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?
Edit: I'm guessing this means the "Bonus" abilities like Str Bonus and such are also absent? I honestly prefer it that way mind you.Yes, all the Bonus Abilities like Str Bonus are gone in this mod, to encourage leveling up without any remorse and also to help maintain character strengths and weaknesses. They are technically still in the game, but no GF learns them and there are no items that teach those Abilities. I hope I can replace them with something less controversial soon. Any suggestions welcome.
What's the general gist of adjustment for natural stat gains? +2 for the focus stat of the character and +1 for other stats?Hm, not exactly. In this game, every character has his/her own growth curve for every stat, allowing great distinction from one character to another. Unfortunately, the base game barely utilizes that and even at level 100, all characters are almost identical when it comes to their base stats. For example, the Spirit stat has a short range of only 30 (Ward) and 45 (Edea) at level 100, which barely makes a difference in battle. In this mod, the gaps are widened by a lot so strengths and weaknesses become more evident: Ward still barely gains any Spirit points (24 at level 100), but Edea's Spirit will reach 195 from leveling up alone, while all the other characters end up somewhere in-between.
Edit 2: I got through Edea. Oh boy I wasn't expecting Maelstrom, it took more than one try to beat her, but it felt more worthwhile to do so.Yes, Maelstrom that early can be quite surprising, but Edea uses it only once at the beginning of the battle in Standard Mode, so if you manage to recover from that attack quickly (ideally with Mega-Potion or Heal Command Ability) and draw-cast her Shell, she should go down with a little patience. Glad you made it.
I got through the District D Prison, not too hard (but I forgot the Combat King, I hope I can get it later somehow). While it's cool that some unused enemy formations
are now a thing, I felt the Chimera was out of place inside the prison (since enemy formations there were composed mostly of humans and robots).
I also got through the Missile Base and also ended up game overing twice to that big mech thing. Maybe it's because everyone else besides Squall is kinda low level n comparisonIf you are looking for more MT damage that does not come from GF, you might want to try out some of the new items like Wind Flute or Gaia Drum if you haven't already. These are basically free "spells" with their damage scaling with the user's Magic Stat. Gravity Bombs are also very useful for many of the high HP end-game enemies. Most of these items can be bought from the Odine Shop in Deling City with Tonberry's Familiar Ability unlocked.
(thanks for Step Mine by the way. Having a source of MT damage helps greatly).
I'm now at the the Garden Wars section. I noticed quite a jump in damage from the enemies, but it makes sense, I guess. Probably everyone else is too low level compared to Squall, so might stay in this area for a while.Ok. I hope it won't be too overwhelming. Make sure to check the enemies in Galbadia Garden for new spells, it's definitely worth it. At this point in the game, all your characters should have unlocked all Status-J Abilties from HP down to Spirit. If that's not the case, you might want to re-distribute your GF among your characters to achieve that. Also make sure you can choose from a varied selection of Character Abilities. For example, two GF that have the HP+20% Ability should be on two different characters.
Edit: Out of curiosity, would it be possible to bring Ragnarok to the PS1 original game or are changes too extensive to allow that?Making the mod compatible with the original PS1 game is something I would really like to do, but I don't think it's possible without several drawbacks compared to the other versions. As far as I know, most relevant files (such as enemy data and kernel.bin) need to retain their original size in order to work with emulators, so extensive edits to the enemy AI could be problematic, as they increase file size. I would never say never, but a complete port for the PS1 version is rather unlikely at the moment.
He was a little harder thanks to spamming Pain and Death once the pod was open, but otherwise was manageable thanks to Shell.Death comes from one of the orbs and can therefore be avoided. In the base game, the orbs can be safely ignored as they are very slow and do only little damage, so they have been buffed by quite a bit. Anyway, it's good to hear the boss didn't give too much trouble.
Now when both pods go red, oh boy, that's carnage, very hard to survive it, so I set Quists to hit any pod that had gone yellow, something I
also set Zell to do while Squall did the heavy hitting.
Even though I have Mesmerize Blades on stock, I didn't have a chance to upgrade the gunblade yet and Zell is way behind weapon wise. I hope I can upgrade soon.If you are after Squall's Flame Saber and didn't get any Missiles during the escape from D-District Prison, then I would recommend skipping the Flame Saber and go for the next weapon (Twin Lance) instead, as Missiles are difficult to come by after the prison events until reaching Esthar (will be made easier soon). The Twin Lance requires 2 Red Fangs that can be stolen from the Hexadragons that appear in forests on the Centra continent (rare encounter), and 2 Orihalcons that drop from Adamantoises found at the beach near Cactuar Island (to the southeast of Centra). The Hexadragons are quite threatening though, so be careful if you encounter one.
I can refine tents into Curaga, does that mean something is wrong with my game?
Edit: If not, maybe a new menu (like the Odine shop in Deling) would be quite enough.Having the possibility to ask for materials at the Junk Shop directly sounds good to me. I'll give it a try.
I am wondering if there is a way to make magic no consumible, i mean if you use a magic in battle the numbers don´t go down, in the normal version there is a way but in remastered i don´t know if there is or not.Yes, there is a way to have unlimited spells in Remastered too, but I guess no one has searched for the relevant data in the EFIGS.dll yet. I'll take a look as soon as I find the time.
Thanks for the great work!I would like to, but it would be very difficult without the help of native speakers, as there is quite a bit of extra dialogue in this mod (mostly related to the new sidequests). I'm also not familiar with any of the kernel.bin files except the one for the English version. It contains all the new (30+) enemy attacks which would need to be translated, as well as some data in other files, so help would be much appreciated.
I would love to play it also in my own language (italian), is it going to be any support for that?
I can refine tents into Curaga, does that mean something is wrong with my game?It looks like something went wrong during the installation. Which version (2013 or 2019) are you using? I can elaborate a bit more on the several steps if needed.
I would like to, but it would be very difficult without the help of native speakers, as there is quite a bit of extra dialogue in this mod (mostly related to the new sidequests). I'm also not familiar with any of the kernel.bin files except the one for the English version. It contains all the new (30+) enemy attacks which would need to be translated, as well as some data in other files, so help would be much appreciated.I'm italian native speaker and I'm glad to help! Let me know, I will give you my contact information!
I didn't see that save point - it may be because I'm using Percival's Succession mod as well as this one? They mentioned that their mod is mostly compatible with this one but that some additions won't show up if their mod is usedYes, you couldn't see that save point because of an incompatibility with the Succession mod. Which is unfortunate, as this save possibility was added to save the player from redoing the boss battle against the Base Soldiers (who are no longer the pushover they normally are) in case they get a Game Over against BGH251F2. Any new sidequests will be unavailable with Succession installed as well, but as far as I know, Percival is working on making both mods fully compatible with each other, which I would really appreciate.
Anyway, I did manage to win the second time around because Selphie managed to hit for 17k damage using Calamity! I don't even know what that is, either because it's new or because I never really used her much before this play through, but it was a real wtf moment.Calamity is one of the new spells that are exclusive to Selphie's Slots, and it's arguably her best (and will definitely be after the next update, as The End will be removed). At the moment, it shows up only very erratically - a little too often early in the game, and too rarely later on - due to a mistake I didn't notice for a while. In the next version of the mod, it will be unavailable if Selphie's level is below 30, and increasingly more common after level 30 to balance things out.
I think I'm just getting annoyed at dying in the game and then moaning here that it wasn't fair, so sorry about that, I'll try not to. I do still think the bosses feel a bit hard and luck based in general, though. I'm interested to see if that opinion will hold the further I go, because the game feels like it's starting to open up in terms of magic availability and damage potential. I don't know if that will mean things get easier or harder or maybe just stay the same.Well, if you keep looking for new spells to junction, don't run away from every random encounter, watch your GF distribution to avoid Ability overlaps and utilize your characters' strengths in battle, the upcoming parts of the game shouldn't be too difficult, especially not in Standard Mode. If things become too frustrating, I would definitely check on the points I mentioned above (battle speed, Lunatic Pandora Hard Mode) to rule out the possibility of any unintended additional difficulty. Providing information on specific issues with bosses would be helpful too, of course.
Hi, callisto, i'm enjoying so much this mod! <3Hello and welcome. The most important changes to field.fs are in the following sections:
i'm brazillian and have the translation to my language and i'm trying to merge with your mod, at least just the main quest. it's all on field.fs
what did you changed on it? can i replace it with my field.fs with the translation?
or it will mess heavily with encounters, quests and other things?
i cannot manually add the texts on your arquive using deling because.. it's more than 10.000 lines of text, aaaaahhh!
is there any easier way with some program to replace so much text without ctrl+c, ctrl+v for each one of the textboxes in the game?
Unfortunately, I've never made a list of the actual script changes under each field ID, so I'm afraid you'd have to spot them yourself for now.
So i can copy each field you've listed and copy your entries of the script changes on these same fields and paste on the translated archive and go with it? i really want to enjoy the mod in Brazillian but with your changes (i will translate them too on the process)Yes, copying all the entries should be fine, but it's also important to update any additional text while keeping text numbers identical. For example, if there is new dialogue in Text 12, you'd need to use Text 12 in the Brazilian version as well, as there will be conflicts if the text IDs don't match.
what about the other tabs? (walkmesh, encounters, etc)
**EDIT** the edited field.fs in brazilian appears to be protected. i can edit the ragnarok file but can't edit the translated field.fs file. i can't add nothing. is this file really protected? how can i bypass this? i didn't knew this can be done with these type of archives.
Hello! Been playing this mod again, since it's essential to make the most out of Final Fantasy 8's systems. Really love this mod!Hello, and thanks for the kind words.
I play it a bit diferently though, I pretend that I can use the "instant limit break" feature once per battle if I hit an enemy with elemental weakness. I pretend I can only choose 1 party member's limit break when that happens, haha! It's simply a personal choice, since I don't always like having to heal after every small fight.
