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Messages - Callisto

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176
Try only this mod once more, but this time without the Ragnarok_mod.txt file in RaW/GLOBAL/Hext, and post results.

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.

177
@Ayoyo: If you have already got Regen, Demi, Death and Double for all characters by drawing them in battle, there is not much more to gain from Triple Triad until the Level 6 boss cards become available mid disc 2 (maybe Water, Bio and Meltdown with a lot of patience, but that's pretty much it).

Regarding difficulty, I think the aforementioned spells is what removes part of it for you, rather than your current levels. Maybe I should remove Death from the Cyborgs again, as well as Regen from Vysage - Zombie on HP is actually just fine at this point in the game; and for Vit and Spr, Protect and Shell should do. As for Double from Minotaur, it might be better to just put another limited source for Double spells somewhere, to make sure the player can use some for this battle.

My respect for drawing 100 units of each spell though. Especially getting a full stack of Demis directly from Diablos must have been tiring, considering you usually don't have Mag-J available for everyone when facing him right away. Of course, players who are willing to spend the time should be rewarded in some way, but the spells in question might be a little too good for disc 1. I'll reconsider some of the spell availability for next update, thanks for sharing :)

Oh, and not getting access to Fated Circle after upgrading to Shear Trigger is nothing to worry about. Fated Circle and Blasting Zone availability is just slighty delayed in this mod.


@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:

Quote from: Lunatic Pandora Mod page
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.

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.

178
Making Selphie have an advantage in Speed has been in my mind all the time, actually. Somehow I always forgot about it when working on updates.

Anyway, here's a smaller update that changes character base stats even further. Replace your main files in lang-en; changes are in effect immediately, no need to start a new game (mod installer coming soon).

This also alters some stat gains from Junctions (for example, Regen's effect on Vit and Spr has been reduced) and Rinoa's Limit Break can now be triggered slightly earlier than that of the other characters.

179
Good point regarding the stat balance between Rinoa and the other girls. My thought behind giving Rinoa the better overall stats was her Angelo skills likely being the weakest Limit Break in this mod, and also her Sorceress bonus (somewhere it's stated that only females with a high natural affinity towards Magic are capable of becoming a Sorceress). So in her case, high stat gains should be limited to Magic and Spirit - there's no real reason to make her surpass the others in other areas as well. After all, she's not a SeeD and never had any training, contrary to the others. I'll change that soon, thanks for bringing it up, and also for your overall feedback.

As for disabling EXP, I like that idea too, but it's likely a bit more difficult to implement. Can't promise anything yet, but I'll look into it.

180
Have you checked the troubleshooting section on the Lunatic Pandora mod page?

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.

181
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.


182
Quote from: Ayoyo
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.

So yeah, you're better off removing them all. They would probably work just fine alongside this mod, if you wanted to further increase the game's difficulty, but there might be unexpected bugs or glitches I'm not aware of (haven't tried these dll's myself yet). No matter how you decide, just report back in case you face any issues and enjoy :)

183
Look for the Magic.dll which is part of the Hard Mode and remove it. It is likely stored in your FF8 parent folder.

184
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.

185
You current spells look good, but if you haven't yet, get Zombie or Regen for HP. This is important for this battle, so everyone has around 1,500-2000 HP to tank some more of the Brothers' damage. Zombie can be drawn from Blood Souls near Galbadia Garden, and Regen from Vysage near the Tomb of the Unknown King on the world map (needs to be at least Level 20). Levels are ok as well, there's no more need for grinding, unless you'd want to increase the probability of facing a Level 20 Vysage.

In battle, go for defense first by casting Double and Protect on everyone (they have both spells available for Drawing). Shell is not that important, as the only magical attack in this battle is Mad Cow Special, which is strong, but predictable, as it's being used in regular intervals, but not very often. Once stabilized, cast Float on your characters against this attack and make sure to defeat Sacred (the bigger one) first, as he has less HP than Minotaur and once one of the Brothers is dead, Mad Cow Special will no longer be used so no more Floats need to be recast, which saves time. Sacred's physical attack, which has a chance to inflict Confuse is another reason to get rid of Sacred first. If you have the time to attack, use Double Aero or Bio, which should do good damage, especially when casting them with Rinoa.

