When RaW latest is released tomorrow, you won't need hextedit... it can then be done just by adding these to a folder and loaded at game start.
Well, that's nice, looking forward to it. I'll update the setup instructions then.
Yeah, I'm going to be doing the same for a few of my mods. :)
But -- having said that, this mod seems AWESOME!!!! WHAT THE Strawberries.
Great job. But I think I would miss Triple Triad too much...
Thank you. Regarding Triple Triad: Even with the changed Card Mod results, playing Triple Triad is actually still worth it in this mod. You can still get up to mid-level spells (Water, Bio, Meltdown) by modding the cards at the beginning of the game. It's only the high-tier spells like Firaga, Quake or Tornado and onwards that won't be available for a longer time. There are also some surprises to Card Mod, like the possibility to make Power Generators, for anyone who didn't want to mug it from Blitz, or messed up with the access to the items inside Lunatic Pandora. So yeah, I would say it's definitely still worth it.
I'm actually -really- interested in this mod, but I was hoping there was a version that didn't require me to change my game information, and simply be able to hext-inject. How much of the mod is dependent on the 'lang-en' folder modifications? Also, is there a way to 'throttle' the difficulty? For example, if the mod proves to be a bit more of a PITA that I expected, is there a way to lower the difficulty a little bit in order to make it more playable without completely turning off the mod?
^ Would be awesome to have this in-game when using the mod. Nice ;D
(https://i.gyazo.com/83245b9720998b2342c786c00bb72b4b.png)
So just had my first test battle fighting solo with Grats in the training center, they killed Shiva before I could even get a cast off... I'm in for a good time! xD
You edited every encounter in the game?
No, mainly just the most trivial ones. There are actually many interesting encounters in the base game already - the problem is that these are often very rare. This has been changed for the mod as well, so players can expect too see previously rare encounters more often than before.
so you're also changing Enemy Diversity :)
i guess for me it felt like Disc 1 especially suffered from lack of diversity...
even their Levels being FIXED instead of SCALING for so many areas during Disc 1 is a bit :( inducing...
it does mean different MAGIC is available sooner though which means you want to be careful not to make it too easy to get OP i guess...
but speeding up the first couple hours of game-play a bit that was does seem nice :P
Yes, as enemy variety or lack thereof is a balancing matter, this point had to be tackled in the mod as well. The results might still not be optimal, as there aren't that many different enemies in the game to begin with - which in turn makes it tough to find enough matching enemies for a certain area or enemies that fit well in the same battle (a soldier alongside a T-Rexaur would be a no-go for me). There should be still a noticable improvement compared to the original though.
By the way, isn't it just the Fire Cavern where random enemies' levels are fixed on disc 1? That's actually how it is in the vanilla as well as in the mod. Not so sure what exactly you are referring to here. In case you meant the limited scaling from the mod: You usually won't even reach these level caps as long as you don't spend a lot of time power-leveling (limiting exactly this is one of the reasons for the change). I also think it's better to not have too many different enemies at the beginning of the game already, to leave some surprises for the later stages.
SeeD mission in Dollet: This portion of the game seems well balanced, actually. I will say that running into double Red G-Army soldiers was actually quite threatening, they do a lot of hard damage and aren't pushovers. My characters without HP-Junction were actually killed a few times throughout the mission (importantly, this depleted my supply of Phoenix Down, more on that later). I didn't have any problems with Elvoret or Biggs and Wedge encounters, seemed solid. I tried to kill the X-ATM092 the traditional way, I had stocked up on Lightning Magic but it wasn't nearly enough to kill him.
Timber mission: An important thing I noticed is how few opportunities you have prior to this battle to stock up on items you need in Timber. I did not purchase any Phoenix Downs prior to leaving Balamb, and unless I am mistaken, there is no opportunity to purchase more from a vendor within the city. With two Phoenix Down left and with a party member dead, I had to force the story forward (instead of exploring the city's side quests) in order to use a one-time rest at the inn of the leader of the Forest Fox because the regular inn is not available while the town is under occupation. If I could give a suggestion, I think having the G-Soldiers you encounter while running around town drop Phoenix Downs may alleviate this issue.
Battle vs. the President's body double: Probably the hardest battle I'd encountered so far. Again, I tried to kill him the traditional way a few times but ended up wiping and getting a game over. At this point I became very conscious of the changes you made to character's stats and strengths. I had already noticed that Selphie and Squall are much better at using magic then Zell, but after a few wipes I completely rebalanced my character's magic inventories and Battle abilities via Junction to maximize their effectiveness. I stopped equipping the Magic command and gave Zell the Item command instead; I'd given Selphie the exclusive job of casting our party's strongest heals at Gerogero. I have to say that I am very, VERY pleased with how this aspect of your rebalance is turning out.
...
Likewise, I don't use Zell in my party any more because his potential damage is so much less than the GF attacks or casted magic that he's pretty useless. I'm not sure how to fix this issue other than maybe making him naturally more tanky than other characters?
If I may offer one more important bit of feedback, and this may be an extreme suggestion, but would you consider disabling the GF command in battle? There's not really a lot of strategy to them offensively, they do too much damage to regular monsters and the most efficient option to winning battles is just to cast one and kill everything at once.
Derek, the Rosetta Stones can still be won in the prison, but you can no longer manipulate the RNG to get one guaranteed as you need Enc-None for that which can't be learned at this point of the game. I would maybe just wait a bit and keep on playing, as there is now an easier way to get an early Rosetta Stone:
It feels like you werent sure how to balance these fights out so you just started giving every enemy meteor. (fujin, behemoth, adel, and 2nd phase sorc all use it in this area).
Alright, so I'll add the following to the to-do list:
- Reduce the Haste speed multiplier from x2 to x1.5, also to be more in line with other entries in the series (like IX). I already feared that Auto-Haste might break the late-game to be honest.
- Reduce the Angel Wing damage multiplier to 3, or making it so that Rinoa's casts aren't limited to what she has in inventory.
- Removing Triple.. Not sure about it. Getting the spell is already more difficult than in vanilla (can't draw it from Cerberus or Odin). I guess I would prefer making it even harder to get, similarly to Aura, instead of removing it altogether.
- General adjustments to castle bosses, like giving Krysta some more HP. I think it's ok to let the final bosses have elemental weaknesses, as they have tons of HP. Auto-Haste and Meteor-spam is the bigger problem here I believe.
Trauma's Mega Pulse Cannon is rough and will likely lead to death, that's true, but that was intended and can be avoided by not killing both of the Dromas. The optimal strategy for this fight is: Killing off one Droma, outdamage Trauma's Auto-Heal until he begins draining HP from the remaining Droma (which means his HP is at 0), killing off the second Droma and then quickly give Trauma the rest before Mega Pulse Cannon gets off.
Anyway, congratulations and thank you for playing the mod until the end. Your feedback has been really helpful to make improvements for sure.
fab_lorenzi, the woman behind the counter in Winhill inn is one of the card players who are very stingy with playing rare cards. Last time I played her, it took me 8-9 games until she finally used the Kiros card. There's probably a variable that controls a card player's willingness to play rare cards. I would change it for this player, as she also plays so damn well. Have to investigate that. For now, I can only advise to keep trying.
hey
is there any chance you could make this mod much more harder like the other ff8 modder did in the past please
on KLITLIKA'S EPIC MOD i had a challenge back then, enemies and bosses attacked alot more faster, they had new spells and stuff and it made me think alot about what i should do about beating them
i just need a much more harder ff8 pc steam mod to play please
Getting Odin before disc 4 in the mod is not more worthwhile than it is in vanilla. In fact, rather the opposite, as Triple has been removed from his Draw list (he still has the Luck-J-Scroll though). So unless you want him to assist you in battle, you can just ignore and get him later to ensure he doesn't disrupt the Seifer fight.
Now that you mention it, I think it would be a good idea to prolong the time it takes to make Gilgamesh appear, as the span was really short in the original version, making the battle rather pointless indeed. Would be also nice to have an option to temporarily disable Odin and Gilgamesh once you have them, as they often show up when you don't need them. Maybe I can come up with something for the next update, to increase the incentive to actually get these two GF. During my latest playthroughs, I got neither of them to be honest..
In Fisherman's Horizon, you can get a reward for reuniting the Cafeteria Lady's son with his mother, but the time frame for making him appear near the station is short (only while the place is in shambles after the BGH251F2 battle) and you need to have exhausted the Cafeteria Lady's dialogue in Balamb Garden during disc 1 if I remember correctly. If this prerequistite has been met, the safest way of getting the item is talking to Dobe right after the boss fight, leave the area and re-enter. The Cafeteria Lady's son should be there then (until the concert).
I would also recommend doing the Master Fisherman quest for a heavily improved reward (more items + major boost to SeeD rank), as well as collecting the items at Grease Monkey's house after straying away from the concert preparations as Irvine. In Timber, you now get something for rescuing the girl from the train at the station and the man in front of the Timber Maniacs building gives a different reward if the player cheered him up during disc 1. Winhill and Chocobo Forests are worth checking out too.
It's not that much yet, but more is coming soon.
There are no fundamental story or dialogue alterations planned at the moment, but I've been thinking of some script changes that make the game more faithful to the original Japanese version (such as changing Edea's speech during the Deling City parade, fixing Samantha Soul mistranslation or adding back other things that were lost in translation). The currently corrected typos refer to simple spelling errors like "Disolving Acid", an attack used by Malboro, or spacing mistakes between words (which are quite common), so nothing too major.
As for the mod in general, I think there are still quite some kinks that need to be ironed out, but are difficult to deal with due to how the game is programmed. For example, I'm still quite disappointed with what can be done to weapon customization at most - I'd wish there was more than just bonuses to Strength, Hit and crit rate to make them stand out more. Besides that, the late-game would really benefit from a Double Cut Ability, which is likely hard to implement, and of course, the game needs more different enemies.. Nevertheless, I am quite satisfied with what I have been able to accomplish with this mod so far, but there's still room for improvement and things you could do differently compared to this mod (at least it appears to me that Klit's mod is quite different from this one, even though they share the same goals), so better don't give up on your own :)
You need to play further than that to really judge the difficulty of this mod :)
Story content is challenging but not unfair, it still requires preparation and knowledge of the game systems and enemies weakness.