Just a quick couple of questions: Is there a document listing the exact spell and GF ability descriptions along with any other changes? Because for some reason when I cast Dispel it does a 0 dmg number and nothing gets dispelled? Or is it that it now only dispels certain things? Also where are the hidden Iguions in deling city sewers? The clue states it's near the shaft of the presidential residence. Yet I've looked around that part of the sewers and been running everywhere else in the sewers and can't seem to find them.
If casting Dispel results in displaying 0 damage, then mod installation is incomplete and some essential features will be missing (Draw cap and damage limit removal, magic damage formula alteration, Vit 0 resistance for enemies etc). Make sure that the Ragnarok_mod.txt file is at the right location (FFVIII parent folder Raw -> Global -> Hext) to enable all mod changes.
Oh, I didn't expect the Dispel issue to happen in Remastered, but after taking a look at the Remastered files I noticed there's something wrong in the Standard version. So updated the Remastered Standard version with a fix just now (starting a new game is not needed), sorry for the inconvenience.
Making the ATB bar continue during spell animations should be possible. I actually checked ATB bar behavior recently to make it stop when selecting targets in Wait Mode, so the instruction for animation handling should be there as well. I'll take a look at it again, but I can't make any promises, and I would probably implement this change for Active Mode only.
Oof, shame about the slots thing and ATB. I gotta admit, I never enjoyed having to combat the timer when trying to put the cursor on the right enemy in a split second or duck under a menu every time someone's turn comes up in order to get some thinking time. Probably the worst instance of this is when you're trying to throw a clutch healing item/spell on someone and you're trying to hit the right party member with the weird camera angle but lo and behold, some asshat gets their turn in the split second it took you to throw the heal and kills the party member, wasting the heal. Wonderful.Yes, the targeting can be irritating sometimes as controls depend on camera angles by default, but if you press the L1 button (or whatever button it is assigned to) during battle, a target window with enemy and character names will pop up, making controls entirely independent of camera angles. The good thing is that this setting will carry over to the next battle until pressing the button again, so there is no need to toggle this for every single battle. I am personally too used to not having a target help window (as I discovered that option rather late), but if you find yourself struggling with correct targeting often, you might want to give this setting a try.
Yea I got the hard mode, then. No difficulties so far; X-ATM was a fun one without doubles (forgot to draw them) and reaching the beach in time afterwards was a nailbiter. It didn't hit that hard but the actual challenge of the fight seemed to be damage optimization to kill the thing in time. I quite liked it, although the boss' attack pattern does get a bit stale. IIRC in addition to regular single-target physicals there's only the AOE physical and the laser bomb, and the laser is the only one that has any kind of special effect but I'm not even sure what that status was, didn't seem to do much of anything.The status in question was Vit 0, and it indeed doesn't have that much of an impact early in the game, when defensive stats are rather low. It won't matter much if Selphie or Zell are affected, as they don't have particularly high Vitality or Spirit stats, but Squall has very high base Vitality, so if it suddenly becomes 0, he takes noticably more damage from physical attacks. Anyway, I'll think about ways to make the fight against X-ATM092 more interesting, thanks for the feedback.
@Rainku
Just beat it in Lionheart mode with a 10 minute limit and had 2 to spare by the end. Haste the party and just double spam water on it (could also use thundaga if you found the draw point) with 2 of your party members who have the best magic stat and dedicate the 3rd one for double healing and protection. Switch to double bio spam when the guys run out. Increase battle speed slightly. I did manage to sneak in a mug as well but if it seems tight just forget about mugging and drawing, it's nothing special anyways.
Hey there!There is no reward in the form of an item, but there will be a noticable increase in SeeD points if you manage to do it in 10 minutes. Another notable benefit when selecting the lowest time limit is that the emergency exit near the self-destruction device will open up to save some time (in vanilla, it will also open up when choosing the second-lowest time limit if I remember correctly).
Just a quick question:
- The fight with the robot at the end of the missile base mission.. did you add any rewards to the fight if you beat it at 10 minutes? Or does it not matter? (I can't seem to beat him that quick.. I always get to the part where the soldiers come in and then *game over*)
Appreciate what you did with the mod. For context, I just started playing FF8 for the first time and, having heard of how easy it is to break, I installed this.Some boss levels being noticably higher than party average level is rather an exception than the rule, and usually limited to bosses that appear as common enemies as well, to beef them up a little for their appearance in boss battles. The Elite Soldier and the two GIM52As at the top of D-District Prison are a prime example for this. It was necessary to set their levels a little higher than usual, as the battle wouldn't feel much different than a random encounter otherwise, especially if the player has collected all the spells that are available in the prison (most notably Regen, Water, and Bio).
I was just wondering if its normal operation for lvl ~25 characters to be facing a boss 10 levels higher than they are? I noticed this when I was up against the first "boss" in D-District.. (start of Disc 2).. And now I'm (presumably) stuck in that Missile Mission led by Selphie with nowhere to grind...
I was wondering if I missed anything.
The fight itself on the other hand is super cool. They have a lot of different attacks and none of them are to be scoffed at. The scan still says that they have reflect cast on them even though they don't initially have it on, though. Diablos also wrecks this fight completely, 2 shotting the Iguions at around level 50. Felt like cheating. I might go back to the save at some point to experiment more. I actually like the thought that Diablos isn't just a miss on bosses(see my thoughts on the utility of GF's in boss fights), but they do need a resistance to it. Not sure if that's possible though given how the Diablos damage seems to be a special case mechanically.The intended way to defeat the Iguions in the sewer is actually hitting them with their elemental weakness, which shifts constantly over the course of the battle. Too bad you had Diablos at such a high level already. Otherwise, the fight would have lasted longer. Making enemies resistant, but not immune against Gravity attacks is currently not an option. I could make the Iguions react to Diablos' attack with a heal or something though, so they can't be defeated easily by just relying on Diablos (I wouldn't like them to be immune to Gravity attacks, as they would be immune to them during the first encounter as well).
Anyways, I was surprised to not see a new save point before the Fujin & Raijin boss fight. It's a pretty long stretch to go through the whole balamb scenario & Raijin fight again just because you didn't remember to junction aero & float to elem-def.There is a save point in Zell's room that can be accessed anytime after talking to the Galbadian Soldiers guarding Balamb Hotel. I'm honestly surprised to learn that the battle against Fujin and Raijin can be triggered without entering Zell's room. Always thought it was mandatory to complete this scenario. Anyway, adding another save opportunity right before the battle should be no problem. I'll also look into the Selphie being absent thing you mentioned.
I think if Odin snuck in some physical attacks every once in a while in addition to the thunder slam (not in stead of it, but a surprise physical all of a sudden in between major attacks) would complete this fight as a satisfying challenge.Odin unfortunately doesn't have any animation that could be used for a physical attack such as a sword strike. He basically only has his Zantetsuken animation, and even this one doesn't work well with most enemy attacks or spells (Heaven's Wrath being one of the very few exceptions). It's possible to have him use attacks without him moving at all, but it would look a little weird if damage numbers pop out of nowhere, so I'm hesitant to give Odin any other attacks beside Heaven's Wrath. I'll think about it again though.
I'll also look into the Selphie being absent thing you mentioned.
@Ayoyo: I think your impression that double-casting magic is too powerful partially stems from the fact that you got full stocks of Double and Pain on disc 1 already, as they increase the Magic stat by quite a bit. Do you remember where you found those two spells? It was definitely not intended to have an infinite source for them that early in the game (outside of the very slow Grendel card-modding process to get Doubles).Don't worry, I'm not quite that dumb actually despite my appearances - by saying "I found" I didn't mean to say I had full stacks of them, just that I came across them at some point. So I didn't actually acquire them myself. Meltdown was refinable from that item you mug from abyss worms, and doubles from dragon fins, neither of which are exactly the rarest items around. Turning grendels into cards is quick & easy since they're susceptible to sleep and don't have much HP and they tend to stand out in terms of encounters in that little forest you cross on your way to Galbadia Garden. Leaving Doubles to be refinable is probably what I'm objecting to the most here overall, as it exacerbates magic being overpowered(which it just is), and undoes the marvelous idea of rationing your Doubles and having a set, limited supply of them.
As for GF damage being too low compared to double-casting spells, I think it's ok for GF attacks being slightly inferior, to counteract their benefit of usually hitting all enemies. So I guess I would rather prefer making more battles with 3-4 enemies in it than increasing GF base power, to make using GF more worthwhile.Indeed this doesn't really address my issues, and indirectly implicates that GF's are more suited/meant for random encounters, which is just unprecedented in the history of Final Fantasy. No way that's the right mentality, IMO... Unless you meant boss fights? Yes, there are some boss battles with more dudes but I mean... Summoning the elemental god of fire and brimstone shouldn't feel like shit compared to just throwing 2 Firas... See, here I go again. But my initial gripe wasn't with the damage even, it shouldn't be over the top because that would make them TOO attractive an option. The main thing was always about their effects and status inflictions, which is a really nice niche for them to have in the mod! So addressing that in terms of boss battles will fix the entire GF problem and make them more of a mainstay in the player's arsenal.
- increased status infliction rate for GF attacksHell yes. This is such a good thing, 2 birds with one stone. More complexity & tactical choices and depth, and making GF's more attractive an option. It does come with the caveat that you're going to have to buff the bosses to where the fights are balanced around the bosses having those inflictions so they don't just get flat-out "easier" when you land them. At least for hard mode it needs to be that way around.
- some measures to ease progress in D-District Prison
- removing early access to Quistis' Shockwave Pulsar Limit Break
- some more tweaks to certain bosses in Hard mode
- rebalancing Selphie's Slot Limit Break
- more precise hints in regards to complete some of the new sidequests
- making certain bosses vulnerable to more status effects
- making physically-oriented characters less proficient in magic-usage (by reducing overall junction effects one more time)
The intended way to defeat the Iguions in the sewer is actually hitting them with their elemental weakness, which shifts constantly over the course of the battle.Oh I'm definitely going back to this one, then. This is more like it in terms of magic usage too, because you're introducing a tactical element as opposed to just spamming whatever and it'll still be strong. It would be perfect if the "wrong" type of spell would be countered somehow.
