Author Topic: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.2b & v1.1b)  (Read 195069 times)

Valerion

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Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.2a & v1.1a)
« Reply #675 on: 2021-12-23 11:50:51 »
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.

Having the same issue.

Tried both the regular and zzzDeArchive install methods. Did you manage to solve it?

EthanWaber

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Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.2a & v1.1a)
« Reply #676 on: 2021-12-30 16:26:34 »
[Spoiler warning]

I just finished Omega Weapon/ Ultimecia and damn isn't this mod the best way to re-live this masterpiece. Overall, Ragnarok surely solved a tons of existing problems with FF8 gameplay, giving a much smoother and more enjoyable experience. However, there was quite a few new issues that took place instead (please note that I'm using FF8R Lionheart mode as a benchmark, and I'm aware that it is behind on releases so some points might be overlapped and redundant). Below are my detailed reviews of each character and some problems I encountered with the mod (Lionheart mode), also a few tips for people who have not been able to best the X-atm092 in Lunatic Pandora:

- MAG users feel much more appreciated with cap removal. Selphie's LB wheels in particular feels more useful in early-mid game with less useless spells appearing (getting Flare during Elvoret fight or Ultra Cure during Edea is a god send ). With the updated status resistance though, she doesn't really do much in late game, even for farming (most of the time Rapture is a miss, and Triple Renew/ Heroes is often time more reliable than scrolling to find Fortification). In my entire playtime  I got Catastrophe maybe 2 times? And both were against regular mobs. This is why I dropped her at the end of disc 3, since the random nature of her skill is no longer rewarding enough to bring into big fights. If I ever used her, its for support duty (spamming Mega pots with x2 healing) so I'm kinda feeling a wasted potential here (maybe up the number of casts to x4-x5 and having her break dmg limit like Angelwing? Or give her the Fight/ Flight wheels with one cater to supporting and one for fighting).

- Rinoa: All the talk about her being op with Angelwing in the regular version/ previous patch suddenly became irrelevant in Lionheart mode. Every Angelo move is so underwhelming, well, except for her awakening heal, which is less reliable than Quistis' Whitewind anyway. Mages in general go back to spamming triple Meteor (with exception to Quistis and her nearly 40k hit Shockwave Pulsar at the highest crisis level), which is not what I desire personally. Changing Rinoa Angelwing spell stocks into random spells is an awesome idea, but honestly what ever good is Zombie/ Sleep during the Weapon fights? Those useless status spells unfortunately are occurring way too much for my taste, and serve as several turns wasted. Rinoa's strength multiplier (if you go the natural way she got about 130-150 str with junction at the end?) is kinda negligible, even for her final move, "Wishing star", which again, should have its strength enormously complemented by its random nature (Selphie you here?). Her awakening heal could use some additional effect too (curing Doom could be an option since it was removed from Remedy+).

- Quistis: The best mage of the 3. Damage? You have it. Support? You have it. She's just too good to pass on in hard mode, with White Wind heals through Shell, Ray-bomb inflicting Vit-0, homing missiles inflicting Sleep, micro missiles often hitting for 20k and the insane Shockwave Pulsar move. I have no complaints about her since she served her exact purpose with Blue magic, especially with increased status resistance making her not as op as it sounds.

- Onto the physical attackers: While the mod solved the problem with the game's Magic usage, physical attacks became kinda bland and feels very underpowered compared to their Mage counter-part (at least during early-mid-early late game). 2 things stand out, Darkside and Irvine. Irvine benefited immensely from the cap removal allowing him to hit for 70-80k per LB at Omega with decent luck stat and imo is the best of the 3. Darkside is an interesting option to both deal a huge amount of damage and getting to crisis level faster. For me however, I don't like having my attacker to use darkside all the time throughout the game, nor do I want uncontrollable characters with Mad Rush/ Berserk. I think a couple of spells in older FF titles could solve this problem (Drawing - casting Double Hit, Triple Hit, or some Monk's abilities with high crit rate for Zell) but it might be too much work.

- Squall: Lionheart no longer feels like an insta-kill move even at 255 str, which makes sense. His whole kit feels pretty balanced with other finisher doing cap-breaking damage.

- Zell: The over-nerfed char in my book. All of his finisher, at max strength does so little, with the reduced time to input combo makes him irrelevant throughout the WHOLE game for me. The only time I brought him into party was for completionism sake. He and Irvine alone beat Ultimecia's final form no problem, but most of the damage comes from Irvine and his Final Heaven hits for at most 14-15k. Imo with that much work to put into spamming button his finishers could use a boost. Take Squall for example, when he hits 40-50K for absolutely no work at all. I understand that in the mod previous versions/ base game, Zell is too strong for anyone's taste, but right now with his punch rush hitting for 1-2k, its really not worth using Duel, as even using GF is much better and safer in late game if you have high compatibility.

