Author Topic: [FF8] Cronos gameplay mod  (Read 938 times)

hobbitdur

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[FF8] Cronos gameplay mod
« on: 2025-02-16 19:07:09 »
Hi everyone ! **Cronos 0.2 is out !**

First of all, the mod starting to be seriously big. A team is getting build with for the moment:
@nih1l the fine AI researcher
@.malekith the battle balance mathematician
@unicorngoulash the guy that work on disassembly, yep they exist.

And more people soon will join us !
If you want to join or simple follow our work, you can join us to the New FF8 Cronos Discord. Pretty cool place.

The idea is that the mod will be the reference gameplay wise. Anything you can dream off could be done here ! New AI, balance battle, No XP run, uncensored game, Rare item fix, ... And more ! (don't want to spoil yet).

Without further ado, here what this awesome mod can do (everything activable on your liking):

 - __Quality of life:__
   - MaximumDraw: With this activate, you will draw 100 everytime you succeed a draw.
   - DamageCap: All damage can deal up to 65.535 (Eden damage is also cap to 65.535).
   - LimitlessMagic: Using magic doesn't decrease your stock.
   - 255AP: Earn 255 AP after battle. Thanks to @unicorngoulash
   - SaveAnywhere: Allow to save anywhere, but use at your own risk ! Thanks to @unicorngoulash
   
 - __Game fix:__
   - BahamutRareItem: Now actually increase the probably of really rare item. Thanks to @alerion1107
   - GerogeroUncensored: Use the japanese version without color change.
   - NoUnequippedOnDream: Stop this madness of re-equipped everything on temporary characters !
   
 - __Little gameplay mod:__
   - NoXP: Don't earn any XP at end of battle. Thanks to @unicorngoulash

If you want to support this mod, you can join the Patreon. If you join it, you'll be able to ask for specific mods, get exclusive content and more.

Enjoy ! (P.-S. Doesn't appear yet on the catalog, you can just delete the one you have locally and re-download).
« Last Edit: 2025-03-01 21:18:23 by hobbitdur »

gunner_1207

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Re: [FF8] Cronos gameplay mod
« Reply #1 on: 2025-02-17 19:14:07 »
nice thank you, do you plan any difficulty options?

hobbitdur

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Re: [FF8] Cronos gameplay mod
« Reply #2 on: 2025-02-18 11:55:28 »
Yes I plan a lot !
And difficulty option will be one of them. I really want it to be the mod for everyone. The only thing I am lacking is time as I have to do some RE (helped a lot by maki and myst), do tools, put all in wiki then make modification for my mod. But this will be worth it.

I think I will do like 3 option: vanilla difficulty but with gameplay enhanced (for example with more interesting AI), hard mod where fight are fair but difficult, and nightmare difficulty where you really need to push every little aspect of the game to get what you need to defeat a boss.

In discord we exchange a lot about ideas we have on the gameplay, but you are free to propose some adjustment, I can always pick some of them if they are interesting !

The main change will be that the junction value will be linked to the level, so there will be a real reason to level up and without worrying of stat decreasing when using magic.

gunner_1207

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Re: [FF8] Cronos gameplay mod
« Reply #3 on: 2025-02-23 10:52:25 »
ooh sound fascinating because obviously .normal playthrough you keep your level low . 

hobbitdur

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Re: [FF8] Cronos gameplay mod
« Reply #4 on: 2025-02-23 14:38:58 »
Yes, we will add xp to boss so you are force to level up, the idea is that last boss is level 100, and you need to level up as the level will now determine your stat (still with junction)

Nesouk

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Re: [FF8] Cronos gameplay mod
« Reply #5 on: 2025-02-28 16:11:33 »
Yes, we will add xp to boss so you are force to level up, the idea is that last boss is level 100, and you need to level up as the level will now determine your stat (still with junction)

You know actually I have been thinking, instead of trying to make the LV usefull, why not go fully into the rabbit hole and remove the LV factor entirely ?
I was thinking of setting the character's LV to 1, remove all EXP gain so you'll stay at that and remove the LV scaling and set ennemies and bosses at a set LV depending of areas/point of the story, and so making the character progression entirely base on what actually matter the Junction System, acquiring magic and passive abilities. Of course a bit of rebalancing to prevent the acquisition of strong spells to early would still be required and the QoL like more spell drawn or spell not being consumed and probably remove the possibility to farm Stat Up infinitly through the items or eating monster.