There is a save point in Zell's room that can be accessed anytime after talking to the Galbadian Soldiers guarding Balamb Hotel. I'm honestly surprised to learn that the battle against Fujin and Raijin can be triggered without entering Zell's room. Always thought it was mandatory to complete this scenario. Anyway, adding another save opportunity right before the battle should be no problem. I'll also look into the Selphie being absent thing you mentioned.Lol, didn't even remember this is where you go to Zell's room. Yea I just talked to the Ma and ran out to find Raijin. It would still mean you fight 2 boss fights in a row, which might be fine but I'm always in favor of reducing instances where perceived cheapness sends people back a ways, such as with Fujin if you don't know/didn't remember she spams air.
Odin unfortunately doesn't have any animation that could be used for a physical attack such as a sword strike. He basically only has his Zantetsuken animation, and even this one doesn't work well with most enemy attacks or spells (Heaven's Wrath being one of the very few exceptions). It's possible to have him use attacks without him moving at all, but it would look a little weird if damage numbers pop out of nowhere, so I'm hesitant to give Odin any other attacks beside Heaven's Wrath. I'll think about it again though.That's a shame. Well if there's any way you could throw in just a little curveball at some point in this fight, would just make it that much more exciting. It's pretty awesome already but at the end of the day it's just a loop that the player repeats an x amount of times.
While looking for rare monsters, it dawned on me that it really adds nothing to the game to keep running into starting-area enemies around the world, especially in areas where there's also encounters with interesting/new kinds of monsters. I remember seeing some talk about changing some of the more boring encounters in the overworld but this is something I think could still be made more convenient - during exploration, I usually check up to 4 encounters in any given area to see if I run into rare monsters and then move on, but it's actually quite likely that it's not enough and you might still miss them. My recommendation would be to just remove the bite bugs, geezards, fastitocalons, thrustaevises etc. starter enemies from certain disc 2+ areas, thereby making the more interesting encounters more common. I mean you can find those starting enemies all over anyways. I know their drops and whatnot might change with their level but it's not like there's a shortage of places where to leave them.
Weapon progression has been pretty nice and linear, although some characters are still lacking a motive to upgrade the weapon seeing as many aren't physically inclined and magic is OP even for those who are. I wonder what could be done to make the other weapons more interesting. Maybe they could confer small bonuses suited for the character in question? Like they do in terms of crits for Irvine, and the magazines do a good job of detailing that nowadays.
I'd like to have more reasons to get excited for the different Renzo finishers. Blasting zone has looked like a worse fated circle for me. If the other ignores defense, maybe the other could set a status, give a buff... Or in the case of blasting zone you could go for a thematic approach, like I've always joked about the amount of collateral damage it must cause because of the 1000 mile pillar of magic slamming down, so maybe it could actually have sick damage but also damages your team or something, haha.
Don't worry, I'm not quite that dumb actually despite my appearances - by saying "I found" I didn't mean to say I had full stacks of them, just that I came across them at some point. So I didn't actually acquire them myself. Meltdown was refinable from that item you mug from abyss worms, and doubles from dragon fins, neither of which are exactly the rarest items around. Turning grendels into cards is quick & easy since they're susceptible to sleep and don't have much HP and they tend to stand out in terms of encounters in that little forest you cross on your way to Galbadia Garden. Leaving Doubles to be refinable is probably what I'm objecting to the most here overall, as it exacerbates magic being overpowered(which it just is), and undoes the marvelous idea of rationing your Doubles and having a set, limited supply of them.Well, I was just a little surprised at first after you said you found the Pain spell on disc 1, so I assumed you might have discovered an unintended, infinite source for it on disc 1. I'm relieved that isn't the case. As far as disc 1 goes, there should only be one invisible Pain Draw point in Galbadia Garden that does not refill, so it should be completely unproblematic to have it there (Pain is even inferior to Bio damage-wise as a compensation for the various status effect it can cause).
I had Demi junctioned to MAG, and berserk for STR for the Edea fight, which I believe is not ahead of the curve at all. I didn't even have bio even though I think you could've gotten those stacks too reasonably easily from venom fangs. My STR and MAG stats have been really close at all times incidentally, because it seems the spell progression without excessive grinding or card modding is quite intuitive & regulated in that sense. And I tend to wait until I can draw new spell stacks from monsters or bosses, ensuring that I'm at the expected power level.Demi on Magic and Berserk on Strength is indeed quite on curve for the end of disc 1. Still, I don't think that magic is too powerful over everything else if you play the game normally (i.e. leveling up). You are shooting yourself in the foot in regards to inflicting decent physical damage by staying at a very low level. Magic damage doesn't suffer from a rather low Magic stat as much as physical damage does from a rather low Strength stat, which explains your impression of "non-magic" characters being too proficient in using magic. Spells benefit from solid base damage, but scaling with Magic is only linear so they fall a bit behind late in the game when stats are closer to being maxed out. It's exactly the opposite for physical damage - it starts out rather low until reaching a certain Strength threshold, when it starts to rise exponentially to keep up and eventually outperform spell damage. I think this threshold is around 100-130 Strength points, so if you want physical damage to be about on par with spell damage, you need to reach that range as fast as possible, which of course will be much easier if you level up your characters.
Well, if even after my diatribe it's still definitely a-okay for simply casting magics that are as common as common can be to be stronger than all this other stuff thereby rendering alternative strategies kind of stupid, stronger than your Renzos or most limit breaks usually(and safer, no need to dance at low HP), stronger than any physical attack-oriented strategy even for supposedly "non-magic" characters, and altogether the easiest, most obvious fail-safe method of beating every boss because there isn't a single boss fight where it hasn't been superbly effective(strongest even for bosses WITHOUT elemental weaknesses, let alone if they do) or where there's a heightened risk to spamming magic, and be consistently & practically the best, most approachable strategy for the player to always default to, then I've failed to make my case. But I certainly know for a fact that doing anything other than double(later triple) spamming magic with all 3 characters is knowingly shooting yourself in the foot and being sub-optimal & taking unnecessary risks, but I'm going to have to do it just for the sake of variety. Also I want to believe that maybe magic gets weaker as the game goes on, relative to other methods. I will now forever shut up about doubles, magic and shit(no I won't :P).
Indeed this doesn't really address my issues, and indirectly implicates that GF's are more suited/meant for random encounters, which is just unprecedented in the history of Final Fantasy. No way that's the right mentality, IMO... Unless you meant boss fights? Yes, there are some boss battles with more dudes but I mean... Summoning the elemental god of fire and brimstone shouldn't feel like shit compared to just throwing 2 Firas... See, here I go again. But my initial gripe wasn't with the damage even, it shouldn't be over the top because that would make them TOO attractive an option. The main thing was always about their effects and status inflictions, which is a really nice niche for them to have in the mod! So addressing that in terms of boss battles will fix the entire GF problem and make them more of a mainstay in the player's arsenal.I meant boss fights as well as random encounters, especially later in the game (2x Iron Giants, 2x Behemoth etc). Even though your gripe wasn't really with the damage, I felt the urge to compare damage numbers against the 2 Oilboyles at MD-Levels, and Ifrit (LV 38, SumMag+10/20/30% learned) outperformed a Fira Double cast from Rinoa (Mag 146, which is around the max she can have at that point) by a slight margin. I admittedly replaced SumMag+30% with the new EXP-None ability for Quezacotl, Shiva and Ifrit, which was probably a mistake. Should go for something else instead, sorry. Anway, the point I want to make is that GF are useful in this mod as long as you invest in their growth a little, also by learning their GFHP/SumMag abilities via items (this is why Silver Mail or Gold Armor appear as steals or sidequest rewards), and I hope the increased status infliction rates will contribute to that.
Oof, so you could've still gotten Shockwave there. Pretty crazy, but I'm just gonna throw it out there once again like I've said before, that keep the "overly regulated and controlled" thing in mind. Part of the excitement and fun of these games is somehow, occasionally, breaking the curve and getting some stuff way earlier than expected. Not just talking about magics that are a bit ahead. I'm not entirely against there being a way of getting Shockwave/similar super exciting stuff super early, but it certainly would preferably be something more cryptic than just mugging trifaces. Maybe like a hard-as-balls sidequest somewhere. Something like a more secretive version of the Irvine duel in FH with the guy to get Pulse ammo, that was AWESOME. Only undercut by being able to make endless pulse ammo from card mod anyways... I'd change that, to make said ammo more prestigious, and making the other kinds of ammo more relevant as a result, at least for earlier parts of the game. You can get Elnoyle cards right from the beginning and X-ATMs come in droves on disc 2 if you like card modding.I planned to just change the item required to create a Dark Matter via Tool-RF, but tying its availability to a new sidequest sounds intriguing. Elnoyle Card-Mod result will be changed, but unsure about X-ATM092. I mean, 10 X-ATM092 cards for 1 Power Generator are a lot. But we'll see.
Oh I'm definitely going back to this one, then. This is more like it in terms of magic usage too, because you're introducing a tactical element as opposed to just spamming whatever and it'll still be strong. It would be perfect if the "wrong" type of spell would be countered somehow.You won't get punished if you attack them with the wrong element, but almost everything else besides the right element does next to no damage.
Any ideas for the Selphie thing & low level runs? We've talked about it and I know it's tricky, but if you have any ideas, I'd be interested to hear them. Her uniqueness does suffer a bit in my playthroughs because I see some of her spells so seldomly.Perhaps, Selphie's weapon could be factored into spell selection instead of Selphie's level, or instead of just a random number [0..4] used in the calculation (see here (https://finalfantasy.fandom.com/wiki/Slot_(Final_Fantasy_VIII)#Mechanics)), but I don't know how difficult that would be. On the other hand, making certain spells like Rapture appear more often would be no problem.