Optional battles are much harder, so perhaps you will enjoy them more.
Disc 2 and onwards really shines in that regard, because you learn new useful abilities and can approach the battle in many ways.
Another thing I never liked is the 0 exp from bosses. It makes the game all about grinding. Bosses are supposed to be a major push up to npcs, but FF8 only gives AP and some items. Is this changeable?
Card Previous Current
Imp 1 = 5 Magic Stones 1 = 3 Magic Stones
Elvoret 1 = 1 Windmill 1 = 1 Dynamo Stone
J. Cactuar 5 = 1 Jet Engine 1 = 1 Windmill *1
Tri-Point 1 = 1 Dynamo Stone 5 = 1 Jet Engine
C. Chocobo 1 = 100 LuvLuvG's 1 = 20 LuvLuvG's
Gilgamesh 1 = 10 Aura Stones 1 = 10 Fury Fragments *2
Carbuncle 1 = 3 Glow Curtains 1 = 20 Dragon Skins
Diablos 1 = 100 Steel Orbs 1 = 20 Steel Orbs
Odin 1 = 100 Dead Spirits 1 = 20 Dead Spirits
Phoenix 1 = 3 Phoenix Spirits 1 = 3 Phoenix Pinions
Bahamut 1 = 10 Megalixirs 1 = 3 Shaman Stones
Kiros 1 = 3 Accelerators 1 = 3 Aegis Amulets
Laguna 1 = 10 Heroes 1 = 3 Friendships
Seifer 1 = 3 Holy Wars 1 = 3 Heroes
Squall 1 = 10 Adamantines 1 = 3 Adamantines
Doesn't jet engine allow some nice refines early on?
Card Previous Current
Imp 1 = 5 Magic Stones 1 = 3 Magic Stones
Red Giant 1 = 5 Meteor Stones 1 = 3 Meteor Stones
Elvoret 1 = 1 Windmill 1 = 1 Dynamo Stone
J. Cactuar 5 = 1 Jet Engine 1 = 1 Windmill
Tri-Point 1 = 1 Dynamo Stone 5 = 1 Jet Engine
C. Chocobo 1 = 100 LuvLuvG's 1 = 20 LuvLuvG's
Gilgamesh 1 = 10 Aura Stones 1 = 10 Fury Fragments
Carbuncle 1 = 3 Glow Curtains 1 = 20 Dragon Skins
Diablos 1 = 100 Steel Orbs 1 = 20 Steel Orbs
Odin 1 = 100 Dead Spirits 1 = 20 Dead Spirits
Phoenix 1 = 3 Phoenix Spirits 1 = 3 Phoenix Pinions
Bahamut 1 = 10 Megalixirs 1 = 3 Shaman Stones
Kiros 1 = 3 Accelerators 1 = 3 Aegis Amulets
Laguna 1 = 10 Heroes 1 = 3 Friendships
Seifer 1 = 3 Holy Wars 1 = 3 Heroes
Squall 1 = 10 Adamantines 1 = 3 Adamantines
Card Previous Current
Grand Mantis -- Water
Ochu -- Poison
Death Claw Fire Wind
Torama -- Holy
Adamantoise Earth Water
Elnoyle -- Wind
Iguion -- Fire
Krysta -- Ice
Sphinxara -- Holy
S-Rank Prev. Current
01 500G 500G
02 1,000G 1,000G
03 1,500G 1,500G
04 2,000G 2,000G
05 3,000G 2,500G
06 4,000G 3,000G
07 5,000G 3,500G
08 6,000G 4,000G
09 7,000G 4,500G
10 8,000G 5,000G
11 9,000G 5,500G
12 10,000G 6,000G
13 11,000G 6,500G
14 12,000G 7,000G
15 12,500G 7,500G
16 13,000G 8,000G
17 13,500G 8,500G
18 14,000G 9,000G
19 14,500G 9,500G
20 15,000G 10,000G
21 15,500G 11,000G
22 16,000G 12,000G
23 16,500G 13,000G
24 17,000G 14,000G
25 17,500G 15,000G
26 18,000G 16,000G
27 18,500G 17,000G
28 19,000G 18,000G
29 19,500G 19,000G
30 20,000G 20,000G
31 30,000G 30,000G
There shouldn't be issues with using this mod and any of the graphics or music mods at the same time. I've been using some of them by myself and never noticed any incompatibilities. Maybe even the Hard-mode that is mentioned in the list from your link above works with it, but it would make the game harder than intended, so I would advise not using the Hard-mode on top of this mod.
The most convenient way to get it all installed is getting the Lunatic Pandora Mod Pack first, and then follow the instructions for installing this mod. Of course you can also install each mod that comes with LP separately - it would just take longer. But no matter how you decide, there shouldn't be any incompatibilities. If there are, just report it and we'll see what we can do.
Thanks for your interest and have a good time reliving Final Fantasy VIII.
I happen to be in a similar position, recently reinstalling FF8 for a rerun and want to give your mod a go, it sounds right up my alley with added difficulty and balancing things out in a tasteful way. But just wanna make sure that the lunatic pandora package doesn't mess with the balance you've intended, so I probably should delete all the files relating to the hard mode that were automatically installed with the package. So to make sure - do you reckon the following files ought to be deleted in order to play your mod without other gameplay modifications messing it up: "Damage.dll, Hard.dll, HP.dll, Magic.dll and Publish.dll"?
So to make sure - do you reckon the following files ought to be deleted in order to play your mod without other gameplay modifications messing it up: "Damage.dll, Hard.dll, HP.dll, Magic.dll and Publish.dll"?The first four would definitely interfere with this mod's intentions, so I would advise not using them on top of this mod, by moving them somewhere else, as a backup. Publish.dll just removes the Squaresoft logo on startup, but I guess it needs to be removed too as I've heard of incompatibilities with the latest version of Roses and Wine music mod.
I have just tested this under the exact same circumstances as yours (LV11 Quistis, Cura junctioned to her Vit, facing LV9 Grat) and the results were as follows:
Average damage when Vit was 7: 34 HP
Average damage when Vit was 37: 30 HP
So in my case, higher Vit did reduce the damage inflicted by Grat's standard physical attack, even though the differences within these ranges are rather negligible - the difference was there. Did you remove the Hard.dll from the Hard Mode? I can imagine this being the reason for your findings, as this one modifies both player and enemy melee damage.
As for your other two suggestions, I would really love to implement them, especially shorter GF summons, but it's not an easy thing to do, sadly. I think it hasn't even been achieved for FFVII either, and FFVII has been modded for quite a bit longer than FFVIII. Maybe it will be possible at some time, but probably not anytime soon.
Have you checked the troubleshooting section on the Lunatic Pandora mod page (https://steamcommunity.com/sharedfiles/filedetails/?id=391096600)?
If none of that helped, try replacing your current FF8_en.exe with a clean one - it could be that it was altered by the LP Pack installer to apply the Hard Mode changes. If you didn't backup a clean exe before installing all the mods, you can redownload it from Steam.
Making the ATB stop when selecting targets would probably be easier than shortening the GF summons, but right off the bat, I wouldn't know how to do that either. I'll keep that idea in mind though. It would be a convenient change for sure.
If you don't want to use the Add-On's, go to "/HL_Files/DLL_in/" and remove them from the folder, but leave "Hext_in" alone.
@kekko1285: At this point, I would consider a complete reinstallation of the game using Steam functions. Then, after Lunatic Pandora contents are installed as well, immediately following this step mentioned on the Lunatic Pandora Page:
Your bug is very likely caused by the Hard Mode add-ons. Make sure to not start the game using FF8_Ultra_Launcher. It's looks like it's only needed for the Hard Mode add-ons and UV fix anyway, the latter being included in this mod as well.
Feel free to report back again. I hope you'll get the issue fixed.
Ayoyo, your ideas and reasoning behind them sound good to me. Only thing I'm not sure about is making Demi better than Berserk on Strength again. Berserk actually fits the stat better than Demi, due to what the status effect causes, whereas Demi has the stronger connection to HP and Magic stats. Maybe I'll make another spell the strongest one for disc 1 - one that is equally as effective on both Strength and Magic, to make players set priorities in regards to where to put it. Removig Double from Minotaur (maybe even from Edea) and creating another one-time Double Draw Point on disc 1 is exactly what I had in mind. Will definitely be changed for next update. I like the idea of the game having more resource management elements too.I try to be helpful if I can, these kinds of mods are vital to my continued interest in these great old games. Agreed on berserk fitting STR, but if you're gonna take the route of putting a new "best" spell in there for disc 1 that you have to either junction to STR or MAG, be mindful of not going overboard with the good stuff because I think Berserk and even Demi already provides plenty of STR for clearing disc 1 without difficulties so adding even better magic might call for rebalancing.
It seems you were very well prepared for Edea indeed. Getting 100 Dispels for everyone can take quite some time though, and you can only have up to two Spirit Junctions at the end of disc 1 - one from Shiva by default, and one from Brothers that needs to be learned first. With the rather short time frame between beating the Brothers and the Edea battle, unlocking the second Spirit Junction before Edea shouldn't be taken for granted (some players might want to go for the third Strength Junction from Brothers first). All in all, it looks like you spent some time on doing extra battles, and if the bosses become quite a bit easier then, that's totally fine.Yea I went straight for the spirit junction since I pretty much knew 1 member of the party will always be relegated to magic duty exclusively so the STR junction was easy to put on the back burner, thus I didn't need to do any additional battles aside from natural ones in the sewer to get it in time for Edea. Not to mention, I'm still attempting to keep my levels low so I didn't even finish every fight, running from troublesome encounters and turning easier ones to cards.
Sorry I didn't catch this! Removing all .dll files from /FINAL FANTASY VIII/HL_Files/DLL_in/ will ensure that the Lunatic Pandora mod does not have any conflicts with the Ragnarok Mod. I use the UV Injector, Shunsq's buttons, and this mod flawlessly together.