- GFs: Greatest change of all time that I ever dreamt of. Dmg cap breaking and much more useful ability like Return Damage. I appreciate that you took time to shuffle through and reassign their abilities, which make progression much more enjoyable. Having Bahamut hitting for nearly 40K is hella satisfying. Some others, like Cactuar, still needs a complete rework as hitting for 8k at level 100 is not good at all, maybe when he appears he can cast haste on all member, like Cerberus with Double-Triple. Tonberry is in the same department, unless I missed some of his mechanics?

- Bosses: Diabolos fight in particular is more punishing (as he should have been) and feels much more rewarding for overcoming the challenge (his counter Stop/ Pain move when you draw the precious Demi). I love that you can no longer miss a GF by forgetting to bring Draw, and can actually choose to live dangerously by not drawing for a deserving reward. I beat Ultima and only then found out that by not drawing Eden, he has Auto-Shell and Auto-Protect, which is a pain. Bosses in general feel much more like a threat compared to Vanilla, with additional bonus hidden bosses are much of a puzzle (e.g: Fire Caverns fights/boss), albeit with generic/re-used design.

- There are two bosses that I don't like: X-ATM (hidden boss version at Lunatic Pandora) and Omega weapon. Their pattern is easy to spot, with Omega's moves getting more complicated at the end (instantly move 2 times/ Shockwave Pulsar when near death, Terra often after Gravija). However, Omega kinda forces you to use Hero/Hero Wars/ Aura stones with Megido Flames CAN kill my chars at max health. I don't know what is the formula for this move but its kinda annoying that it can hit that hard and ignore defense, most of the time pushes me to use 2 Full-lifes only to be caught up by Terra break. I also have a feeling that Terra break, for a planned move every few turns, is kinda overtuned? I know that Zombie can mitigate the damage along with protect, but the timing is still REALLY tight for my chars at 80-90 Spd. I love that he's now a true Super Boss but a few rooms to breath wouldn't hurt (maybe lower the occurrence of Dispelga for this purpose? as it can eat through Invincible status. That or making Megido Flame the usual 9998 HP hit like the base game did). The infamous X-ATM, which in the document stated that you can only fight him the first time you entered Lunatic Pandora, suffered the same problem with an over tuned SPR stat, making your spell hits basically for nothing. There are 2 ways I used to fight this Mecha Spider, the turtle way with 1 member (with damage return for its 30K single target move) + edea on support duty + 1 phys atker spamming Atk/Darkside over and over again until it dies. OR using the friendship to summon Moomba (I dont know if its intended since the boss is supposed to be immune to gravity attacks, but I guess the item bypass this description with the effect of setting enemies HP to 1) dealing 20k each. The moomba method can also be used with other Gravity-immune bosses but I'm not a fan of spamming it. I tried to complete all the fights without Return damage or Moomba, only in this case of X-ATM since its not hard but time consuming. Not even Omega gave me this much trouble for a missable boss, so I think you should make him available to fight even at disc 4.

Some final words: While it still has some issues, this mod is exactly what I'm looking for to wind up playing FF8 the sixth time. For this, I'm incredibly grateful of the work you put in Callisto, and I wish you and your family the best in the upcoming year 2022. Maybe when everything settled down we can go back to building this mod to perfection, but in the mean time, if you ever come back to Qhimm to take a look at Ragnarok, just remember you have a big fan right here. Stay well my dude!



P/s: For other people who are having errors installing/running the mod, try downloading the older depot of FF8R (before the patch), you can find it on Qhimm discord server. The newest patch messed with both Demastered and the mod itself. While Demastered has been fixed/updated by Maki, you gotta wait for Callisto to get the mod files up-to-date, which might not be anytime soon.

boozek

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Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.2a & v1.1a)
« Reply #677 on: 2022-01-02 10:59:15 »
How did you manage to pass End of Disc 3, fights with Mobile 8, Bahamut and Adel.
Any suggestions or techniques?

EthanWaber

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Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.2a & v1.1a)
« Reply #678 on: 2022-01-02 14:05:30 »
How did you manage to pass End of Disc 3, fights with Mobile 8, Bahamut and Adel.
Any suggestions or techniques?