Also I wanna quote some of the stuff that you didn't mention and would like to hear your thoughts on as potential considerations for future, namely...- Worldmap encounters: There's unfortunately no easy way to have different random encounters based on game progress, but removing enemies from certain areas is always possible. Now that you mention it, it might be a good idea to remove the Bite Bugs from the snowy areas on the Trabia continent, as they feel somewhat out of place there (they are not just too easy as an enemy, they are also weak to Ice so their apperance in snowy areas is a little questionable). If you have other ideas for monsters that should be replaced, let me know.
Even though your gripe wasn't really with the damage, I felt the urge to compare damage numbers against the 2 Oilboyles at MD-Levels, and Ifrit (LV 38, SumMag+10/20/30% learned) outperformed a Fira Double cast from Rinoa (Mag 146, which is around the max she can have at that point) by a slight margin. I admittedly replaced SumMag+30% with the new EXP-None ability for Quezacotl, Shiva and Ifrit, which was probably a mistake. Should go for something else instead, sorry. Anway, the point I want to make is that GF are useful in this mod as long as you invest in their growth a little, also by learning their GFHP/SumMag abilities via items (this is why Silver Mail or Gold Armor appear as steals or sidequest rewards), and I hope the increased status infliction rates will contribute to that.I suspect by the time you'd have the theoretical +30sumdmgs and whatnot you're likely a bit further in the game, potentially nearing where -aga spells soon become commonplace. Of course you could prioritise those abilities but magic is hugely strong already early on and there's a lot of other essential abilities. But interesting findings anyway and it's at least respectable damage.
Hello everyone !!
I played the Remastered version of FF8 some time ago and want to play it again, but, for some reason, the Remastered version works awfull in my PC and i prefer the 2013 steam version (i think Ragnarok 2013 is one step ahead of the Remastered version and i would like to play it from the beggining :)
I never used tombery mod with the graphic updates so, here is my question ... Is this mod compatible with Tombery mod ????
And is there any step or is the installation the same ?
Thank you :)
gotta ask does this mod still need the rose and wine mod for the 2013 re-release?
You do still need Roses and Wine to use this mod.
If you want something more minimal, there a lite version of Roses and Wine that doesn't change the music, but still allows for mods like this to be used.
Go here and scroll down to find Roses and Wine Lite: https://ff7.live/othersoftware.html
Not sure if this bug is with your mod or not, but after defeating Elvoret at the Dollet tower I paused the game and went to go eat dinner with 29:19 on the timer. When I returned and unpaused the on-screen timer read 0:00, the menu timer reads 99:59, and it stays that way even after re-opening the game.It's probably no longer relevant, but I figured that this is likely an issue with any kind of timers not freezing when pausing the game in the Steam 2013 version. After having the game paused for more than 30 minutes after defeating Elvoret, the menu timer won't stay at 00:00 after the time is up, and will display the max possible game time instead (using a different color). I guess this is what happened in your case. The issue will resolve itself after returning to Balamb though, so it's nothing too serious and can be possibly even abused if you are after the highest Conduct score in the SeeD exam.
and could you suggest at which level the party is recommended to be at some points in the game, like the way you have intended?In the current version of the mod, character levels aren't all that important in the early-game, so it's a little difficult to give level recommendations. Stat-Junctions are way more impactful and unlocking the HP-J Ability soon is essential. If you have it on all 3 characters by the time you reach the Tomb of the Unknown King, you shouldn't have too much trouble from there onwards if you keep your junctions up-to-date. So instead of only level recommendations, here's a little advice on what else you should have when facing a certain boss:
example: level 10 at ifrit, level 15 at gerogero, lv 30 at iguions, etc.?
i really want to play a 'recommended' level playing of this mod without being overpowered / underpowered. (right now i'm fighting NORG with squall lv.44 and my ass is being kicked hard... i'm still trying to find strategies to beat it!
I've been doing a casual playthrough, without a deep knowledge of FF8, and without either grinding or running away from many fights; a proper normal playthrough. I'm having a great time so far. The mod is amazing. The Brothers fight was perfect.Edea can still prematurely end the battle without a Game Over in this mod, but in order to make her do so, she needs to have lost at least 50% of her max HP (on Standard difficulty) with at least one KO'd party member present. If you remove the Curse status on Squall directly after Edea's Maelstrom opener, you could try rushing her down with his Renzokuken (it's usually the most powerful attack against her) to reach this threshold quickly.
That said, I might need to restart. I'm at the Edea fight in deling city and it seems like losing this one results in a Game Over now. She opens up with maelstrom which severely weakens and slows the whole party, then I can't heal fast enough to keep up with all her turns and spells, especially since she's silencing people constantly with Astral Punch. This one might be impossible currently.
I haven't been stealing anything or seeking out many side quests or extra stuff up to this point. Diablos hasn't learned Mug yet. Maybe I'm underpowered.
Everything started going to crap for me when I got to the Salt Lake. I don't know if enemies are starting to level up with me, but the jump in difficulty is extreme. I'm fighting lefties and righties that are casting Meteor and slapping me for 2500 damage. I swapped in Zell and Irvine to try and get them some levels, but the enemies were still brutal. Each fight has become a slog. Abadon was a piece of cake, though - I used one triple and had Edea, with her 198 magic stat, hit it with about 10 or 12 Curagas while Squall healed and Selphie supported/mugged/drew my third and final stack of Quake/did damage. 80k HP felt spot on. Damage felt spot on because it was fast - one of the first fights where I really felt the need to use haste. But it's way easier than the quad lefty/righty encounter, that's for sure.
Edit: I ended my run in the final Laguna flashback due to all the rough RNG I was getting. Death/Stop spam despite status junctions, one-shot crits...yeah. Ran out of time, too, but maybe I'll finish it at some point. Great job on the whole (the whole run felt spot-on except for the prison fight, IMO, and that last Laguna sequence).
Hello,
this is a really great and challenging mod. But somehow the draw cap during battles isn't working for me...I've installed RaW and put the "Ragnarok_mod.txt" in "FINAL FANTASY VIII\RaW\GLOBAL\Hext"
It's the only file in that Hext directory.
Is there something I did wrong with the hext file?
This might be a silly question but are you actively hitting the draw cap or just not seeing big draw numbers? I ask because if it's early game, your characters may not have a high enough Magic stat to draw the big numbers.
Hey Callisto and forum. So I'm having a big issue with the EFIGS file on the remastered version of ffviii. I installed the Demaster folder fine about 3 weeks ago, and the changes were made to the game (spells in inventory in the beginning, double draw point, etc.) So I played through the game, not really thinking anything of why enemy magic attacks were hardly doing any damage to my characters. Lo and behold, later in the game I hit for 9999 capped damage and I finally realized I did something wrong, I forgot to install the EFIGS file. So I went back, patched the regular EFIGS.dll file with the EFIGS.ips file in the mod using the link, replaced the original file with the modded file and changed the name back to "EFIGS.dll". The game runs perfectly fine until I get into a battle. The characters ready their weapons, and then the game crashes with a message saying "an unknown exception has occurred." I can toss the backed up original EFIGS.dll file back in and the game runs normally, but without break damage limit, magic damage balanced and no draw cap. I'm wondering if anyone has a solution to this issue or can tell me what I did wrong, because I want the end part of the game to be as difficult as possible.
How did you manage to pass End of Disc 3, fights with Mobile 8, Bahamut and Adel.
Any suggestions or techniques?
Hey Callisto and forum. So I'm having a big issue with the EFIGS file on the remastered version of ffviii. I installed the Demaster folder fine about 3 weeks ago, and the changes were made to the game (spells in inventory in the beginning, double draw point, etc.) So I played through the game, not really thinking anything of why enemy magic attacks were hardly doing any damage to my characters. Lo and behold, later in the game I hit for 9999 capped damage and I finally realized I did something wrong, I forgot to install the EFIGS file. So I went back, patched the regular EFIGS.dll file with the EFIGS.ips file in the mod using the link, replaced the original file with the modded file and changed the name back to "EFIGS.dll". The game runs perfectly fine until I get into a battle. The characters ready their weapons, and then the game crashes with a message saying "an unknown exception has occurred." I can toss the backed up original EFIGS.dll file back in and the game runs normally, but without break damage limit, magic damage balanced and no draw cap. I'm wondering if anyone has a solution to this issue or can tell me what I did wrong, because I want the end part of the game to be as difficult as possible.
Hey, I have this error too, can anyone help?
Thx a lot for your answer, could you post the instruction here? I can't find it on the discord
what is the patch for the FFVIII_EFIGS.dll file for this mod for?It's actually very important and should not be ignored during mod installation, as it adds features such Draw cap-removal, 9999 damage limit removal, magic damage increase for party members as well as enemies, adjustments to Darkside, Return Damage, Cover, Kamikaze Abilities, Angel Wing damage multiplier etc - pretty much everything that's inside 2013 exe file.
Xatm: I went for the 50ap boss reward because I wanted to challenge myself and he was rough. Huge physical AOE and ray bomb make it almost impossible as a sustain fight.Yes, the battle can be rough depending on the resources available. Probably the safest way to go is having a few Double spells left for Selphie and make her some Thundaras with the two Magic Stones that are dropped by Elvoret. With that, X-ATM092 should go into repair mode quickly enough (after dealing around 2300 HP damage). During that phase, it is best to not damage it any further until it gets up again, as the key to winning is triggering the self-repair sequence 5 times. Instead, the idle time should be used to roll through Selphie's Slots until you get something powerful enough to strike it down again immediately after it gets up to avoid any of its attacks for the time being. Right before X-ATM092 stands up for the last time (when all of its ~11000 HP need to be depleted in one go) you should have Protect and Shell on all party members which is most easily done with Selphie's Fortify spell.