If using Lunatic Pandora Mod Pack v1.0:
1. Delete the HL_Files/ folder.
2. Download THIS FILE (https://drive.google.com/file/d/1RReDAU8r2LFwW8Ki3FKHkCyTktBHsH7m/view) to replace the UV Injector that comes with Lunatic Pandora
3. Place that file into RaW/GLOBAL/Hext along with the ragnarok mod and any other Hext files you have.
4. Run the game from the normal launcher.
Lunatic Pandora does not modify the game .exe and will never interfere with other mods as long as you don't use the HL_Files folder.
None of those mods will technically conflict, but you will not get the intended ragnarok experience.
Personally I think this is a good thing to do with a mod. There's a tendency for players to become disengaged from the gameplay in vanilla versions due to staleness and predictability. Throwing a few surprises our way at least demands a modicum of attention and preparedness from us which is a good thing in my mind..
So far I found the balance quite good, some minor frustration due to some enemy appear to be not dangerous but suddenly use very powerful AOE skills that basically deal 90% of my party max HP. But I also recognise my party is not well structured and I am not doing all my best to make it more efficient.
Personally I think this is a good thing to do with a mod. There's a tendency for players to become disengaged from the gameplay in vanilla versions due to staleness and predictability. Throwing a few surprises our way at least demands a modicum of attention and preparedness from us which is a good thing in my mind..
Refine Abl. Item Previous Current
Card Mod Grendel Card 2 = 1 Dragon Fin 5 = 1 Dragon Fin
Time Mag-RF Dragon Fin 1 = 20 Doubles 1 = 10 Doubles
Time Mag-RF Rocket Engine 1 = 30 Triples 1 = 100 Doubles
Time Mag-RF Samantha Soul 1 = 40 Triples 1 = 30 Triples
L Mag-RF Chef's Knife 1 = 20 Deaths 1 = 15 Deaths
L Mag-RF Dead Spirit 1 = 15 Deaths 1 = 20 Deaths
Recov Med-RF Tent 6 = 1 Mega-Potion 8 = 1 Mega-Potion
GFAbl Med-RF Whisper 50 = 1 Healing Ring 20 = 1 Healing Ring
GF Status Base chance
Quezacotl Slow 130/255
Shiva Stop 80/255
Ifrit Vit 0 80/255
Brothers Petrifying 120/255
Leviathan Death 120/255
Pandemona Confuse 160/255
Alexander Blind 254/255
Tons of stuff here, and all of it good. Very neat update. I was going to wait until finishing my playthrough to give myself time to contemplate and then share an in-depth and comprehensive analysis on overarching balance and whatnot, but I might as well bring some pointers up now seeing as this major update already came out.
GF Status Base chance
Quezacotl Slow 150/255
Shiva Stop 150/255
Ifrit Vit 0 150/255
Brothers Petrifying 160/255
Leviathan Death 180/255
Pandemona Confuse 254/255
Tonberry Death 254/255
Alexander Blind 254/255
Hey blankdiploma, and welcome to the forums. With crap, do you mean the in-built cheats, like getting full spell stocks automatically and the like? I guess you already know but I better say it just to be sure, but all these things are optional. Other than that, I don't think there are any real differences between the 2000 PC and Steam versions, besides the launcher. Still, I'm planning to make the mod compatible with other versions too, just not sure when.
I was wondering how do you obtain Seifer's card now since Cid doesn't seem to have it.
I guess there's still more potential to this battle, like slightly more randomization of attacks, so his pattern becomes less predictable. I'll think about something for the next update, which should release soon.
I'm also thinking of removing and replacing Aura as a spell completely, and just leave the Stones, so it is no longer possible to obtain larger amounts of Aura by drawing it in battle. I guess putting the spell on Ultima Weapon was not limiting enough, so for the next version, it will at least be moved to Omega Weapon and then possibly be completely removed in the version after that. Not sure what to replace the Aura spell with yet, but Aura in its current state needs to be addressed for sure.
Someone provided a mirror to a direct download in the official thread:
https://kalak.dhs.org/
Yes, you could update to the latest version by redownloading the mod package from the opening post, and go through all the steps again, as if the mod was installed for the first time.
There would be only a few things to take care of in regards to compatibility with saves from older versions:
- if Odin was already unlocked in one of the previous versions, he would still randomly appear at the beginning of battles. If that's the case, I would recommend disabling Odin by using Hyne Save editor (http://forums.qhimm.com/index.php?topic=9713.0) to prevent him from appearing, as in the newest version, Odin is summoned by using an item instead.
- there might be something strange in GF Ability lists, like "Tool-RF, required AP: 53/30". This is because some of the Abilities have been changed or swapped around in the latest version and can be easily fixed by selecting the Ability, then doing a battle. The issue will auto-correct itself afterwards, and the Ability in question will be fully learned.
You could also just send me your save game and I would adjust it for you, but I think it's better to wait until the next version of this mod releases within the next couple of days.
Yes, I've tried increasing the number of hits for several spell besides Meteor - it didn't work, though.
But even without that change, spells and GF can be quite useful even as single-hit, as there is no 9,999 HP damage limit in this mod. Holy, for example, can inflict more than 9,999 HP easily on enemies that are weak to it (like Tri-Face, or Griever) and Bahamut can do up to ~35,000 HP on any enemy, depending on Bahamut's level and Abilities learned.
@Dark_Ansem: There is a byte for each spell that contains the number of hits, and it's set to 1 for every spell other than Meteor (10). Changing that byte to anything greater than 1 just doesn't have any effect in battle, unfortunately. Might be related to spell animation data, which is not easy to get access to, but this is just a wild guess.
@Divatox: Draw amounts aren't always 100 in this mod, but implementing this feature should be no problem. Do you have Roses and Wine W07 installed? If so, then download this text file (https://drive.google.com/open?id=1z-iqBto2yZn-aqZBYpawQG1XK_gR5W3K) and put it under Steam/steamapps/common/FINAL FANTASY VIII/RaW/GLOBAL/Hext, and see how it goes (remember to set each Draw Resist value to 0 using Doomtrain tool, as with this setting, Draws can still fail if Magic stats are too low).
@Rainku: Before attempting the Brothers, make sure to have HP-J available for everyone, and junction at least Zombie to HP, which can be drawn from Blood Souls near Galbadia Garden or Tomb of the Unknown King. The spell can also be refined from Zombie Powders that were dropped by Gerogero.
As for Vitality, junction Protect (can be drawn from Armadodo inside the Tomb) or Esuna (can be drawn from Vysage that appears outside the Tomb in night-time areas) for the characters that have access to Vit-J, to reduce the damage of their physical attacks and also the chance of getting confused.
In battle, start with casting Double, Protect and Float on your party (in that order), cut Haste (as otherwise positive status effects will wear off too fast) and after stabilizing, go for Sacred first by casting Float on him and start attacking with Aero, Bio or Demi. If you have the Diablos card, and are willing to mod it, you can also use Gravity Bombs on them to great effect. After Sacred has been defeated, no more Mad Cow Special attacks will be used, but if Minotaur is alone, he will use Mower more often than before, so make sure to always have Protect up.
Hi, Callisto really love what you've done with this mod. I'll probably never go back to vanilla after this play through. I don't know if this is from the mod or not but the game has crashed on me multiple times, i'm on the Ragnarok after saving Rinoa. The game crashes randomly during the propagator fights. squall will go to attack the enemy and the game will freeze up and I have to alt f4 to close the game. it only seems to happen AFTER i load a save from death. I'm on windows 10 and running all the mods from the lunatic pandora's installer. Again this mod is amazing I love that you don't have to avoid fighting until end game to make leveling feel worthwhile, and the draw cap being removed should've been in the base game. Keep up the great work i'll post again if i'm able to get past this current segment.
Hey Squall93,
I re-checked Propagators with only this mod and SeeD Reborn installed, including getting Game Overs and reloading, but couldn't reproduce the issue. So it's probably something else causing this.
As for the high Darkside damage, especially when hitting an elemental weakness, I think 10k per hit is ok on the Propagators (it's around the same as what Rinoa can do with Double -aga spells at this point). Even though they are now immune to Death and Odin, I wanted to leave a few options to get rid of them quickly, since you have to fight so many of them. Most other late-game bosses will have higher Vitality and of course much more HP than the Propagators, so if you fear that Darkside will break your remaining game, it won't, since there's only one Darkside copy in this mod anyway.
Well, I hope the late-game won't disappoint. Feel free to share any further impressions :)
Auto-Potion will trigger whenever a character receives damage when their remaining HP are at 50% or less. It will also trigger when a character is currently still above 50%, but is hit by an attack that puts their HP below 50%. This is how it works in the base game as well, but X-Potion and Elixir were removed from the pool for balancing reasons, so Hi-Potion+ combined with Med Data is the way to go if you would like to use this Ability.Yeah i figured it out, I'm enjoying the balance of the late game so far. bahamut was challenging but he wasn't stupid hard. I got lucky and was able to squeeze out two renzokukens before he killed me.
Hi there, so I'm just passing and wanted to try this mod, after having hard time to install it I run into an issue, the gameplay change seems to work perfectly fine, however I just don't have music at all just the sound effect, so this isn't an issue that make the game unplayable by any mean, but is there someone that run into that issue and know how to fix it ?
On the mod itself I only played up to Ifrit for now, want to say the mod seems quite easy compare to Requiem and Reloaded Mod (the only other FFVIII's mods I've played for now), but I acknowledge that this is a Rebalance Mod not an Hardtype Mod so that's a nice change of pace for me, it feel not hard but not Vanilla easy at the same time for now. I also like the Draw cap removal that's a really nice change here make the early game faster when tring to draw the early magics. Just I think a source of Double might be to early, it completly trivialize Ifrit all you have to do for him is spam Double Blizzard, use Double Cure when he uses Lava Burst and single Cure when he jumps (the damage from fire aren't an issue), I didn't check if the source reload with time, but if it does then it's nice.
Now I have some questions :
-I saw a lot of people play a lot with Card Mod with this mod, and so I'm gonna I am that weirdo that absolutly despise that mini-game and found it boring, so here's my question : How much is Card Mod necessary ? Can we finish the mod without it ?
