achive 255 for example.

Mcindus

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Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.0.8)
« Reply #138 on: Yesterday at 20:25:30 »
Alright... here I go.

Callisto

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Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.0.8)
« Reply #139 on: Yesterday at 22:33:25 »
Alright, have a good time. I hope it will be less painful than you expected at first. The first tougher battle will likely be the one against the Anacondaur in Dollet, which can kill your team easily if you go in unprepared. Though in one of the latest updates, Blind has been added as a starter spell for Seifer, which is helpful against it. I'm also thinking of adding a save opportunity right before this battle, to safe the player some time in case they lose.

goodmorninpluto

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Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.0.8)
« Reply #140 on: Today at 04:48:57 »
Finished my playthrough of your mod. In the end you made magic a little too good :)
My final party was lvl 70 Squall, lvl 65 Zell and lvl 50 Rinoa. I kinda regret not swapping Zell midgame for another magic user, since he basically never catched up to spellcasters in terms of damage, so I relegated him to healer role. Other characters were 30-40 levels behind, so were their stats, and to me it seemed like every point in stats mattered a lot more than in vanilla. I like that you made level gain much more relevant.
Now unto balance. There is a brief period (~second half of disk 2) where attack was preferable to magic, but after acquiring Cerberus and Alexander you can get Triple (via GF summon or High Mag-RF) and can supply yourself with level 3 spells from Odyne shop. With bosses being immune to Vit0, not even 255 strength and abusing of elemental weakness could catch up to 255 magic triple casting Meteor. I know you suggested to use Berserk, but it comes with the cost of losing control over character and it's not really an issue of damage on hit (it's comparable to lvl3 spells), but rather the issue of physical attacks being single hit, whereas milticasting can break 9999 damage limit. Limit Breaks should theoretically bridge the gap, but staying on low HP is risky and Aura is very hard to stock up (until disk 4). Considering how potent Triple and Meteor are, I think adjustments for refine formulas of Dragon Fin and Star Fragment are in order.
Auto-Reflect, Counter and Return Damage are really good, especially for a point in time you get them. With these abilities it's basically auto-win against Seifer and Edea.
Regarding command abilities, they are mostly like in vanilla can be easily substituted. Kamikaze got nerfed (and for a right reason, it was broken), Recover, Revive and Treatment like in vanilla are good only until certain point. You lowered the requirements of Whispers for learning Recover, but I still don't understand why it takes so much work for getting this ability at the point in time you can learn it. Defend being available so late made me never even try bothering with it. Bosses attacks are either AoE nukes or can be negated with Protect/Shell. Also by that time you are already such a powerhouse that in just a few turns of attacking you get a victory, so maintaining defense is not that neccessary contrary to how it was during Disk 1 and 2. The hardest battle on disk 3 was against beefed up Elastoid and Esthar soldiers during Laguna's flashback. Level Up/Down don't work on enemies I want them to (like Ruby Dragons or Iron Giants). Darkside being single hit loses to magic. Is there a way for this ability to break damage limit? Perhaps that could be the solution.
Disk 4 balance is heavily in player's favor. By getting to Ragnarok and playing with CC group you can get endless supply of Aura Stones (Gilgamesh cards), Megalixirs (Bahamut) and Holy Wars (Seifer). I don't really think player should have so much convenience for so little trouble. Is there a way to make CC group play only the cards you didn't get yet, but not the ones you refined? Because since you can get the cards again and again it doesn't really matter that the number of items you get through modding is lowered. If you abuse Holy War + Triple Meteor final dungeon becomes pretty much a joke and not posing any challenge at all.
Overall I enjoyed this mod. New additions in sidequests, much more desirable level gain and great balance during disks 1 and 2. It just needs a bit of fine-tuning on disk 3 and 4, because if player keeps up with the best options the difficulty drops down significantly.