Hey there,

The 3 bosses you mentioned use strong MT spell (Ultima, Megaflare, Megido Flame), so the best you can do (aside from levelling) is probably slot in chars with higher SPR stats like Selphie, Quistis and Rinoa and decent health (7-8k upwards). Also, you can have Squall/Irvine (Zell has a pitiful SPR stat) - I prefer Irvine since he's fast - on idling support role. Basically give that one member that's not fighting Defend command, Med-data and keep spamming Mega Potions for 3k party-wide heal each (Defend when you feel appropriate, or to find the perfect opportunity to let the other member dies and full-life them). If you're short on gil or the mega potion stock, just apply Triple on that member and spam 3 Curagas and reapply buffs/ regen in case boss uses Dispel like Adel. Put Auto-haste on Selphie and Auto-Shell on Quistis, along with SPR 20 (30)% + HP 20 (30)%, VIT if you die too often even with Protect on (should not be the case if you are in the level range of 70-80). I'll list a few things to pay attention to for these bosses:

- Adel: She absorbs Rinoa's health ignoring Reflect and later applys Reflectga on her and Rinoa. Dispel immediately and Triple Curaga/ Regen on Rinoa (even Renew if possible). She spams high dmg MT spell at the end so maybe have your cursor remembered at Magic - Triple - Flare for your mages to race against her. Heal Rinoa every 3-4 turns and keep everyone on regen all the time.

- Bahamut: Straightforward fight, iirc there's one scripted Megaflare when he's near death, so always keep your party at a healthy level, along with defensive buffs of course. Spam Meteors or Flares to your taste.

- Mobile Type 8: The trickier one. I believe that he'll not do his Megido move during the "Support off" phase (Or On? either way its a rather predictable move), so I guess the problem is you are trying to Mug the stat ups from his drones? Or having too low health to endure that SPR ignore move. Firstly, junction all chars' ST-Def with Sleep AND Reflect, which pushes it to 100% immunity. The counter move will put your chars to sleep and mess with your plan if you are not doing this. Without ST-Defs, just be ready to throw out Remedy/Remedy+ when needed. They are also vulnerable to VIT-0, so if you have a chance, triple cast Meltdown or have Quistis use Ray Bomb. If you have too low health to survive Megido, check back again if your full-life stock is at 100 (farmable by Tool-RF Regen ring from Coeurl), and junction it to HP. If you cant do any of the above, you can utilize the Defend-idling strat to revive the others or be at Phoenix's mercy/ Random Masamune from Gilgamesh. Triple spam Meteor/ Flare with mages or junction Thunder to your Phys atker and spam Darkside.

For all of these fights make sure you junctioned elemental defenses to the teeth (maybe except for Mobile type 8) since the first 2 have the tendency to use a wide variety of elemental MT magic, like Quake/ Tornado. If you feel like it, Reflect/Auto-Reflect your chars and rely on Items for healing. That way you dont need to worry about their Flares. Also, since you had access to the Ragnarok, I assume you took advantage of the Renew (the new Aura) spells? They are readily available after Lunar Cry event using Tool-RF from mugging Behemoths (where you get the Solomon Ring) for Barriers (occasionally Thamasa Soul - which is a nice source for Triple) or refining Fury Fragments from Grendels (farmable in stack of 3 on Island closest to Hell). That spell is a game-changer (and almost crucial to beating Superboss) as it took a lot of time off casting, and the Triple only adds more benefits on top of it. The only spell you would be missing at that time is Ultima, which is not really necessary to beat these 3.

Edit: I forgot to mention that Auto-Potion is also highly valuable on squishy chars like Selphie, especially since her limit break falls off late game and most of the time you have to resort to spamming Meteors. Depending on your needs, you could sell all other potions and leave the one you desired, for my playthrough Auto Hi-Potion is sufficient, 1K HP, not too little not too much. You could rack up on X-Potion or Hi-Potion + if you'd like for this purpose. Hope this helped!
« Last Edit: 2022-01-03 02:20:57 by EthanWaber »

levantine

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Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.2a & v1.1a)
« Reply #679 on: 2022-01-09 12:41:20 »
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?

EthanWaber

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Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.2a & v1.1a)
« Reply #680 on: 2022-01-10 12:02:22 »
Hey, I have this error too, can anyone help?