-I saw you remove the Damage cap for many attacks, but saw on stream that there is still spells capped at 9999 so which spells/ability had the damage cap remove exactly ?
I can answer some of your questions. All attacks have had their dmg caps removed i believe. Towards the end game its not uncommon to be hitting over 30k dmg with squall using darkside with max strength. As for card mod I've barely used it and have been completely fine.
The Draw Point in Balamb Garden library can only be used once during disc 1, as the Double spell is meant to be a valuable resource in the early-game before it becomes more common from mid disc 2 and onwards.
Card Mod results have been toned down in a way that they merely give you a good start instead of making you invincible for the rest of the game. The overall benefits of Card Mod should not last much longer than early disc 2, at which point you would receive the possible spells from monsters anyway. LV 6 and 7 boss cards still refine into very good items, but their availability has been pushed back to mid disc 2 and early disc 3 respectively (before that, they can only be received as one-time rewards for completing sidequests), but the spells they refine into become available soon through other means as well. So all in all, Card Mod is never really needed and should be seen as a little bonus in this mod, or an alternate method of acquiring spells.
As for the damage limit, it is as Squall93 said - everything can break it as long as it has the potential, mainly to make standard physical attacks and GF more useful in the late-game. 30k damage with Darkside is indeed possible, but not without having the right element junctioned to Elem-Atk, and of course it also depends on enemy Vitality. I guess the stream you watched showed an outdated version of this mod, when this change was not introduced yet.
Other than that, thank you for sharing your imressions in regards to difficulty. They are what I would expect from someone who has played both Requiem and Reloaded mods. The first couple of bosses are indeed quite easy, to maintain a healthy curve, but difficulty should ramp up noticably from Centra Excavation Site and onwards. From that point, getting up-to-date spells becomes important, and monsters should be fought for leveling up instead of running from every encounter.
Casting spells is also way more important than in the base game. The junction effects for many spells have been made rather weak intentionally, so they can be used in battle freely. That's particularly true for basic offensive spells, such as Fira, Blizzara or Thundara - they are rather poor on core stats, and magically oriented characters don't necessarily need them on Elemental Junctions either, as their Strength is low to begin with and their natural Spirit is high enough to reduce enemy elemental damage to reasonable levels. Status-changing attacks are also often the key to winning battles, as well as prioritizing targets, maximizing damage per-turn, or just defensive play before going all in.
If you keep all that in mind, you should never really encounter any major problems in this mod. Even though it will probably reach hardcore mod levels only rarely, I hope it will entertain in some way, and offer an experience different from the original version. Feel free to report back any time.
Will see how your approach turns out, for now tough I don't plan using Card Mod ^^"At the moment, some of the Card Mod results are probably still a little too generous. For example, it's still possible to create Death and Meltdown right after the start of the game. Especially Meltdown is a little problematic, as it is noticably stronger than the -ara spells in this mod, and contrary to other mods, it still inflicts Vit 0 reliably on most non-boss enemies. I guess both spells will be moved to LV 6 Boss cards for the next update, but other than that, I think the results are fine. Of course, moving Card Mod to the end of the game has its advantages, but I think turning cards into items/spells per se was a fun component in the base game, just not very well balanced in regards to results, so I deciced to leave the Ability in the early-game and balance it out.
Maybe in the stream I watch the player was breaking damage limit with Flare (with Angel Wing) but Quake was stuck at 9999, so I dunno. But that's an interesting feature, I honnestly always thought that GF were like the absolute worst thing to do in battle in FFVIII Modded or Vanilla, not only cause the damage potential is really not great, but the animations just take for ever (by the time their animation end I could have just cast 2 or 3 spells for overall more damage), I don't think this is possible but if there was a way to make their summoning sequence skippable that would be better.Oh, I see. You were watching v1.1.2 of this mod then, when only the Flare spell had the damage cap removed, so it can do more than 9,999 HP damage under Rinoa's Angel Wing. It was a short-lived experiment though, as I've found a way to generally lift the damage cap shortly after, which I think was important and necessary to make standard physical attacks still relevant in the late-game, to always have a valid option besides Limit Breaks and spells, which often have tedious animations as well (especially Meteor). I would love to make GF summoning sequences skippable as well, but it's sadly not an easy thing to do, as you said.
Speaking of summon, what are the chance of success to their statut effect ? I was genuily hype when I saw while pausing that Ifrit could set Vit 0, but everytime I summon him it doesn't inflict it and just do mediocre damage.The base chance for most GFs is 150/256, or ~58%. This gets reduced by a few factors, such as enemy spirit, status resistance and I think also GF Level to some extent. There are exceptions to this rule for some GF though. For example, Alexander will Blind the enemy 100% as long as they are not immune to Blind, and Tonberry's attack always causes Death if the enemy is not immune.
Yeah spell casting wasn't bad in Vanilla but clearly inferior to Limit Break so they need a buff, this is something that every modder even LandonRay (aka the master at nerfing the hell out of the player XD (HS : I'm trolling him a little but genuily enjoy most of the Requiem Mod, hope he is fine haven't heard of him for quite a long time now)) seems to agree on, for now I say the difficulty is between Vanilla and Requiem (Mexico's Reloaded is more tricky to note cause it keeps the Level scaling even on bosses (altough for bosses it removes the cap every boss can go up to LV100 even Ifrit) so it really depend, tough I think some parts where genuily harder than Requiem).Yes, casting spells in the original was just not fun. And enemy magic damage was even worse than own magic damage, even at identical stats. I know that spells have been buffed even in Hardcore mods such as Requiem and Reloaded - which is absolutely the right thing to do. I played Requiem some years ago, and watched videos for Reloaded. It think Reloaded has many neat ideas, especially in regards to additional challenges and content. Too bad it isn't available in English though.
I'm honnestly not seeking hardcore level for now (I have my deal with Requiem and LV100 version of Reloaded XD) but a more relax experience (not a walk in a park mind you) and above all having fun.
I recently beat Granaldo and the Raldos and Diablo, Granaldo and Raldos are a good farming spot for Protect and Shell, once you kill 2 Raldos you effectivly reduce the numbers of attacks by a lot, with Protect they don't hit very hard and so by just healing from time to time it's easy to stock up Protect and Shell but the fact the Raldos attacks and even have an AoE is interesting make the fight more entertaining, so I think this fight is good for what it's suppose to be, I would just buff out Granaldo for when he is alone, he just doesn't do enough damage, I read on this thread he was suppose to gain new ability once alone but I killed him in 2 turns (I had damage him a bit prior to killing the Raldos tough).Granaldo starts using Dissolving Acid after the Raldos have been defeated. It's an attack normally used only by Malboro and shoves off 37,5% of the target's current HP as physical damage and has a chance to set Vit 0. I guess you just didn't see it because the RNG went in favor of Granaldo's normal physical attack, so I guess a few AI changes and maybe slight buff for his normal attack should do - I don't think that durability is the problem here, as Granaldo actually takes quite some hits, unless you pound him with Aero repeatedly. As for Diablos, yes, your ideas sound reasonable. Especially the Haste counter when at 50% HP, as it would create a lot of tension. About immunity to Gravity attacks, I'm not sure. I'll try making Diablos counter Draw Cast Demis as well first. If that doesn't work, I might go for it.
At the moment, some of the Card Mod results are probably still a little too generous. For example, it's still possible to create Death and Meltdown right after the start of the game. Especially Meltdown is a little problematic, as it is noticably stronger than the -ara spells in this mod, and contrary to other mods, it still inflicts Vit 0 reliably on most non-boss enemies. I guess both spells will be moved to LV 6 Boss cards for the next update, but other than that, I think the results are fine. Of course, moving Card Mod to the end of the game has its advantages, but I think turning cards into items/spells per se was a fun component in the base game, just not very well balanced in regards to results, so I deciced to leave the Ability in the early-game and balance it out.
Oh, I see. You were watching v1.1.2 of this mod then, when only the Flare spell had the damage cap removed, so it can do more than 9,999 HP damage under Rinoa's Angel Wing. It was a short-lived experiment though, as I've found a way to generally lift the damage cap shortly after, which I think was important and necessary to make standard physical attacks still relevant in the late-game, to always have a valid option besides Limit Breaks and spells, which often have tedious animations as well (especially Meteor). I would love to make GF summoning sequences skippable as well, but it's sadly not an easy thing to do, as you said.
The base chance for most GFs is 150/256, or ~58%. This gets reduced by a few factors, such as enemy spirit, status resistance and I think also GF Level to some extent. There are exceptions to this rule for some GF though. For example, Alexander will Blind the enemy 100% as long as they are not immune to Blind, and Tonberry's attack always causes Death if the enemy is not immune.
Yes, casting spells in the original was just not fun. And enemy magic damage was even worse than own magic damage, even at identical stats. I know that spells have been buffed even in Hardcore mods such as Requiem and Reloaded - which is absolutely the right thing to do. I played Requiem some years ago, and watched videos for Reloaded. It think Reloaded has many neat ideas, especially in regards to additional challenges and content. Too bad it isn't available in English though.
Granaldo starts using Dissolving Acid after the Raldos have been defeated. It's an attack normally used only by Malboro and shoves off 37,5% of the target's current HP as physical damage and has a chance to set Vit 0. I guess you just didn't see it because the RNG went in favor of Granaldo's normal physical attack, so I guess a few AI changes and maybe slight buff for his normal attack should do - I don't think that durability is the problem here, as Granaldo actually takes quite some hits, unless you pound him with Aero repeatedly. As for Diablos, yes, your ideas sound reasonable. Especially the Haste counter when at 50% HP, as it would create a lot of tension. About immunity to Gravity attacks, I'm not sure. I'll try making Diablos counter Draw Cast Demis as well first. If that doesn't work, I might go for it.
Other than that, thank you for the feedback in your latest post. Now that you mentioned you were actually on an older version of RaW, I wonder if all mod changes have been active for you from the start. It could be that enemy magic damage didn't do its full potential before, but on the other hand, you said that you got Doubles and that X-ATM's Ray-Bomb did high damage, which is how it should be if everything is installed correctly. Hmm, weird. Anyway, good to hear you got the music issue solved, and also beat the Esthar Cyborgs by slowing them down. The Slow Draw Point at the beginning of the Excavation site has been placed there for exactly that reason.