I did manage to win but was disappointed that there were no additional rewards for such a challenging early battle.
I found salvation in Selphies Slots, landing spells like meteor x3, holy x2, meltdown x2 and Flare x1. Her limit break does and continues to do a ridiculous amount of damage for most of disc 1.
President: This guy was a push over, I think he needs more hp or more threatening damage/ a gimmick like zombie chance on hit.I think this boss is fine on Standard Mode, but yes, for Lionheart, it can be a little underwhelming. For the next version of the mod, I already set some counters for Cura and Fira, and gave it the Zombie spell, but now that you mentioned it, I think an attack with Zombie on hit might be even better than just the spell. I'll think about it.
Quistis fits in the support role, Matra magic has been extremely useful on more occasions than I expected.You mean Micro Missiles, right? If so, then yeah, this one is especially useful against many high HP normal enemies later in the game and benefits a lot from having the damage cap removed. Gravity Bombs work similarly, do a little less damage, but hit all enemies and there's no need to be at low HP to use Limit Breaks, so I'd recommend getting them. They can be bought from Odine Shop in Deling City with Tonberry's Familiar Ability learned.
Zell feels pretty much useless and Irvine is only a slight upgrade to him(curse ammo is somewhat useful in regular fights), I think at this stage my preference is leaning toward heavy magic use like my first playthrough on standard.Zell and Irvine's usefulness mostly depend on weapon upgrades and leveling up. After reaching certain Strength values, they should be able to compete with the damage spellcasters do, especially when using the Darkside Ability. I know that the investment to make them worthwhile in current versions is a little high, so I'll try to make them do more acceptable damage from the get-go.
I am having a hard time against regular foes, so much so that I cant even sit and draw to 100 especially with anyone other than Rinoa (due to high magic stat).Most normal enemies are vulnerable against Slow; Blind should also work somewhat reliably. Just keep in mind that when trying to inflict status effect on an enemy, use your high Magic characters if you want to do it by casting a spell, and your physical attackers if you want to cause it through Status Attack Junction, for maximum success rates.
Regularly using life/Phoenix downs in-between and during fights because theres just soo much damage being chugged out all the time.
Not complaining mind you, just didn't expect this much resistance.
Raijin/Fujin - Another wall off a boss and sadly I hadn't trained enough to compete on even footing. Additionally I had saved in zells house so any chance to train was out the window.There is the possibility to leave Balamb for more training before doing Fujin and Raijin, but it's pretty well hidden. It involves the Big Bad Rascal that lives in Zell's house. Check this link (https://finalfantasy.fandom.com/wiki/Big_Bad_Rascal#Occupation_of_Balamb) for more information.
Hello Calisto,I find a bug in your mod.I checked this and it seems to be a problem with the Demaster tool. Opening the demaster manager in your game directory, and then unticking "Disable field character resolution limit" fixes this.
During cd2 in the prison when Irvine apear with master class to shot galbadian soldier (just before rinoa kick her ass lol), during this animation, Irvine haw no head, and just after game crash.
I manage to passed this by uninstal the mod, pass this sequence, and them re instal the mod (no conflict with geforce ability by done this).
Hi guys, i have a question, if i use the ragnarok lionheart mode, i can use magic booster option from ff8 steam? I'm late game and it's boring draw magic to take 100 of all magic. I thinking use the magic booster to stay 100 of all magics i have in game, i can do this or the mod is down if a use the option?Yes, using the magic booster still works as usual in this mod. No conflicts at all.
have small question, finished installing all the lunatic pandora mods and wanted to know if RR is compatible with itRagnarok is compatible with all Luncatic Pandora mods, but I would recommend not using the Lunatic Pandora hard mode as it will add features that will further increase Ragnarok's intended difficulty curve (such as decreased physical damage output by party members and increased damage output for enemies).
saw that this mod changes some stuff that also LP changes so wanted to know if anyone tried merging both mods
Generated number Item 200 G player Item 500 G player
0-118 Potion+ Potion+
119-182 Eye Drops Eye Drops
183-214 Remedy Remedy
215-230 Wind Flute Gaia Drum
231-238 Mega-Potion X-Potion
239-242 Rosetta Sone Power Wrist
243-255 Hi-Potion+ Mega Phoenix
Hi, in the 2nd battle vs BGH251F2, suddenly Mighty Guard was applied to my party out of nowhere.BGH251F2 using Mighty Guard and Mega-Potion after a certain time has passed is intended, mainly just to make it more believable that Selphie and the others are still trapped inside. Think of it as Selphie having trouble controlling that thing at first (which is understandable considering its nearly broken state), but after some time, she figures out what buttons to press to actually help the party. Not that it really matters in the end - at the time BGH251F2 starts doing this, it barely does any damage anymore, making it basically impossible to lose the battle.
Not complaining if it's helping me, but I'm wondering how did this happen?
Also, is Gilgamesh good in this mod?
Can i play this mod on the nintendo switch?No, not yet. At the moment, I don't even know how to port it, but I'll take a look at it after v1.3 for 2013 Steam version is done.
As an aside it took WAY too long to get dragon skins: High-Level andacondas aren't available & I don't want to mod that 1 Carbuncle card so Calisto please increase Blue Dragons way too low encounter rate!!!]Blue Dragons are actually very common at the non-snowy cliff areas near Trabia Garden. If there is any information in mod documents that point to the encounters at the snowy forests, I apologize - they are indeed quite rare at this location. I didn't know about their common appearance at the cliffs until very recently.
Hi guys, does anyone have the full list of abilities each GF can learn on their own, and when they unlock? I want to plan which gf gets to use these gf learning items for my loadout. Thanks.There isn't such a list available at this time, but you can check GF skill trees by extracting the kernel.bin file from main.fs archive (found in lang-en folder) and then opening it with the Doomtrain tool (https://forums.qhimm.com/index.php?topic=17090.0).
Is this mod the same between the regular steam release and the Remastered version?The differences between the two versions are currently very few. A short summary can be found here (https://forums.qhimm.com/index.php?topic=18404.msg280765#msg280765).
There isn't such a list available at this time, but you can check GF skill trees by extracting the kernel.bin file from main.fs archive (found in lang-en folder)
SumMag+10% | HP-J | T Mag-RF | HP+10% |
SumMag+20% | MAG-J | Mid Mag-RF | Mag+10% |
GFHP+10% | VIT-J | Card | Mag+20% |
GFHP+20% | Elem-Atk-J | Card Mod | |
No Experience | Elem-Def-J | ||
Elem-Defx2 |
SumMag+10% | STR-J | IMag-RF | Vit+10% |
SumMag+20% | VIT-J | Doom | Vit+20% |
SumMag+30% | SPR-J | Spr+10% | |
GFHP+10% | Elem-Atk-J | Spr+20% | |
GFHP+20% | Elem-Def- J | ||
No Experience | Elem-Defx2 |
SumMag+10% | STR-J | Return Damage | Str+10% |
SumMag+20% | HP-J | FMag-RF | Str+20% |
GFHP+10% | Elem-Atk-J | Ammo-RF | HP+10% |
GFHP+20% | Elem-Def- J | Mad Rush | |
GFHP+30% | Elem-Defx2 | ||
No Experience |
SumMag+10% | MAG-J | Supt-Mag-RF | Mag+10% |
SumMag+20% | ST-Atk-J | LMag-RF | Mag+20% |
SumMag+30% | ST-Def-J | STMed-RF | |
GFHP+10% | ST-Def-Jx2 | Heal | |
GFHP+20% | Treatment | ||
Move-Find | |||
Med Data |
SumMag+10% | STR-J | Step Mine/Traveler | HP+10% |
SumMag+20% | SPR-J | Abilityx3 | HP+20% |
SumMag+30% | HP-J | Cover | STR+10% |
GFHP+10% | Elem-Atk-J | ||
GFHP+20% | Elem-Def-J | ||
GFHP+30% | Elem-Defx2 |
GFHP+10% | HP-J | TimeMag-RF | HP+10% |
GFHP+20% | MAG-J | STMag-RF | HP+20% |
GFHP+30% | HIT-J | Enc-Half | MAG+10% |
GFHP+40% | EVA-J | Darkside | MAG+20% |
Mug | |||
Abilityx3 |
GFHP+10% | Luck-J | RecovMed-RF | Vit+10% |
GFHP+20% | HP-J | Counter | Vit+20% |
GFHP+30% | MAG-J | Auto-Reflect | HP+10% |
VIT-J | Abilityx3 | HP+20% | |
ST-Atk-J | |||
ST-Def-J | |||
ST-Def-Jx2 |
SumMag+10% | SPR-J | Tool-RF | Spr+10% |
SumMag+20% | MAG-J | GFRecovMed-RF | Spr+20% |
SumMag+30% | Elem-Atk-J | Treatment | |
GFHP+10% | Elem-Defx2 | MedData | |
GFHP+20% | Auto Potion | ||
GFHP+30% | Move-HPUp |
SumMag+10% | STR-J | Initiative | SPD+10% |
SumMag+20% | HIT-J | Card | SPD+20% |
SumMag+30% | SPD-J | STR+10% | |
GFHP+10% | Elem-Atk-J | STR+20% | |
GFHP+20% | Elem-Def-J | ||
GFHP+30% | Elem-Defx2 |
GFHP+10% | STR-J | Auto-Haste | SPD+10% |
GFHP+20% | MAG-J | Doom | SPD+20% |
GFHP+30% | SPR-J | Abilityx3 | |
SPD-J | Alert | ||
HIT-J | Expend2x1 | ||
ST-Atk-J | |||
ST-Def-Jx2 | |||
ST-Def-Jx4 |
SumMag+10% | SPR-J | MedData | Spr+10% |
SumMag+20% | Elem-Atk-J | MedLvUp | Spr+20% |
SumMag+30% | Elem-Defx2 | HighMag-RF | |
GFHP+10% | Elem-Defx4 | Abilityx3 | |
GFHP+20% | Revive | ||
GFHP+30% | Defend |
SumMag+10% | Elem-Atk-J | Auto-Shell | |
SumMag+20% | Elem-Defx4 | MadRush | |
SumMag+30% | ST-Atk-J | Kamikaze | |
SumMag+40% | ST-Def-Jx4 | Devour | |
GFHP+10% | JunkShop | ||
GFHP+20% | ForbidMed-RF | ||
GFHP+30% | |||
GFHP+40% |
SumMag+10% | Mug | STR+30% | |
SumMag+20% | Expend2x1 | MAG+30% | |
SumMag+30% | Expend3x1 | ||
SumMag+40% | Auto-Protect | ||
GFHP+10% | Rare Item | ||
GFHP+20% | Move-HPUp | ||
GFHP+30% | ForbidMag-RF | ||
GFHP+40% | Abilityx4 |
GFHP+10% | SPD-J | Defend | Eva+30% |
GFHP+20% | EVA-J | AutoPotion | Luck+30% |
GFHP+30% | LUCK-J | Initiative | Spd+10% |
GFHP+40% | HIT-J | MiniMog | Spd+20% |
Move-HPUp | |||
Kamikaze |
SumMag+10% | Recover | Eva+30% | |
SumMag+20% | Auto Potion | Luck+30% | |
SumMag+30% | Initiative | ||
GFHP+10% | Haggle | ||
GFHP+20% | Sell-High | ||
GFHP+30% | Familiar | ||
Call Shop | |||
MiniMog | |||
Level Down | |||
Level Up |
SumMag+10% | HIT-J | Enc-None | Eva+30% |
SumMag+20% | EVA-J | GFAblMed-RF | Luck+30% |
SumMag+30% | MadRush | ||
SumMag+40% | Expend3x1 | ||
GFHP+10% | Ribbon (at level 80) | ||
GFHP+20% | Devour | ||
GFHP+30% | |||
GFHP+40% |
Yes, it's still possible to get a Rosetta Stone from said card player, with the chance being slightly increased compared to the original game (4/256 instead of 3/256).