You need to download the old version of FF8 since the new update (which fixed the PC fps issue) messed up the mod. Instructions can be found on Qhimm discord.

levantine

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Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.2a & v1.1a)
« Reply #681 on: 2022-01-11 09:03:29 »
Thx a lot for your answer, could you post the instruction here? I can't find it on the discord

EthanWaber

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Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.2a & v1.1a)
« Reply #682 on: 2022-01-12 15:11:54 »
Thx a lot for your answer, could you post the instruction here? I can't find it on the discord

Since its kinda long I recommend checking out this video about downloading old depots from Steam :

https://www.youtube.com/watch?v=44HBxzC_RTg

You can find different depot versions of FF VIII here: https://steamdb.info/depot/1026681/manifests/ . Just replace the one in the video with the one you chose from steamdb. Steer clear of the latest depot update and it should work fine with Maki's older version of Demastered (he made a new ver. for the newest patch but I doubt it's compatible with older FF8 files). Big thanks to Sebanisu and Maki for the original method and Demastered.

levantine

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Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.2a & v1.1a)
« Reply #683 on: 2022-01-13 22:18:39 »
Looks like a real threat to play this mod since SE last update x)
Thx an other one for your answer, will try this when I have some time

ERAISERZEE

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Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.2a & v1.1a)
« Reply #684 on: 2022-01-15 11:46:47 »
what is the patch for the FFVIII_EFIGS.dll file for this mod for?

Callisto

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Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.2b & v1.1b)
« Reply #685 on: 2022-01-15 22:06:49 »
Updated both versions with the following changes:

Remastered
  • DL now includes a new IPS patch to ensure compatibility with game version 1.0.2 and latest Demaster patch.
  • The Spirit stat of two optional bosses has been corrected for Lionheart mode.
Other than that, some more changes have been ported from the 2013 version:
  • Draw point contents are now identical between the two versions.
  • SeeD Rank payout values have been adjusted.
  • Some Draw points change their contents throughout the course of the game.
  • Several Triple Triad cards have had their elemental attributes changed.
  • The PuPu card has been slightly buffed.
With the SeeD Rank payment values now being the same as in 2013, the following Remastered exclusive changes have been reverted:
  • Increased prices for items at shops
  • The harsh calculation of the initial SeeD Rank after returning from the Dollet mission

2013
  • The new EXP-None Character Ability is now properly integrated.
  • Shiva's Ability list has been slightly changed to prevent conflicts with a certain early-game tutorial (in which Shiva's list is highlighted).
  • The Spirit stat of two optional bosses has been corrected for Lionheart mode.

Version 1.3 is still not quite ready, but I'm working on it whenever I find the time. Currently trying to make Auto-Berserk and Auto-Double a permanent status in battle, which is a lot harder than expected. It is no problem to set the two status effects at the start of a battle through a custom Ability, but making them ignore Dispel, Esuna and KO really is.

Also thanks a lot for impressions and feedback lately, and also for answering user questions. Unfortunately, I don't have the time to comment on everything at the moment, mostly due to caretaking business, but I'm trying my best to be a bit more active again from now on.


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.
« Last Edit: 2022-01-15 23:11:27 by Callisto »

levantine

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Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.2b & v1.1b)
« Reply #686 on: 2022-01-16 10:31:29 »
Back to say that all work perfectly with the downgrad method but well looks like our Calisto resolve the problem for last version :)
Thx you dude ;)

EthanWaber

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Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.2b & v1.1b)
« Reply #687 on: 2022-01-16 13:29:55 »
Welcome back,

Take your time Callisto, I'm just glad seeing you posting again lol. Dunno why but reading posts in this thread today put a smile on my face, 2022 is looking like a good year :)

levantine

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Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.2b & v1.1b)
« Reply #688 on: 2022-01-16 15:40:09 »
A quick question about rinoa, in vanilla game it's better to not learn the early angelo skills for having a better chance of proc his last one in end game.
Is it the same in this mod or I can learn every pet magazine I find?

Callisto

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Re: [FF8PC-Steam] Ragnarok Rebalancing Mod (v1.2b & v1.1b)
« Reply #689 on: 2022-01-18 00:12:14 »
@EthanWaber: Thanks. I'm also glad there's still some activity and general interest here, which helps with the motivation to finalize version 1.3.

@levantine: It made sense in the base game to not learn Wishing Star, to get Invincible Moon procs even at Crisis Level 4, but Invincible Moon has been changed to "just" a free Megalixir in this mod, so I would say skipping on Wishing Star is not as tempting as it usually is.

Some players also decide to not learn Angelo Strike to have a higher chance of triggering Angelo Cannon because it hits all enemies for about the same damage as Angelo Strike, but in this mod, Angelo Strike has a much higher damage potential with the 9999 damage limit removed; it also inflicts 100% Confuse on an enemy not immune to it to make up for the attack only being single-target.

In the end, I would say you can't really go wrong with learning them all.
« Last Edit: 2022-01-18 00:17:34 by Callisto »