Yeah I recheck it was XeroKynos's stream, didn't read the description saying it was v1.1.2, lifting the damage cap sounds good, I'm interest as how much damage Ultima can do end game, I saw in XeroKynos's stream Meteor seems to deal around 18-20k a cast on a target with Vit 0 so I'm wondering how Ultima will compare with damage cap remove, same for GF especially the elemental one when striking a weakness could be good.Ultima can inflict around 12-13k on a target with Vit 0, but as most late-game bosses are immune to Vit 0, you probably won't see that very often. The average should be 9-10k, which is still a quite an improvement over the original version, in which Ultima does around 7k damage at most. Meteor is currently a little too strong in this mod, and will be put closer to Ultima levels of damage, so that Meteor does a slightly more damage than Ultima on a single enemy, but noticably less when hitting multiple targets. GF benefit from breaking the damage limit greatly. If you know about enemy elemental weaknesses and also their severity, they can be fun to use, if you don't mind the animations too much.
Well Requiem and Reloaded had one thing in common since Aura was really hard to do, it end up like Magic was the safer option for good damage, while Limit Breaks were the high risk high reward (people underestimate Limit Break in Requiem but with Vit 0 Squall could deal up to around 60k with his Renzo, and Irvine was kind of OP between Dark Ammo for statut effect (even better in Reloaded as they can inflict Vit 0), AP Ammo to not give a damn about the ennemy defense, Fire Ammo for good AoE/Elemental damage and Pulse Ammo who could deal over a 100k in one round thanks to them breaking the damage limit (depending on Crisis Level and Critical Hit)), which I think was what makes Requiem fun, and it allow the Crisis Level mechanic to be really huge factor (while in Vanilla you don't give a strawberries about it because of Aura being so easy to access)Yes, I noticed Pulse Ammo being extremely powerful in Requiem too. But that's not really surprising at all. I have to say that Irvine's Shot is possibly the most difficult Limit Break to get right balance-wise - not just in terms of raw power (as they scale very well with Strength) and crit chances, but also when it comes to accessibility of Ammo in general. In the original version, all Ammo except Pulse Ammo is very easy to come by, and not that much has changed about that in this mod yet. Do you remember how you got the Flame Ammo for the Oilboyle boss battle? I already reduced the numbers you can refine from Bomb Fragments and the like, but I'm not sure if it's enough to make Ammo feel like a valuable, limited resource.
[...]modding development in general can be tricky (man how much trouble we had hunting down glitches and oversight like bosses not dying despite being at 0 HP or hitting themselves for some reasons[...]Yes, I've noticed it all myself already. If you are not careful, you can make enemies counter themselves, or they don't die because a variable hasn't been set correctly, or it's something as simple as forgetting to put a "die" at the end of an enemy's Death tab.. But you are getting used to it after a while. Anyway, your efforts on the Reloaded mod seem to have paid off, as it seems to be in a quite good shape by now. Maybe I'll check it out myself someday, no matter the language.
I can guarantee gameplay changes were applied from the get go, what happen is that I had RaW W07 Lite but my main RaW was W06 so I thinks that's why music wasn't working, up until now I was playing with RaW W07 lite (so no musics) so the change of gameplay were effectivly applied, I compare with XenoKyros's stream which I heard wasn't install properly in the beginning resulting in magical's damage from ennemies being way lower than you intended, as I was taking a lot more damage for Magical attacks like Ifrit's Lava Burst than him I think I can be assure that the gameplay changes were applied.Ok, that explains everything. Good to know that all the changes worked correctly from the start.
Must say I'm quite disappointed with the reward (I don't need Gold Armor and can't refine X-ATM092's card cause you need 10 of them) but at least 50 AP is nice to get.Well, I know of a few mod testers who liked to use their GF as a shield in battle, so I thought Gold Armor would be a good fit for a sidequest reward. It's also one the items that are absurdly hard to come by in the original game, so I wanted to give a little more opportunities here. But I understand it feels disappointing for anyone who uses GF only rarely or not all. Maybe I'll switch it out, and put the Gold Armor elsewhere, so the victory over X-ATM092 feels more earned.
-Edea : Probably the biggest let down of Disc 1's ending, the start was great I was genuily afraid of her Maelstrom setting Slow on all my team, but then she doesn't have the speed to back it up, I had all the time necessary to heal Slow with Haste, set Double and Shell on my characters, she is slow and can only attack 1 character at the same time, which makes her easy even in the last phase where she uses aga spell, Shell is mandatory so that she doesn't 1 shot, but if it happen it's pretty easy to recover, as for damage I was relying on Double -ra cast and Renzokuken, I think she need a little buff in speed and some AoE options, as of now she is the easiest fight of Disc 1's ending IMO.I would really like to give Edea one more AoE besides Maelstrom, but the problem is the limited space for attacks for each enemy. And in the case of the first Edea battle, it's particularly sparse, as all of her lines count as an actual move. But I'll see what I can do to free up a little more space. As for her Speed, yes, she is quite slow, but that's intentional, as she is a Mage/Sorceress, a class who isn't known to be the fastest. I think the bigger problem is her still skipping a turn every now and then (25% at the moment). This will be reduced or even removed completely in the next version though.
Laguna's third dream has a little fight against 2 Grendels, the can be berserk and slow which make them harmless, and I got lucky by turning them into Card I got 1 Catoblepas Card, which can be refine into a Black Hole to learn Degenerator to Quistis not sure if this intended.Degenerator has its success rate reduced in this mod and more enemies are immune, but having the chance to get it early disc 2 was not really planned. Good that you noticed. I'll put in on the change list.
Now for the Prison, I want to say Zell's Duel is still extremely good with No Crit I can still pull of over 6000 damage in 1 turn enough to kill any mobs in 1 turn (I'm quite interst to see how it will turn out late game), Quistis's Water Breath can break the 9999 limit on the Robots as they are weak to Water and she can kill pretty much anything with Degenerator anyway XD, so really the Prison was a walk in the park, this include the Final Fight which Quistis single handedly destroy with Water Breath she can kill the 2 Robots (they barely even got the time to act) in 2 turns then the Galbadian soldier is easily finish off by Squall using Darkside, Squall currently does 2000 damage with Darkside with no Junction to Elemental Attack by the way XD.Do you remember how you did 6000 damage with Zell's Duel in one turn? Is it still the repeated use of Booya and Punch Rush? If so, then I don't really know how to make it less effective, other than removing the possibility of this combo altogether (their base values are already quite low). As for the lack of difficulty in D-District Prison, I think you had a certain advantage because you keep your levels rather low, as the GIM47Ns won't use their AoE skill on lower levels (all enemy levels will be fixed in the next version though, to keep perceived difficulty more constant throughout the game). In the Prison, it's actually risky to stay at low HP for longer periods of time, as there's also the Aqua Breath attack from Chimeras that can catch you off guard easily. As for Quistis Aqua Breath, yes, it's quite strong, especially in this area, as there are so many enemies weak to Water there. In other areas, it won't be as effective though, so I guess it's fine to leave it as it is.
Then for the MD Level, has Tri-Faces been remove from here ? I couldn't find any wanted to get some Pains from themTri-Faces are still there and common at the lower areas of MD Levels. I would recommend the Oilboyle area, where Blobras and Blood Souls can be encountered as well.
Ultima can inflict around 12-13k on a target with Vit 0, but as most late-game bosses are immune to Vit 0, you probably won't see that very often. The average should be 9-10k, which is still a quite an improvement over the original version, in which Ultima does around 7k damage at most. Meteor is currently a little too strong in this mod, and will be put closer to Ultima levels of damage, so that Meteor does a slightly more damage than Ultima on a single enemy, but noticably less when hitting multiple targets. GF benefit from breaking the damage limit greatly. If you know about enemy elemental weaknesses and also their severity, they can be fun to use, if you don't mind the animations too much.
Yes, I noticed Pulse Ammo being extremely powerful in Requiem too. But that's not really surprising at all. I have to say that Irvine's Shot is possibly the most difficult Limit Break to get right balance-wise - not just in terms of raw power (as they scale very well with Strength) and crit chances, but also when it comes to accessibility of Ammo in general. In the original version, all Ammo except Pulse Ammo is very easy to come by, and not that much has changed about that in this mod yet. Do you remember how you got the Flame Ammo for the Oilboyle boss battle? I already reduced the numbers you can refine from Bomb Fragments and the like, but I'm not sure if it's enough to make Ammo feel like a valuable, limited resource.
Well, I know of a few mod testers who liked to use their GF as a shield in battle, so I thought Gold Armor would be a good fit for a sidequest reward. It's also one the items that are absurdly hard to come by in the original game, so I wanted to give a little more opportunities here. But I understand it feels disappointing for anyone who uses GF only rarely or not all. Maybe I'll switch it out, and put the Gold Armor elsewhere, so the victory over X-ATM092 feels more earned.
I would really like to give Edea one more AoE besides Maelstrom, but the problem is the limited space for attacks for each enemy. And in the case of the first Edea battle, it's particularly sparse, as all of her lines count as an actual move. But I'll see what I can do to free up a little more space. As for her Speed, yes, she is quite slow, but that's intentional, as she is a Mage/Sorceress, a class who isn't known to be the fastest. I think the bigger problem is her still skipping a turn every now and then (25% at the moment). This will be reduced or even removed completely in the next version though.
Do you remember how you did 6000 damage with Zell's Duel in one turn? Is it still the repeated use of Booya and Punch Rush? If so, then I don't really know how to make it less effective, other than removing the possibility of this combo altogether (their base values are already quite low).
As for the lack of difficulty in D-District Prison, I think you had a certain advantage because you keep your levels rather low, as the GIM47Ns won't use their AoE skill on lower levels (all enemy levels will be fixed in the next version though, to keep perceived difficulty more constant throughout the game). In the Prison, it's actually risky to stay at low HP for longer periods of time, as there's also the Aqua Breath attack from Chimeras that can catch you off guard easily. As for Quistis Aqua Breath, yes, it's quite strong, especially in this area, as there are so many enemies weak to Water there. In other areas, it won't be as effective though, so I guess it's fine to leave it as it is.