All in all, killing the right enemy first is key in this battle to release some pressure as soon as possible, and going for Sacred first is the most reliable way to do so. After Sacred is gone, Minotaur will start using Mower more frequently, but this is much more manageable than having both alive as long as you have Protect up. If you keep losing to them, try setting battle speed to low. This can generally help with having more time to react to the Brothers' attacks.


186
Hello everyone, and happy new year.

It's been quite some time since the latest update, but today I finally managed to finalize a new version for this mod. During the last couple of weeks, I spent quite a lot of time on learning the game's Field script language more properly, which allowed me to do more things than initially planned, and that's part of the reason why it took way longer than expected. Sorry again to anyone who was hoping for an earlier release. And thanks again for all the feedback and ideas. A lot of it was taken into account and is now included, as you can see in the changes overview below.

As always, let me know if you find any bugs. I have double-checked everything, especially the new sidequests, but it could be that something was overlooked. But for now, enjoy :-)

-----------------------------------------------------------------------------------------------------------------------------------

1) Balance changes

Refine results

Code: [Select]
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


Triple Triad cards
Some cards that previously had no elemental property have been given an element or have their element changed in an attempt to achieve a more evenly distributed elemental representation for the actual Card game (in the original, there is only one Holy-elemental card, for example). The changes are as follows:

Code: [Select]
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

Besides that, the Pupu Card's stats have been slightly improved, as its stat sum is very low compared to other Level 5 Monster cards, no matter the A value on the right side.


Chocobo World
The following items can no longer be imported from Chocobo World:

Hero, Holy War, Power Generator, Dark Matter, Ribbon, Aegis Amulet, Rosetta Stone, Moon Curtain, Steel Curtain, Accelerator, Phoenix Spirit, Gaea's Ring, Hyper Wrist, Adamantine, Royal Crown, Magic Armlet, Solomon Ring

Stat Up items and other items of similar value are still available, but the probability of finding them has been significantly reduced.


SeeD Salary rebalance

Code: [Select]
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

The lowered amounts in the mid-range might seem harsh at first, but keep in mind that loot generally sells better since v1.0.8, so you can use that as a secondary source for income in addition to SeeD salary. Besides that, the Cottage/Mega-Potion money making trick still kind of works, and in case that all is still not enough, the update also adds some sidequests that rewards the player with Gil (see further below).


Spells and GF
Break now does some Earth damage as well and can be junctioned to Elem-Atk and Elem-Def. Spell damage is between Fire/Blizzard/Thunder and Aero and the maximum Earth damage/protection through Elem-Junctions is 40%. Float also grants protection against Wind in addition to Earth when junctioned to Elem-Def (max. 30% for both). The base damage of all GF up to Brothers has been lowered, but damage is still higher than in vanilla un-boosted.



2) Enemies

  • There is now more variation in the Granaldo/Raldo boss battle on disc 1: Raldos attack even while Granaldo is still alive and can do an AoE that has a chance to inflict Slow. If Granaldo is defeated before the Raldos, the Strength stat of all remaining Raldos doubles until the battle ends. Likewise, if all Raldos are defeated before Granaldo, Granaldo gains access to Dissolving Acid in addition to his standard physical attack.
  • There is also more variation in the battle against Edea (1st), depending on her current HP. She starts with weaker spells and no longer spams Firaga/Blizzaga/Thundaga for the entire duration of battle, and the probability of her using Dispel on characters under Reflect has been reduced. Instead, she now uses Astral Punch more often, which has been buffed and has a chance to silence the target.
  • Death Claw now uses a Wind attack on lower levels to justify its affiliation to the element Wind (see above) in addition to it dropping Shear Feathers and it offering the Aero spell for drawing (which has been there in vanilla already).
  • Some alterations have been made to Omega Weapon and Griever.
  • It now takes 10 more turns to make Gilgamesh appear and defeat Seifer at the end of disc 3, to make the battle more challenging if the player got Odin before.
  • The probability of late-game enemies and bosses skipping their turns has been further reduced.
  • The last Ruby Dragon battle before facing Bahamut (the one that is always a back attack) now has another monster in it to prevent being wiped by Ruby Dragon's Breath attack right away, which can feel unfair and needs a very high Vitality stat to be survived.
  • When Zell is chased down by Galbadian Soldiers inside D-District Prison, the only possible encounter is the one against a single Guard (varied between 1 and 2 Guards before - facing 2 can be a gamble, considering Guards use Stop instead of Sleep in the mod).
  • Ultimecia (final form) is now able to use her GF disabling move again (it was absent in v1.0.8 due to an oversight).