gunner_1207

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Re: [FF8] Cronos gameplay mod
« Reply #6 on: 2025-03-01 12:41:50 »
You know actually I have been thinking, instead of trying to make the LV usefull, why not go fully into the rabbit hole and remove the LV factor entirely ?
I was thinking of setting the character's LV to 1, remove all EXP gain so you'll stay at that and remove the LV scaling and set ennemies and bosses at a set LV depending of areas/point of the story, and so making the character progression entirely base on what actually matter the Junction System, acquiring magic and passive abilities. Of course a bit of rebalancing to prevent the acquisition of strong spells to early would still be required and the QoL like more spell drawn or spell not being consumed and probably remove the possibility to farm Stat Up infinitly through the items or eating monster.
now that is a fascinating idea

hobbitdur

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Re: [FF8] Cronos gameplay mod
« Reply #7 on: 2025-03-01 21:18:10 »
Hi everyone ! **Cronos 0.2 is out !**

First of all, the mod starting to be seriously big. A team is getting build with for the moment:
@nih1l the fine AI researcher
@.malekith the battle balance mathematician
@unicorngoulash the guy that work on disassembly, yep they exist.

And more people soon will join us !
If you want to join or simple follow our work, you can join us to the New FF8 Cronos Discord. Pretty cool place.

The idea is that the mod will be the reference gameplay wise. Anything you can dream off could be done here ! New AI, balance battle, No XP run, uncensored game, Rare item fix, ... And more ! (don't want to spoil yet).

Without further ado, here what this awesome mod can do (everything activable on your liking):

 - __Quality of life:__
   - MaximumDraw: With this activate, you will draw 100 everytime you succeed a draw.
   - DamageCap: All damage can deal up to 65.535 (Eden damage is also cap to 65.535).
   - LimitlessMagic: Using magic doesn't decrease your stock.
   - 255AP: Earn 255 AP after battle. Thanks to @unicorngoulash
   - SaveAnywhere: Allow to save anywhere, but use at your own risk ! Thanks to @unicorngoulash
   
 - __Game fix:__
   - BahamutRareItem: Now actually increase the probably of really rare item. Thanks to @alerion1107
   - GerogeroUncensored: Use the japanese version without color change.
   - NoUnequippedOnDream: Stop this madness of re-equipped everything on temporary characters !
   
 - __Little gameplay mod:__
   - NoXP: Don't earn any XP at end of battle. Thanks to @unicorngoulash

If you want to support this mod, you can join the Patreon. If you join it, you'll be able to ask for specific mods, get exclusive content and more.

Enjoy ! (P.-S. Doesn't appear yet on the catalog, you can just delete the one you have locally and re-download).

hobbitdur

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Re: [FF8] Cronos gameplay mod
« Reply #8 on: 2025-03-01 21:22:22 »
You know actually I have been thinking, instead of trying to make the LV usefull, why not go fully into the rabbit hole and remove the LV factor entirely ?
I was thinking of setting the character's LV to 1, remove all EXP gain so you'll stay at that and remove the LV scaling and set ennemies and bosses at a set LV depending of areas/point of the story, and so making the character progression entirely base on what actually matter the Junction System, acquiring magic and passive abilities. Of course a bit of rebalancing to prevent the acquisition of strong spells to early would still be required and the QoL like more spell drawn or spell not being consumed and probably remove the possibility to farm Stat Up infinitly through the items or eating monster.

This is an idea we had, this is actually really good, but to make it works we need to be able to create as much magic as we want as magic will then be the main way to gain stat. On vanilla, there is not enough magic to make this possible or the player will not really feel the upscale. If we could have like 3 magic per element I think it could be a possible run to try. I try for some week to add new magic (I mean not erase the one that are not used, butreally add new one to be able to have as much as we want).
Also removing level remove one think that was cool, is to have AI evolve with level, as well as item drop and magic drop.

Thanks for giving ideas, we love to discuss on them !