Tri-Faces are still there and common at the lower areas of MD Levels. I would recommend the Oilboyle area, where Blobras and Blood Souls can be encountered as well.
As for your latest post, I kind of regret not having finished the mod's new version earlier, as almost all the things you mentioned will be changed in one way or another, especially in Centra Ruins. Would have been a good opportunity to get some feedback right away, but well... As for Tonberry, you are right, reducing the kills required to make Tonberry King appear is a good idea, yet somehow it has never crossed my mind. Just noticed that it's actually a quite easy thing to do. Everything else was already on the list, but thanks anyway.
-Ammo Availability: Ok, will do something similar, without making any Ammo type finite, though. Further reducing refine rates for Ammo and item drops should do for now. Some of them are still too generous, especially for Fire Ammo.
-Edea: Yes, removing one of her taunts sounds good. Her new AoE will be one-time only though, as she will have her turn skips removed. Both regular AoE and no turn skips would probably be a bit too much to be honest.
-Duel: Not sure about reducing the other moves besides Punch Rush and Booya yet. It would be good if you had an eye on how Duel performs for you against enemies in the late-game, as most of them (especially bosses) have noticably higher Vitality than enemies like the GIM47A, and are mostly immune to Vit 0. If by then you still feel like Duel is too strong, then some adjustments should be made for sure.
-Aqua Breath: I was very cautious in regards to its damage against Jumbo Cactuar and Ultimecia's third form, so they have had their weakness against Water reduced and defensive stats increased. It will still be strong, but not strong enough to finish these bosses within just a couple of turns (at least not with Water attacks alone).
A good thing with me I'm the kind of guy who does like 500 different save files XD, so if you were to release a new version I don't mind going back a bit for giving feedback, when do you the new version will be finish ? if not to long then I might pause my playthrough and continue once you update, would be pointless to give feedback on things you already plan to modify, on other subjects :Ok, it would certainly help if you could retest certain things (especially Centra Ruins) after the new version is up. It should be finished by the end of this week.
That could work, for Fire Ammo I would suggest remove the Fuel from shop, this is pointless item to buy otherwise and the fact it's available pretty much anywhere make Fire Ammo really easy to get. On subject of Irvine's Limit break power since you say to have immune boss to Vit 0 Armor Shot is the one that worry me the most, currently on Cerberus I'm doing around 1000-1100 per shots (double if it Crit (it help Irvine has a good Base Luck with 100 Death and Luck+30% he has like a 30% crit rate currently) so with 3 to 6 shots I mention earlier that's 3000-3300 to 12000-13200, very unlikely to reach this tough often I say I get an average of 2 crit when shoting 6 ammos so that's more 8000 to 8800.Armor Shot damage will max out at around 5500 HP per shot if Irvine's Strength is at 255, so damage will fluctuate between 16,000 and 33,000 HP, (critical hits excluded) depending on Crisis Level. It also has the lowest base critical rate out of all Ammo types, so I don't think it will be overly powerful in the late-game, when bosses have 100,000 HP or more, unless you seriously put some work on Irvine's Luck stat. Armor Shot has actually been nerfed two times in this mod already, but if you think it's still too powerful, don't hesitate to tell. Maybe changing the formula for physical attacks and critical hit calculation / Luck will be inevitable sooner or later, to get more pleasing results overall.
It certainly is to early to judge if Duel is to strong or not especially considering I'm not using high tier magic yet (I've got some tough), I'must say tough that it's the most fun Limit Break to use, since the easy way of spamming Booya and Punch Rush is out of the way I have to found new combos, so on that aspect you manage to make it more fun, by the is Meteor Strike still a Gravity move ? Or did you make it a physical attack, I haven't test it yet.Meteor Strike has been changed from a Gravity attack to a physical attack that ignores enemy Vitality, so Duel is not totally worthless against high Vit enemies. Base power is between Mach Kick and Dolphin Blow, and its input should take a little longer than most other moves, so I think it's in an ok spot. But of course it would be interesting what you think after some testing on your own.
Armor Shot damage will max out at around 5500 HP per shot if Irvine's Strength is at 255, so damage will fluctuate between 16,000 and 33,000 HP, (critical hits excluded) depending on Crisis Level. It also has the lowest base critical rate out of all Ammo types, so I don't think it will be overly powerful in the late-game, when bosses have 100,000 HP or more, unless you seriously put some work on Irvine's Luck stat. Armor Shot has actually been nerfed two times in this mod already, but if you think it's still too powerful, don't hesitate to tell. Maybe changing the formula for physical attacks and critical hit calculation / Luck will be inevitable sooner or later, to get more pleasing results overall.
Meteor Strike has been changed from a Gravity attack to a physical attack that ignores enemy Vitality, so Duel is not totally worthless against high Vit enemies. Base power is between Mach Kick and Dolphin Blow, and its input should take a little longer than most other moves, so I think it's in an ok spot. But of course it would be interesting what you think after some testing on your own.
What are your character levels at the moment by the way? I wonder if you still have a certain advantage over normal enemies because their levels are rather low. Hexadragons in G-Garden will be around LV 40 fixed in the upcoming version, so if you face only LV 20 ones at the moment due to own levels, that would be quite a difference.
@Nsandro: I can't guarantee anything yet, but it's definitely planned to be compatible with the Remastered version at some point. Will start to look at it thoroughly soon.
Im lvl28 in G-Garden and Cerber crush me easy, so my lvl is to low or its very hard ? ^^
Base game
Red Blue Pink
Beef 1x Meteor 1x Scan 1x Demi
Fish 1x Triple 1x Holy 1x Ultima
Hot dogs 1x Shell 1x Full-life 1x Zombie
New
Red Blue Pink
Beef 10x Meteor 100x Scan 50x Demi
Fish 5x Triple 10x Holy 5x Ultima
Hot dogs 10x Renew 10x Full-life 100x Zombie
edit : in centra , if we leave , tomberry kill is no more reset?
I read that in my official guide from Peggyback, "Il vous faut maintenant tuer 20 tomberry sans sortir des ruines" and if i translate "You must now kill 20 tomberry without leaving the ruins". i thinks the translation is missing something like " You can leave the ruins for save , but you cant fight another monster because it will reset all tomberry kill"
Flare 64/256
Meltdown 32/256
Meteor 24/256
Ultima 23/256
Holy 20/256
Quake 12/256
Tornado 12/256
Firaga 12/256
Thundaga 12/256
Blizzaga 12/256
Water 8/256
Bio 8/256
Pain 8/256
Demi 8/256
??? 1/256
-Ultima Weapon: Light Pillar has been changed from 9999 fixed damage to the most powerful single-hit physical attack in the game with a 100% crit chance. So it can be survived, but Vitality requirements are very high. Vengeance won't be used before turn 17 to give players more time to draw Triple or Ultima spells. After turn 17, it will be used at set intervals (every 4th turn), so Ultima Weapon won't be able to spam it to keep things in check.
-Iron Giants have around 190 Vitality no matter where they are encountered, so most physical attacks will be next to useless against them. They retain their weakness against Gravity attacks though, so using one or two Gravity Bombs (new item), and then some Thundagas is a good alternative to finish them off. But of course, Shockwave Pulsar works very well too, due their naturally low Spirit stat.
-Lunatic Pandora Laboratory battles: It's really good to hear that you found a use for Quistis' Ray Bomb here. I never liked that it was next to useless in the base game, so it now reliably inflicts Vit 0, as long as the target is not immune to it. But using AoEs is actually quite risky against the 3 Cyborgs, as in this particular battle, each one has a 50% chance to cast Ultima upon defeat.
Thanks for all the feedback again. It's interesting to read about the various strategies you've tried, like Angel Wing working for you against Ultima Weapon, which I'm pleased to hear. Also always good to get some feedback about the additional sidequests - so I guess the battles at Lunatic Pandora Laboratory could be made a little more difficult, and Elnoyle could be made immune to Vit 0, or perhaps be made an undead enemy to raise its natural defense against physical attacks (at least it would fit quite well).
Or make Elnoyle resistance to statut effect as great as Ruby Dragons, currently Ruby Dragon can be slowed, sleeped and put to Vit 0 however inflicting these with regular Magic is almost impossible you have to use Limit Break (Quistis's Bad Breath, Homing Laser, Ray Bomb or Irvine's Dark Ammo) to have reasonnable chance of inflicting them, which I think it's fine for some of the toughest ennemies in the game.Ok, will do something to make Elnoyles a little more resilient, but will probably leave the Degenerator back door open, so farming Elnoyle in Esthar won't be overly time-consuming. What I would really like to do is changing enemy status resistance dynamically for the same enemy, mid-battle or depending on battle. It can be done for elemental resistance (see Blobras or Thrustaevises), but in the case of status effects, it looks like a similar enemy AI instruction doesn't exist, unfortunately.
Also regarding regular ennemies while I like that Statut Effect are usefull overall I feel there is to much ennemies that can be Berserked, which completly Trivialize them most notorious are Blue Dragon and Behemoths which I feel should be strong regular encounter (especially since most of the time they are alone), and overall Berserk + Blind combo has been a pretty consistent strat against regular ennemies.
Regarding Angel Wing honnestly this is the Limit Break that beneficiate the most from the Damage Limit being remove, outside of Meteor it was a useless Limit Break cause none of the other Spell could break the damage limit of 9999 due to that outside of Meteor it was always better to do a triple cast than Angel Wing, I wasn't sure about removing any sort of control the player have over it by making Rinoa's spell selection independant of her magic inventory, but considering this is a relativly safe offensive option (you lose control of Rinoa but the fact that it immune her to most crippling statut effects and unlike other Limit Break you can heal her and not give a damn about Crisis Level somewhat make up for that), on Ultima Weapon the lowest damage Rinoa could do was 8800 with Bio (didn't get any Pain tough) so from 8000 to 20000 per turn is fine considering it require 0 input on the players part.Yes, especially the last point you made is actually very important in tougher battles, as no time needs to be spend on selecting Commands or targets, so the enemy won't be able to interrupt your actions as often. So I think Angel Wing is currently in a reasonable spot overall. I'll probably remove Demi from the table though, to make it slightly more useful. I can imagine it's quite frustrating if Rinoa uses it against bosses.