3) Sidequests and new content


The old couple in Deling City
The old man sitting at the bench near the sewer gates who lost all his good cards to grandma can now be helped building up his card collection again by finding a bundle of cards he lost somewhere in the city. In the end, the player will be able to choose between 3 different rewards:

- 3 Turtapod, 3 Bomb and 3 Chimera cards
- 1 Granaldo, 1 Abadon and 1 Propagator card
- 6,000 Gil

Furthermore, the couple now plays stronger cards than before, but the old man refuses to play until the quest is completed. The dialogue between the two also changes once the quest is done (after leaving and re-entering the screen once, and only when grandma is walking around).


Dollet revisited
Heading back to the Communication Tower after the SeeD mission on disc 1 now triggers a non-escapable battle against a new X-ATM092 variant that uses a different AI script and attacks (it would normally just fall down a cliff and that's it). The battle will likely be tough when attempting it at first occasion, as he starts nuking the party with strong AoE's if the battle takes too long. It should be easily doable on disc 2 or 3 though.


More items in Fisherman's Horizon
Talk to the man near the elevator when controlling Irvine after leaving the concert preparations. It triggers a short conversation that gives Irvine's character a bit more depth (it is the same as in the original - shame it is so well hidden that most players will likely miss it). After the concert is over, talk to him again with Irvine in your party, and he will apologize for what he said earlier, handing out a Triple Triad card.


Trading in Trabia Garden
There is one NPC in Trabia Garden who sells some of her belongings as her savings have been destroyed as a result of the missile attack. The player can use this opportunity to get good value for just 20,000 Gil: 2 boss cards and 3 different items. Buying or creating these items separately would be much more expensive.


Galbadia Garden
Some time on the way to Seifer and Edea, a non-escapable battle against 4 high-leveled Galbadian Soldiers will trigger: 2 G-Soldiers, 1 Elite-Soldier and 1 Paratrooper.


Centra Ruins
On the way to Odin's chamber, there will be a non-escapable battle consisting of 1 Chimera and 2 Armadodo's that can be challenging when visiting the Centra Ruins at the very first occasion.


Magical Lamps
Leftover Magical Lamps the player may have received by either staying at Galbadia Hotel or through Chocobo World can be traded in for a random Stat Up or an Elixir at Esthar Seaside Station (talk to the old man there). Can only be done after the Lunar Cry.


The dog in Esthar
Stop the dog running around the streets in Esthar to make him return to his owner nearby. If you then talk to the owner while having Pet Pals Vol.3 in your inventory, you have the option to give it to him for free for an item, or sell it to him for 15,000 Gil. If you don't have it in your inventory, he will hint at it. Can be done anytime before entering Lunatic Pandora as Zell and Edea.


Rescuing the girl at Esthar's Shopping Mall
Talking to the crying girl at the Shopping Mall will trigger a non-escapable and unique battle with 2 Behemoths in it. The reward is an item and a card. Can be done after Lunar Cry only.


Lunatic Pandora Laboratory research project
After the Lunar Cry events, Esthar digs out its old mobile weapons and tries to improve them. At Lunatic Pandora Laboratory, the player has the option to try 3 different battles that consist of stronger variants of Gespers, Cyborgs and Elastoids. The battles can be repeated multiple times for no costs, but the rewards are one-time only.