Furthermore, the item received after a card game is still determined by randomly generated number between 0 and 255, but the range that nets a Rosetta Stone has been changed in this mod: In the base game you need to roll either 253, 254 or 255 to win one, whereas in this mod, you'd need to roll either 239, 240, 241 or 242 - so I don't think that the known RNG manipulating tricks still work.
Here's an overview of what can be received from both card players:Code: [Select]Generated number Item 200 G player Item 500 G player
0-118 Potion+ Potion+
119-182 Eye Drops Eye Drops
183-214 Remedy Remedy
215-230 Wind Flute Gaia Drum
231-238 Mega-Potion X-Potion
239-242 Rosetta Sone Power Wrist
243-255 Hi-Potion+ Mega Phoenix
The chance for the one-time item is calculated independently from this and has been increased from 1/32 to 1/8 in this mod, and the reward itself has been changed as well: A Tri-Point card from the 200 G player and a Mobile Type 8 card from the 500 G player.
Will this get a dialogue update similar to FF7 NT where the translation is improved?Other than correcting spelling errors and bringing the translation closer to the Japanese original version where applicable, there are currently no further plans to improve the game's translation. For a full overhaul (including changes to certain plot elements), I would strongly recommend having a look at Percival's Succession mod (https://forums.qhimm.com/index.php?topic=19184.0).
This NORG (Lionheart) fight has got to be the most disgusting fight I've encountered yet lol. Reflect misses him so he has free reign to use his Renew, his Renew can't be dispelled, he has a single turn team dispel but no debuff magic works aside from Meltdown. The strategy is just to just out damage his heals. I used Demi a bazillion times and had my DPS damage him fast enough at the tail end so he couldn't cast Renew again. The fight at the prison bridge with the two robots and red soldiers was more interesting than this. I wondered if Doom would have worked too but I'm too tired from trying to check which status spell works and the save point from the boss fight is kinda far what with all the talking and whatnot.Dispel is supposed to work against NORG's Renew. If it doesn't, you probably missed a step during mod installation, skipping on several mod features. Make sure you have Roses and Wine W07 installed and the Ragnarok_mod.txt file placed at the designated location, as described in the setup instructions.
Would Doom have worked on this fight? I'm gonna KO myself if so.
Ok I give up. I played 190 games and did not get the Rosetta Stone.I rechecked and tried to win the Rosetta Stone myself and got one after around 50 games, so it is coded correctly. The only advice I can give here is using the game's internal speed boost (activated by pressing F1 in 2013 Steam or some button on the controller in Remastered) to make this a little more bearable.
Are you certain that it is coded correctly? Maybe in the table you wrote "Rosetta Sone" instead of "Rosetta Stone" like you did here in the table, and that makes the prize impossible to get?
Hi, any tips on getting Odin as soon as possible? I'm in Disc 2, I have Tonberry King, and I just beat the Captain/Commander in Balamb; I think I'm still too underpowered to kill the enemies quickly on the way to Odin with the timer and all that etc.During the scripted encounter on the way to Odin, you can use Zombie on the Armadodos and then use X-Potions or Curaga spells to finish them off quickly. If you also cast Berserk on them, they won't be able use their Earthquake attack, which might save some more time. The Chimera on the other hand is vulnerable to Gravity damage and Slow, so if you use Demi and Slow, it should go down relatively fast.
So like any tricks to get it done quickly? I thought I might wait until getting Eden and Enc-None but that might come real late right and thus missing opportunities for Odin to put in work?
Or what's the recommended time to go for Odin?
Can anyone tell me where the Iguions are ? I've been searching in the sewers for hours and can't find them at all.Enter the sewers from Caraway's mansion and head east until you reach the ladder that leads to the boxes near the Presidential Residence. From there, go one screen to the left and wait there for several seconds until the Iguions "appear" (I would love to make them visible at that place, but due to Deling tool limitations, I can't).
During the scripted encounter on the way to Odin, you can use Zombie on the Armadodos and then use X-Potions or Curaga spells to finish them off quickly. If you also cast Berserk on them, they won't be able use their Earthquake attack, which might save some more time. The Chimera on the other hand is vulnerable to Gravity damage and Slow, so if you use Demi and Slow, it should go down relatively fast.
As for getting Odin, there is no real recommended time, as he is just optional and no longer possesses the valuable Triple spell. If you try to beat him right after getting control of the Garden, it will likely be hard. But at that time, your party members can already have around 3500 HP and solid stats with the right levels and/or junctions. The spells you should have for junctions when trying to tackle him right away are as follows: Regen, Bio, Life, Meltdown, Reflect, Death, Haste and Stop. Pain is also useful if you managed to get a full stock during the NORG event, but is not a must. The most important thing is that you have something effective junctioned your Spirit stat and some AoE heal available.
Enter the sewers from Caraway's mansion and head east until you reach the ladder that leads to the boxes near the Presidential Residence. From there, go one screen to the left and wait there for several seconds until the Iguions "appear" (I would love to make them visible at that place, but due to Deling tool limitations, I can't).
I've also ended up spending hours on this thread searching for info- can you please, please, please add a changelog either to the files itself or the first post of this thread?
Just the main things in a spoiler tag that include: new side quests, Zell card, GF status effects, new final weapon ingredients (srsly I spent hours before realising that they were different), and other basic key features of the mod (ie, enemies now being fixed level is -so- important and barely mentioned), tonberry changes, limit break changes, magic/new magic changes, ability changes/ GF ability prerequisites, etc. There's literally so much with 0 documentation.
Enjoying my playthrough so far.
Just wanted to let you know that the Espers during the dream sequence with Laguna, Kiros, and Ward in the Esthar mining operation casts Cure and Protect on enemies (my team) instead of itself.
Actually.. it's also attacking its team mate, and casting Slow on themselves too... the target selection is a bit missed up here.
There is no mistake here this robot are deficient and do some stupid stuff like that, this was also the case in Vanilla.
Tweaks to the enemy AI have been made as well. For example, enemies now skip their turns less frequently
This mod was a huge letdown. Easily the "worst" gameplay mod I played for a FF title (balance wise). It's not downright bad but it doesn't really fix vanilla game issues and adds a few more glaring balance problems.Seeing as I'm partially to blame for some of the changes & developments that this mod has seen over the years, I care about it a lot and reading through your post made me want to comment as there's a lot of valid points you're making that I happen to agree with, despite the clearly hyperbolic & frankly ridiculous assertions intermixed throughout.
First of all, character balance strictly speaking, well there is simply no balance at all. Zell is pure trash, Quistis / Selphie / are okayish. Irvine is trash early / mid (due to lack of STR / MAG, his SPD doesn't compensate due to how damage formula works in FF VIII) and good at late game if you make use of his limit break, I don't think he can reach 255 mag without stat farming and a single mag ability which also makes him inferior to other mages.Not off to a great start here - "no balance at all" followed by "most characters are okayish". Seems like the opposite of no balance, you'd kind of expect most characters in a challenging environment to be okay instead of skewing weak/strong. Zell is strong early on due to physicals being the primary method of punishment before getting access to better stuff, and overall he's a bit of a high skill floor & ceiling character with his limit break - with fast enough inputs, the damage potential is the highest of the bunch, as it should be. Irvine isn't a mage.
So I feel like it needs to be asked, did you playtest properly your mod or did you just test segments with artifically leveled characters ? Roughly during the whole game Rinoa (and Selphie to some extent) can keep up their MAG stat to close enough the same value Zell / Squall have in STR with proper junctions and upgraded weapons. Why does it matter ? Because under any circumstance an equal value in MAG to STR will make decent spells deal more damage than a normal attack. Which is hilarious with late game spells and various buffs.Now we're getting somewhere: the issue of magic being overpowered, or rather becoming OP through multicasting. I made a BIG stink of double & triple casting magic being consistently the optimal approach to pretty much any given fight a few pages back.