Ok, will do something to make Elnoyles a little more resilient, but will probably leave the Degenerator back door open, so farming Elnoyle in Esthar won't be overly time-consuming. What I would really like to do is changing enemy status resistance dynamically for the same enemy, mid-battle or depending on battle. It can be done for elemental resistance (see Blobras or Thrustaevises), but in the case of status effects, it looks like a similar enemy AI instruction doesn't exist, unfortunately.
Berserk is indeed quite a cheap way of dealing with certain enemies, as they don't even get the increased Strength when berserked, and just use their regular physical attack unbuffed in almost all cases. It's possible to control which attack enemies use when under Berserk though, and I already managed to make Iguions actually inflict more damage when under Berserk, but a lot more enemies should get that treatment, so using Berserk always comes with a risk, especially if enemies are not blinded at the same time. It will take a little time, but more changes to enemy Berserk behavior will follow soon.
Yes, especially the last point you made is actually very important in tougher battles, as no time needs to be spend on selecting Commands or targets, so the enemy won't be able to interrupt your actions as often. So I think Angel Wing is currently in a reasonable spot overall. I'll probably remove Demi from the table though, to make it slightly more useful. I can imagine it's quite frustrating if Rinoa uses it against bosses.
As for the new sidequest in Esthar, you have everything you need to find the Adamantoises inside Tomb of the Unknown King (the Goddess Bell is rather just a variable than a real item; too bad there's no inventory for key items in this game). Have you already looked at the middle tower from all possible angles?
-Red Giant: Well yes, it's a little cheap that Gravity attacks still work on him, but being able to draw Demi from directly or simply destroy his defense using Vit 0 was even cheaper. Also, he is the only boss after Cerberus that is vulnerable to Gravity attacks, so I thought why not leaving the vulnerability in for a change. He also has as massive amount of HP, so he should always get at least a couple of turns, and damage is quite high if Vitality stats are below ~150, so I think Red Giant is fine overall. Could perhaps increase the hit rate of his single-hit sword attacks though, as they are quite easy to dodge even with only mediocre Evade stats.
-Omega Weapon: Damage overflow shouldn't have happened, as damage is always capped at 60,000 HP in this mod. Do you have any other hext files under RaW/Global/Hext that mess with damage limit? That could explain it.
Otherwise, very well done fight. I don't mind that Pulse Ammo is superior to anything else in this battle (after setting Vit 0), as Omega Weapon is one of the few end-game enemies that are actualy vulnerable to Vit 0, and I think there should be a way to inflict massive amounts of damage on an enemy that enforces defensive play so much that it can be difficult find the right time to attack at all, as you noticed yourself. If anything, I would rather change the resources for getting Pulse Ammo instead of further reducing its base power. If you do the fixed Elnoyle encounter in Esthar repeatedly, it's actually quite easy to get a full stock in no time. As for the overall usefulness of Irvine's Limit Break, yes, Xerokynos' conclusion was a bit hasty (if I remember right, he tried AP Shot when Irvine had a Strength stat of only 32, then dismissed it for the rest of the playthrough) - if Irvine's Strength is high enough, then it's still very good.
I would be interested in seeing the stats by the way, especially Irvine's Luck. Maybe some spell junction effects are still too generous on it.
-Griever: It's honestly quite disappointing that he only got 3 attacks in your case, so I looked at his AI script again and found another, less obvious turn skip, which slows him down considerably. So removed this skip, and now he acts noticably faster. The third form has a similar turn skip as well, but it's difficult to remove without Ifrit enemy editor (the tool doesn't work very well with this enemy in general). I'll give it a try with manual hex editing though.
-Final Ultimecia: The time lapse between "Draw Apocalypse" and actually casting Apocalypse isn't any longer than in the base game. It's just that in this mod, Ultimecia acts at times she normally wouldn't, so she now uses another move between these two actions, when she would normally just skip a turn. Making it so that she casts Apocalpyse immediately after drawing it from her lower half would be quite difficult to achieve due to the complexity of her AI script, and similar to the previous enemy, the Ifrit tool doesn't "like" her file very much, so a lot of manual editing would be necessary, at least if you want to keep her Ability that destroys GF. I'll try to make her use Vaporize a little more often, and Hell's Judgement less frequently when near death. Thanks.
Planning to release a new version that will contain some more suggestions made by Nesouk earlier, among some other things, and also Remaster compatibility soon.
Just finished work on the mngrp.bin file that contains all data relevant to menus. It needed a lot of manual adjustments as it's different from 2013 release. Next are Battle and Field files, which are also different, but shouldn't take that long to port over. The only thing I'm quite unsure about is certain exe changes (such as Angel Wing, or the new Dispel damage type) and the way of applying the mod changes to the Remaster version. It will probably be a little more complicated than for 2013, but Maki's new Demastered Tool looks promising and could make the process easier. Have to check.
If there's anything in particular you'd like to see in this mod, don't hesitate to tell :)
Spell Vit/Spr v1.1.5 Vit/Spr v1.2
Regen 50/50 46/46
Meltdown 60/60 52/52
Curaga 75/75 56/56
Holy 70/70 60/60
Full-life 85/85 66/66
Renew 80/80 72/72
Ultima 90/95 80/80
@Ayoyo: The main reason behind the boss nerfs especially in the early and mid-game is the overall difficulty progression, which can be quite wonky in earlier versions of the mod. Some players felt that the early and mid-game are actually harder than the late-game, so I wanted to improve on difficulty perception, aiming for a steady increase in difficultyWell I mean, alternatively the later bosses could've been buffed to sort of achieve the same thing :-P /jk... unless?
OH Yeah I remember end of Disc 3/beginning of Disc 4 to be the most disappointing part, in that every bosses except Adel which was fine was way to easy. Glad to hear this has been corrected.Corrected as in...? Are you referencing the random check fix that Callisto mentioned just now, or are there other prior changes to later bosses to make them less easy?
Well I mean, alternatively the later bosses could've been buffed to sort of achieve the same thing :-P /jk... unless?Actually a good point, I thought about that too. But some players on stream in the past few months showed me that some of the earlier bosses are a bit overtuned (mostly damage-wise). They were using suboptimal Junction setups and didn't try to use status effects a lot, and I felt they were punished too severely for that. So I've tried to find a middle ground between "accessible to all players" and "not too easy". Whether it worked or not remains to be seen.
But now that it's on the table, it's destiny bro - hard mode, that is.If it's only a stat-increase you'd like to see in a harder version for now, then I could probably set that up in a month or so. Would be helpful if you tried the latest version first though, too see if it indeed became too easy for you after all.
Corrected as in...? Are you referencing the random check fix that Callisto mentioned just now, or are there other prior changes to later bosses to make them less easy?If the last version you played is indeed from a year ago, then a lot has changed in addition to reduced random checks, ranging from higher stats, new moves used, complete removal of turn skips etc.
Actually a good point, I thought about that too. But some players on stream in the past few months showed me that some of the earlier bosses are a bit overtuned (mostly damage-wise). They were using suboptimal Junction setups and didn't try to use status effects a lot, and I felt they were punished too severely for that.Yea, that seems to be how many modders end up making changes, streams tend to draw stronger reactions when you actually see someone struggling with the game. Then if you see someone just walking over everything it'd likely net the opposite reaction. It's understandable, although personally I always thought it was counterintuitive to balance around players who don't feel like trying stuff out or use the breadth of tools & options offered to them, considering mods like this exist & are needed in the first place precisely because the original game was so unbalanced that you didn't need to use those tools or be strategic about it. Vanilla already exists for people wanting to play casually.
If it's only a stat-increase you'd like to see in a harder version for now, then I could probably set that up in a month or so. Would be helpful if you tried the latest version first though, too see if it indeed became too easy for you after all.Really? I think that would be a literal dream-come-true if you ever did that. Yes, I'm positive it would work out well enough since the system you have in place is already so good and robust. I swear I'll be your tester for that. In the meantime, you don't need to tell me twice; I'm pretty stoked to have another go at this despite my bitching. Although not sure if I should go for a low level run again. What do you think? I mean you did make it easier to maintain with the Odin changes, and I haven't had a chance to see those yet.
f the last version you played is indeed from a year ago, then a lot has changed in addition to reduced random checks, ranging from higher stats, new moves used, complete removal of turn skips etc.Looks to have been around February of last year. But sounds awesome indeed. I remember checking this thread out some months ago and shedding an epic tear upon reading the newest changelog, it was so freaking good.
@Ayoyo: I would recommend keeping levels low so you have a more direct comparison to your first playthrough. Keep in mind that this time, the boss battle against the G-Soldiers at Missile Base drop tons of EXP though. To keep the this amount to minimum, you'd need to use the Gaia Drum item (can be stolen from Sacred, for example) to set the Petrifying countdown on them. The success rate isn't particularly high, but can be increased by having a high Magic stat character use it.Sounds reasonable, ditto that. And cheers for the tip regarding the soldiers & Gaia drum, I don't think I've ever used such an item before. I hope I can at least have a go at disc1 soonish, looks like some work projects might still be breathing down my neck for now.
Otherwise I agree with what you said above. There's not much point in making a mod that still allows breezing through the game, barely using the tools given to the player. And in the particular case of FFVIII, some players tend to forget or not realize that junctioning spells is comparable to equipping armor in more traditional RPGs, and should thus be updated every once in a while. Still, I felt that the required minimum to beat certain bosses without frustration was set a little too high, which is why some of them have been slightly toned down. Not so much that they become ridiculously easy, just so much that they feel more fair when facing them with less than ideal Junction setups, as said above.