At 255 MAG a high tier spell (flare, meteor, ultima ; which are easy to farm since you can draw them from mobs in esthar excepted ultima you have to refine from a fixed encounter in esthar which is slightly more annoying but still pretty easy) will deal more damage than an attack with 255 STR. Except that well ... you can triple cast. Which means your mage now deals roughly 4 times the damage of your STR character. But it doesn't stop there. A single GF has auto haste and I haven't found a single source of Accelerator since card refining was also changed. There might be a convoluted way to farm it via mugging a vysage and refining lightweights excepted I couldn't get any vysage to spawn, all fights were hands only so idk. Which means you'll obviously set the auto haste on your mage which deepens the gap between a MAG and STR character even more. (Self casting haste is often a waste of time between slows / stops and missed damage opportunity + the oppression of some bosses).
So what tools do STR characters have to compete with MAG ? Cheese strats with auras / crisis limit break which is stupid imo. The whole limit break system should be reworked but w/e I get it it's not easy and not the point of the mod. Though Zell limit break downright sucks compared to Squall / Irvine. So what's left ? Darkside ? Yeah it could be decent since it triples your attack damage. Except it was nerfed in several ways. It consumes 1/3 of your hp which is not a risk you want to take at any point due to boss patterns. The fact that almost every boss that isn't human can't be drained (thus you can't regen with drain linked to status attack with physical attacks) doesn't help darkside case. Second nerf is that there's only one GF that now learns it. Meaning your second STR character won't even that option.This is just nonsense. Limit breaks are a core feature and one of the game's main draws is that they're more of a consistent tool in the player's arsenal, adding a vital layer of character identity as well. You're free to not like that, but you don't get to fault the game, much less the mod, for your own weird predilections. There's nothing that qualifies them as "cheese". Zell's limit break, as stated earlier, has the highest damage potential, so you're just incorrect there.
There's literally no upside to not have 2 MAG character on your team with Squall. The fact that they can output 4 times the damage of a STR character while having an easier time to heal through Shell and maintaining buffs cause you want triple anyway just completly destroys the balance. There is also not a single boss that has a high enough SPR to make STR characters more viable. Not one. There's 2 bosses in the whole game that has the ability to alternate between immunity to magic and physical damage. One can be cheesed with Diablos and the other one can be killed before the magical ward with a single MAG character (or worst case scenario can be stalled).Yea, this is pretty much on point, unfortunately. Triple spamming magic is just too strong & easy of a strategy without harsh limitations on Triple or strong spell availability. As for Diablos, I urged Callisto to make all bosses immune to that because it's such a stupid oversight in what is by-and-large a pretty robust challenge mod, to be able to just sidestep entire boss battles like that. I believe at least Cerberus & the Iguions were susceptible to Diablos, probably others as well.
The balance between MAG and STR is so terrible that my Squall against end game bosses with 255 STR and 122 MAG was dealing more damage with a triple flare than with a physical attack .. which is completly stupid.
It causes many issues such as :Well, the first points indicate that you found some of the battles challenging, so the mod is performing as it should there. Good to hear.
- Some bosses have crazy high ATB (which is the case of Ifrit, supposed to be a tutorial boss, literally impossible to kill without abuse if you go straight there without grinding in Lionheart)
- Higher ATB speed in general leads to two problem. When single target damage is high you can be unlucky and the same character will be focused twice before you can leading to his death. There's nothing you can do to prevent that scenario and I suspect a general AI script was changed or implemented because bosses tends much more to focus a single character for several turns. When it's high damage AOE sometimes you'll just get wiped before you can act because that AoE will be used twice in 3 seconds.
- In the remastered version (unsure if it was that bad in the 2013 one) the battle menu is also in 15 FPS which is sluggish. So much that sometimes it skips inputs and leads to the wrong targeting. But the real issue is that "Wait" mode doesn't freeze ATB while targeting (was already the case in Vanilla) but since the menu lags you need time to properly target and with high ATB speed, bosses will often cut your turn to attack while you're targeting spells.
- Some scripts changes leads to frustating situation, not necesseraly hard but overall annoying such as Ultimate weapon fight. The fight isn't hard but tedious when you buff and the boss immediatly goes Dispelga -> Pillar (one chaacter die, fixed 9999 damage) -> Pillar (same) -> Pillar -> Dispelga. I had it happens a few times, you just waste time buffing / using full-life for no challenge at all.
I also don't get the removal of a few endgame stuff.-Aura Stones: Once again, I advocated for having a limited quantity of them available in the game, and I still strongly believe they shouldn't be farmable.
Aura spell : There's still aura stone farming for the same result (except you can't triple cast it but it doesn't really matter to begin with)
Heroes / Team invicibility : still exists but is more convoluted to obtain, meaning if someone really want these he'll get them, just need more time
And all of that to add a new hyper broken spell called Renew that cast regen, protect and shell at the same time.
Like you reduce the sources of broken endgame stuff but add another one farmable in 5 minutes. You can literally get 30 Renews every minute or so stealing behemoths. The whole endgame was clearly balanced around Renew and 9999 HP since almost everything towards end of disc 3 and disc 4 has high ATB speed and requires protect + shell while still dishing 5k+ damage in some cases if you don't farm stat ups and devour (which shouldn't be mandatory, it should only ease fight, not be mandatory).
Then comes Omega. Clearly wasn't tested properly. Every AoE hit for a few thousand. Then he has Megido Flame which was roughly 9k damage on characters level 100 with best junction possible in VIT / SPR and a DEF / SPR +30% in their weaker stat (and that ignores protect / shell). And then there's Terra break, a meteor like spell hitting many times random characters, each hit being 4k+ under shell protect. Literally impossible to survive with lvl 100 characters, Renew, best junction for SPR/ VIT and +30% in SPR/VIT. The whole team get wiped. Omega also has a high ATB speed, meaning often Megido Flame will result in a wipe because he'll do an AoE (often ultima) right before or after it.So yea the ultimate boss fight in the game should force you to use everything at your disposal, including the (hopefully) singular Holy War and whatnot, because if you won't use the strongest tools available to you here, then where exactly? And you call that bad design? Give me a break. Again, it's fine if you'd like to play it a certain way and not use X or Y, but that's a you problem, not a "balance" problem.
If you don't farm VIT/SPR up or don't devour mobs, you simply can't survive Omega unless you abuse invincibility or have a character dedicated to use Defend and spam Mega phoenix (which makes the fight ultra boring). This is bad design. Farming stas up should make fights easier, and shouldn't be mandatory. There is a convoluted way to survive by casting zombie but since you absolutely need renew, it means you'll degen + you'll have issue healing and considering his ATB you won't have time to remedy+ or triple esuna before the next AoE.
..
@Aynath: A quick file check showed that the Tonberry King battle seems to be in order. The Arm Slash attack does not exist in the current version and is replaced by an attack called Scourge, which is also used by Tonberry King. So your issue likely stems from the Martial Law compatibility version. If you extracted the kernel.bin file from main.fs archive via the Deling tool (https://forums.qhimm.com/index.php?topic=13050.0) and sent it to me, I could fix it for you.
Also thanks a lot for all the feedback lately. The Triple spell is scheduled to be removed in the next version and Renew will be nerfed with Protect and Shell reducing damage by only 25% each. Darkside will be left as it is, as it stacks will critical hits, damage to the back and elemental attack damage, making it a very potent command that can compete with multi-cast spells easily (damage penalty is 20% of users max HP by the way, not 33%).
As for enemies attacking too fast, I don't really see the issue as long as ATB speed isn't set to max in the Config menu. Looking at Nesouk Kefka's video above, you can see that he manages to perform most of his actions in time, even against the strongest enemy in the game. Ifrit using his AoE multiple times in a row should be no problem either as it deals considerably less damage than his single-target attacks at that point.
Sadly, I don't have the time to address all the other arguments made, but everything has been noted and evalutated for inclusion in the next version of the mod. I can't come up with a release window, but it will come sooner or later.
I am always having trouble installing this mod myself, it always crashes on me so what am i doing wrong then
Hey just a heads up, ruby dragon flashback on lionheart mode, wards in battle texture is all messed up and glitched, fight still works and no issues other than that from itThat's an issue caused by a specific Demaster tool setting. The glitched texture can be fixed by unchecking the character resolution limit option.
What did you do to the Abadon encounter? It one-shot two characters with what seemed to be instadeath moves, and then got to move like 5 times in a row against Squall. I'm not playing the Lionheart mode so such cheap tactics shouldn't exist...Abadon has a 1/3 chance to use a physical attack that can cause instant death, but only while crouching. That attack itself has a 70% base chance to inflict the status, which is reduced by the target's Vit and status defense. So indeed, with some bad luck, Abadon will spam this attack during the crouching phase (which lasts 4 turns). I think it's ok to have an undead boss that can cause Death, so I'll leave that attack in, as even in the worst case scenario, you can use Mega Phoenix or Full-life (which the mods gives you plenty of, long before a full stack becomes easily accessible) to make a comeback. But I'll prevent it from being used consecutively for Standard mode. Thank you for your input.
Hi, is there a Devour list somewhere please? Docs say more enemies now increase character's stats by munching them. ThanksThe HP gains might not be 100% accurate, but it should be the following:
So, I wanna ask something.. Are you aware of how Damage Per Second works?Actually, only very few enemies have a chance to start the battle with an AoE. In fact, AoE usage is more limited than in the base game. Many enemies are set to not use AoE several times in a row, whereas in the base game, they can basically access them whenever they want (Grendel, Cockatrice, Chimera or Bahamut to name a few). Please check thoroughly before spreading misinformation out of anger.
I've seen that there is limitations on how much you can manipulate a mob to do however, me getting one shot in a menu before I can even decide what to do because every single mob has aoe at the start of a fight is not exactly what I would call... "Balanced."
Now you've mentioned that there is limitations to this.. Why is there limitations? Just reduce the amount of damage that the mobs do across the board.. It's literally that simple, you've got mobs doing 6 attacks to my entire party before I've even got 2 attacks off and they're doing nearly a 3rd of my life in one hit. If they're doing this many attacks, tone it down a bit maybe?
Actually, only very few enemies have a chance to start the battle with an AoE. In fact, AoE usage is more limited than in the base game. Many enemies are set to not use AoE several times in a row, whereas in the base game, they can basically access them whenever they want (Grendel, Cockatrice, Chimera or Bahamut to name a few). Please check thoroughly before spreading misinformation out of anger.
As for your actual issue: Check your ATB speed setting and reduce it if it's on max. I assume it is, as no enemy can do 6 attacks before you get even 2 turns on normal ATB speed settings. I've already explained several times - at one point even to you directly - that high ATB speed settings are not recommended as they give enemies an unfair speed advantage that you can't negate even with supernatural reflexes. The higher the ATB speed is set, the more attacks enemies get compared to you, that's how it is even in the base game - it becomes noticably more difficult then. And I'm not willing to balance the difficulty of this mod around this setting. It's just way too fast.
Guess I'll have to add this information to the opening post and mod documentation until a proper ATB speed adjustment is ready (I know there is a setting for that in the Doomtrain tool, but changing it so that max Speed becomes more managable results in standard speed settings becoming super slow) - too many players fell for it already, without realizing where the issue stems from, rather blaming the mod instead. I'll do my best to finally come up with that long-needed fix (also making the ATB stop when selecting targets), so this issue can finally be put to rest.
Sure, the mod might be more AoE-heavy than the base game overall, but your initial point was about all enemies being able to open with an AoE, which is simply not the case.
The number of enemies capable of starting with an AoE is a little less than 30% of all enemies, including ones that use AoE only under certain conditions (level threshold, specific battles or number of enemies present). Aside from that, not all of them are meant to be threatening (such as the Geezard's or Raldo's Foul Breath), but can potentially become a threat with ATB speed set to max. With highly damaging AoEs usually being strictly regulated to not be used consecutively and with the new Heal ability + Mega-Potion buff, things shouldn't be too difficult, at least in Standard Mode. I can see some more AoE restrictions in a third difficulty option though.
Currently aiming to release an ATB patch by the end of this week. It's basically ready for the 2013 version, but want to look into Remastered too, as I don't want to separate the two versions again, now that they are almost identical. And it's about an important issue that can potentially ruin the entire experience. Will report back.
@kakayijo160: Shop inventories are stored in shop.bin, a file contained in the menu.fs archive that can be extracted with the Deling tool. As there is currently no tool to edit the shop.bin file, you need a hex editor to do so. Every shop is 32 bytes each, with every item using two bytes. First byte is Item ID followed by either 00 or FF - FF means item is available right away, while 00 means it requires Tonberry's Familiar Ability to become available.
Hello BerikXardas,
The game randomly crashing after attacking with Squall is a bug in the 2013 Steam version and not mod-related. I'm not sure what causes it, but lowering internal resolution and playing in windowed mode may alleviate the issue.
As for the enemy ability that causes a softlock during the Mobile Type 8 boss: I think it's only used if you attack with the Thunder element a few times. So for now, try to defeat it without using any Thunder elemental attacks, until a proper fix is ready. Sorry for the inconvenience.
Hello Everyone! I was not sure where to ask so im gonna to answer in this forum altho its alrdy old.. I for some reason can not make own posts as well except replying in a open thread.
I am currently trying to install the mod on the 2019 remaster version. I cant figure out what the step "4. Merge the DEMASTER_EXP folder from the mod download package (found in Standard and Lionheart Mode folders) with your own DEMASTER_EXP folder." means.. i did every step now but i cant find out what i have to do for this..
Help would be much appreciated thank you very much! :)
Thank you advance! :)
best regards,
Mr.Bombastic95
Hey Callisto and forum. So I'm having a big issue with the EFIGS file on the remastered version of ffviii. I installed the Demaster folder fine about 3 weeks ago, and the changes were made to the game (spells in inventory in the beginning, double draw point, etc.) So I played through the game, not really thinking anything of why enemy magic attacks were hardly doing any damage to my characters. Lo and behold, later in the game I hit for 9999 capped damage and I finally realized I did something wrong, I forgot to install the EFIGS file. So I went back, patched the regular EFIGS.dll file with the EFIGS.ips file in the mod using the link, replaced the original file with the modded file and changed the name back to "EFIGS.dll". The game runs perfectly fine until I get into a battle. The characters ready their weapons, and then the game crashes with a message saying "an unknown exception has occurred." I can toss the backed up original EFIGS.dll file back in and the game runs normally, but without break damage limit, magic damage balanced and no draw cap. I'm wondering if anyone has a solution to this issue or can tell me what I did wrong, because I want the end part of the game to be as difficult as possible.
Callisto everytime i try patch my FFVIII_EFIGS.dll file with your patching file, it goes to the An unknown exception has occurred screen when i first boot up my final fantasy 8 remastered steam game using your mod
I'm running into an "Unknown exception error" that occurs at the start of battle. The battle screen loads in, the camera pans around the battlefield and settles on to the characters, then when the ATB bars should start filling, the game crashes. I have completely uninstalled the game, installed a clean vanilla version, and the game runs normally. I installed Roses and Wine, game functions normally. When I add the "lang-en" folder from the Ragnarok standard mode, the game functions normally. But when I add the Ragnarok_mod.txt file, the game crashes at the start of battle. I have also installed a bunch of other Tonberry compatible mods and all seem to be functioning normally. It's only when I add the Ragnarok mod file that the game crashes.
I've rebooted my PC, reinstalled the game, reinstalled all mods, downloaded a fresh copy of the Ragnarok mod, run the game as administrator, run the game in compatibility mode with Win7 as administrator, reinstalled all Microsoft Visual C++ redistributables from 2008-2022, ensured I'm using the latest driver for my GPU (RTX 3070), uninstalled Microsoft One Drive, and removed the mod to make it to a later battle in the game, then added the mod back and it still crashed. I'm at a total loss as to what to even attempt next.
Description
Faulting Application Path: C:\Games\steamapps\common\FINAL FANTASY VIII\FF8_EN.exe
Problem signature
Problem Event Name: BEX
Application Name: FF8_EN.exe
Application Version: 1.0.0.0
Application Timestamp: 38ee7395
Fault Module Name: FF8_EN.exe
Fault Module Version: 1.0.0.0
Fault Module Timestamp: 38ee7395
Exception Offset: 00776921
Exception Code: c0000005
Exception Data: 00000008
OS Version: 10.0.19045.2.0.0.768.101
Locale ID: 1033
Additional Information 1: 8e0c
Additional Information 2: 8e0cbb031b705f73124165af984eb9bc
Additional Information 3: 4546
Additional Information 4: 4546e4b6f9abfac94c7f988eabde7704
Extra information about the problem
Bucket ID: 77b6dd514d7885a2e74e97f776a89e21 (1679446800159252001)
600000:1000
+400000
#Status duration per ATB speed setting adjustment (to accommodate change at 844AE)
83307 = 30
83318 = 83 C1 04 56 0F AF D1 8B 4C 24 08 D1 E2 90 8D 34 49 8D 0C B1 5E 8D 04 C8 66 89 14 45 64 7B D2 01 C3
#Narrowing of ATB filling speed based on settings in Config menu
844AE = 83 C1 06 8D 0C 89 8D 0C 89 8D 14 89 C1 E2 05 89 50 10 C7 40 14 00 00 00 00 C3
#Narrowing of Summoning bar speed based on settings in Config menu (redirection to code cave)
8D8F1 = E9 87 B3 6D 00 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90
#ATB Wait behavior rewritten (redirection to code cave)
A9450 = E9 CC D4 6C 00 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90
#Summoning bar speed (narrowing per ATB speed setting)
768C7B = 90 90 8D 0C C0 8D 14 48 31 C9 8D 04 93 8B 15 38 E7 CF 01 81 E2 FF 00 00 00 66 8B 0C 45 D8 E0 CF 01 83 C2 04 0F AF CA B8 EB A0 0E EA F7 E9 01 CA 8D 0C F5 00 00 00 00 C1 FA 06 E9 6D 4C 92 FF
#ATB stops when selecting targets in Wait Mode; ATB keeps running while searching for spells in Selphie's Slot and during escape attempts even when in menus
776921 = F6 05 3C E7 CF 01 01 74 74 6A 00 E8 CF D4 88 FF 8A 88 BD 03 00 00 83 C4 04 80 F9 04 74 5F 6A 00 E8 BA D4 88 FF 8A 88 A0 03 00 00 83 C4 04 F6 C1 03 75 4A 6A 00 E8 A5 D4 88 FF 8A 88 F8 03 00 00 83 C4 04 80 F9 1D 74 35 6A 00 E8 90 D4 88 FF 8A 88 DB 03 00 00 83 C4 04 84 C9 7C 21 6A 00 E8 7C D4 88 FF 8A 88 AE 03 00 00 83 C4 04 F6 C1 20 74 0C E8 39 6A 93 FF 85 C0 74 03 31 C0 C3 B8 01 00 00 00 C3
oh, and how can i make enc-none funcional in the deep sea?
my game crashes every 5 battles down there (don't know why), and i can't reach ultimate weapon with that many battles!
if can't be done, how can i deactivate battles in that map?
There are a few more enemies that use this attack, so sent a PM with a corrected kernel.bin. Thank you.
Hi, all.
Does anyone know how to install this mod on a Steam Deck ?