So the decisions you make all lean toward nothing but making the game a challenge. This would give you more leverage for the normal version, of not having to worry if you're making things too easy even if it's for the sake of balancing the game. :D Because then players will have that alternative choice to satisfy their masochistic itch.Good point about hard mode development being potentially a liberating experience as you'd be unencumbered by elusive middle ground & accessibility requirements, instead being able to just have fun with it & kind of let loose. That said, it's still a lot of work and expecting an elaborate new mode right off the bat is unreasonable, which is why I lobbied for a more simple stat boosted version to start off with and get in the weeds with it later on. Not to mention, I still think it's logically sound to assume a big chunk of the people seeking out these mods are either veterans or looking for a challenge so I'm sure a hard mode would garner popularity.
@setafd: There's no need to start a new game because of the new version. The changed base stats for the characters will update automatically after putting the new files in lang-en, and there shouldn't be any conflicts with GF Abilities at this point of the game. If Heal appears in Siren's Ability list (instead of Absorb), then all is good.
Hello,
Are you plan to update the remastered version to 1.2 or the version will still to 1.0?
Is there any posibility to make Seifer or Edea playable ? Maybe on late disc 3 ?Chipping in because I just realized I've totally forgotten to bring this up myself as a suggestion for additional/surprise bonus content, something the mod already incorporates quite a lot of. Specifically Edea because I imagine 'twould not be monumentally hard to pull off since she's already playable so the groundwork is there, and isn't unreasonable story-wise. Also the logistics of her joining the party would potentially be relatively straightforward to pull off & fit into the story seeing as she's just chilling around with Cid for the final parts of the game so it could just be a simple dialogue option that pops up. But I'm sure there's a lot on Cal's hands atm anyhow with hard mode and all, so consider this as more of a long-term pitch.
hey, not sure if caused by the mod or i'm doing something wrong. i did the beginner chocobo forest fine, went to the basics forest and for some reason i can't sound my whistle. i'm playing with ff8 remastered. thanks for your work on the mod!
For some reason the whistle is tied to Triangle after the first forest. This means that you will keep opening the menu when you need to use the whistle. The only work a round I found was to hold triangle and continously open and close the menu, using images of the best places to proc the whistle.
Changing menu button away from triangle will also change the whistle button as well so I couldn't find any better method outside of the one outlined above. I played on the remastered version too and eventually completed the chocobo side quest.
If you've done the mod installation before, and would like to update because of the latest bugfixes now, it is fine to just do the file replacement again and continue with your previous save game file.
- I get that the cards/card mod was excessively over-powered in the vanilla version, but this makes it excessively weak. Playing cards feels like a waste of time with this "rebalancing", both because I am effectively cut off from all the decent spells and because I am completely cut off from higher-level equipment until the game "lets" me. What I loved about the card game originally it it let me "break the mold" and get things earlier than I was supposed to. I agree that I shouldn't be getting curagas before I leave Balamb, but the high-level boss cards shouldn't be as junky as they became. Nothing sparks joy like getting Punishment before leaving the Garden, or Lion Heart on disc 1. No, I'm not expecting to be able to jump up to that level as fast in a properly balanced mod, but I also don't like feeling held back either.Some of the Card Mod results are quite weak, yes, but I wouldn't say excessively weak in general, as Card Mod still allows getting many spells before they become available by drawing from an enemy. For example, the Water and Bio spells that can be won from Fastitocalon and Tri-Face cards right after the beginning of the game are a great help with getting through the early-game. The same goes for cards that refine into Magic Stones to get early access to the -ara spells, or the Grendel card to get more Double spells that are very valuable until they can be drawn from regular enemies later in the game. I also think that the boss cards are in a reasonable spot, as they also provide the earliest access to high-level spells (-aga spells through LV 6 cards that become available from Fisherman's Horizon onwards, Tornado and Quake through LV 7 cards at the beginning of disc 3 onwards). Not sure if you have noticed yet, but all these spells are way more powerful than in the base-game if you cast with a magic-oriented character, so getting some through Card Mod should always be worth it - most of them aren't even very good for junctions to encourage free use in battle.
I didn't get a mesmerize blade to upgrade my gunblade until the scripted garden encounter, at which point it was almost insulting that the game was now "letting" me upgrade my weapon, rather than being something I earned.So the weapon in question is the Flame Saber which is the 4th out of 7 weapons for Squall. One the mod's goals is to achieve a sense of progression in regards to become more powerful overall, something the base game is clearly lacking. So the earliest occasion of getting the Flame Saber is around mid-game after the Mesmerize battle in Balamb Garden, to make sure this weapon is easily accessible to all players, without playing Triple Triad or searching the world for materials, which I thought was important to keep in check the physical vs. magical output at this point. If the Flame Saber was available right from the start by just playing a couple of card games, that wouldn't be very balanced, especially not when considering the increased Strength bonus the weapons provide. I think the possible jump from Revolver to Cutting Trigger right after the beginning of the game by playing Triple Triad is fair enough.
- Removing the enemy auto-levelling works great 90% of the time, but then I get railroaded into using one party because my B team is too weak to switch in. My Irvine and Rinoa are struggling to break level 20 because I can never justify having them in my party without spending hours on random encounters to beef them up - especially when Rinoa's Angelo limit breaks are now a pile of hot garbage.Yes, the level gap between characters can become problematic for sure. For the next version, EXP for bosses are planned, so this should help mitigating this issue. Probably should have implemented this sooner, but I've been reluctant as it takes away the possibility of low-level runs (found a solution though) - sorry for the trouble. Some of the character starting levels will also be changed, which makes sense especially in the case of Quistis. Most of Rinoa's Angelo Limit Breaks are based on Rinoa's Strength stat, so if you raise it enough, they shouldn't be too bad.
@Tempest: The inn is located at the southern exit of the village. Head to the counter to make a previously unseen NPC appear in the room, and select "No" when being asked about staying at the inn. You can then challenge this person to a card game to win the Kiros card.Ah so the materials are different. I assumed it was a Moon Stone instead of a Shaman Stone, i've used Irvine quite a bit in other versions.
As for Irvine's Ultimate Weapon, I have checked it myself and had no problems getting it. Are you sure you have all the required items? In the mod, it's Dino Bone x2, Shaman Stone x1, Star Fragment x2 and Screw x18.
@aegisjester: Unfortunately, many scenes throughout the game rely on Squall being in the active party, so excluding him will result in glitches or make the game crash - at least without rewriting most fields from scratch. Could do it for disc 4 perhaps, as there's not much going on story-wise, but even that would mean quite a bit of work, as Squall is supposed to be the party leader in Chocobo Forests, for example.Yea for the overworld he needs to be there, but how about JUST the battle party? In Chrono Cross, after completing the main game there was a way to swap out Serge JUST for the battles on the repeated playthroughs
It'd be cool if weak magic was easier/faster to draw, but for strong magic it's harder/slower to draw.
I think that'd be a nice balance.
Essentially taking more time and effort if you want the best magic in-game.
But that's just my personal preference.
Maybe create a magic tier system, where at the lowest magic level you can draw up to a max of 100, and as you go up the tier list you can only draw a certain amount. Example, for top tier magic you can only draw up to 9 or less at a time.
Maybe even lowering the chances of getting a high draw number as you go up the tier list?
This would make the earlier parts of the game quicker and less frustrating/boring, while keeping the later parts of the game more rewarding to achieve.
Capping everything at max 9 draw or at max 100 draw for ALL magic still have their own positives and "negatives".
Doing it the way i've mentioned up above would be a very nice middle ground. Taking the positives from both sides and putting them together.
Has anyone ever thought of this as well?
I feel this idea could of been overlooked. Or would it be hard to implement?! Idk lol :P
Hopefully it can come to fruition someday. I REALLY love this idea.
Even if it's just for the hard mode version or as an optional mod, i'll take anything.
Hi, Callisto.Thanks and welcome to the forums.
Enjoy the mod very much.
Just Wondering how to get the sidequest "The lonely girl in Dollet" done.
Which needs to collect three ingredients for helping girl's sick mother.
As I see, two of them are Mystery Fluid and Remedy+.
But I can't find the last key item (an extract of a certain flower).
The only clue I found was the woman in Winhill who can also make medicine with flowers.
Any reply is appreciated.
I got to Deling and I'm getting absolutely crushed by the random encounters around the city (Wendigo and Vysage) is that normal? I think I have decent junctions, even though Zell and Irvine are a bit low on levels compared to Squall. Dribble from Wendigo basically puts them on critical damage with one attack.Well yes, it's kind of normal. Here is some advice:
Well yes, it's kind of normal. Here is some advice:
Make sure to have the HP-J Ability unlocked for all 3 characters. The enemies that appear around Deling City are balanced around having at least Cura junctioned on everyone's HP. Cura can be drawn from the Geezard enemy in the area, or "bought" from the new Odine Shop in Deling City (indirectly through Healing Waters, or Tents via Siren's L-Mag RF Ability). The ideal HP spell at this time would be Zombie which can be made through the Zombie Powders dropped by the Gerogero boss or drawn by the Blood Soul enemy found at the night-time grassland area around the city. It should raise your HP to around 1500-2000, which should be enough to deal with the attacks by Vysage (500-600 HP single target damage through Aero, 200-300 HP damage through the AoE attack) and Wendigo (up to 800 HP single target damage). But I agree that Wendigo is slightly overtuned for this area, so its overall damage output will be decreased for Standard Mode soon.
All in all, as far as the early-mid game goes, I would say that junctions are more impactful than leveling up overall. Sometimes, searching around for new spells is needed to keep up with the enemies (especially after leaving Timber and during the D-District Prison events). Leveling up will definitely pay off in the mid-late game though, so there's no need to hold back with your levels (the Bonus Abilities that grant permanent stat boosts when leveling up are removed in this mod anyway).
Also good to know that you got the EFIGS.dll patch working. It is actually very important for all mod changes to take effect, not just in regards to the Draw cap in battle. Without the patch, for example, magic damage is severely limited for both party members and enemies, which explains why Elvoret (who uses mostly magic attacks) gave you little to no trouble at all. I hope the increased enemy magic damage is not too overwhelming now. Otherwise, don't hesitate to tell, and maybe more specific enemies will receive a little adjustment. Thanks.
So, for the Iguions sidequest, when I went into the sewers and went up the ladder where the car is, I cant climb the car to enter the presidental residence. Why is that? Or is there another way in?
When you interact with the boxes, nothing happens?