4) Other changes or improvements

  • Early-game Draw Points change their contents on disc 2 to keep them more relevant later. For example, the Cure Draw Point at Balamb Garden's Gate will contain Cura, the Fire Draw Point inside Fire Cavern transforms into Fira etc.
  • The Double Draw Point in Balamb Garden's Library becomes usable again on disc 2 and keeps refilling until the end of the game. The same goes for the Bio Draw Point inside the Timber Maniacs building that never refills on disc 1, but now does so on disc 2 onwards.
  • Julia now actually plays the piano during the first Laguna flashback in Deling City.
  • The elevator in Fisherman's Horizon now operates at a higher speed and the characters' legs are no longer cut in half when riding it.
  • The wounded Dollet Soldier right before the mini-boss battle against Anacondaur in Dollet now acts as a save opportunity (in a similar way as Cid does before entering Balamb Garden's MD-Levels on disc 2). Note that talking to anyone but your team members during the Dollet mission will result in deduction points though, so don't talk to the soldier if you go for the highest possible SeeD score.
  • A "Quit/Never mind" option has been added to the Queen of Cards text box options in case the player accidentally talked to her, ending up being forced to hear some of her longer dialogue.
  • The new Odine Shop has been added to Joker on the Ragnarok in case the player never visited the shop before the point of no return at the end of disc 3. He has been also given a "Quit/Never mind" option for convenience.
  • On disc 4, the probability of CC-Group card members playing rare cards has been reduced.
  • Cid now uses his 3D model during the scene at Balamb Garden's directory before heading to Dollet (it wasn't a hard thing to do, since this screen has his 3D model by default).

187
Ok, I've messed a bit with these two bytes and figured that they control most of the progress at Centra Ruins on the way to Odin's chamber (making the console at the bottom of the tower appear, stairs leading to top etc), but I haven't found yet what needs to be changed to disable this flag after Odin is defeated.

Do you still have the Cheat Engine table you mentioned at the top of this wiki page? It looks like the download is no longer available. I guess it could be helpful and speed things up a bit.

Thanks for your help so far.

188
The mod is unfortunately only compatible with the English Steam version for now. Making it work with other languages would take a lot of time, as almost all relevant files would have to be adjusted (field.fs, main.fs etc). If you want to play it now, you should be able to change your game language by right-clicking the game in Steam, then selecting Properties -> languages, to install the English game package. Thanks for your interest and feel free to share impressions if you decide to give it a go.

189
There is an opcode called SETODIN that activates the Odin summon right after he is defeated. Is there a way to reverse this? Turning Rinoa's Angel Wing limit break on and off is no problem compared to Odin, as the SETWITCH opcode comes with a stack (1), whereas SETODIN does not. Is it possible to make the SETODIN opcode have a stack as well, so Odin can be turned on and off too?

For referene:
SETWITCH wiki entry
SETODIN wiki entry

190
Quote from: eXistenZe
Doesn't jet engine allow some nice refines early on?

They can be turned into Rocket Engines (teaches Spd+30%) and Spd Ups, but Tri-Point cards aren't available before disc 3 as they are LV 7 cards. And even with the lowered requirements, it would still take long to actually get Rocket Engines and Spd Ups that way. Furthermore, turning them into Rocket Engines requires GF Abl Med-RF from Eden, whereas the Spd Up refinement needs Forbid Med-RF from Doomtrain, so not much can be done with the item until late disc 3 (other than just teaching a GF Spd+10% with the item itself).

By the way, the earliest availability for LV 6 and LV 7 boss cards in the mod is as follows:

LV 6: CC-Group and FH card players disc 2 (vanilla: Galbadia Garden disc 1)
LV 7: Edea and Cid disc 3 (vanilla: CC-Group and FH card players disc 2)

This was a necessary step in my attempt to balance Card Mod out without nerfing the results to the ground or just moving it to Eden, an idea I never really liked to be honest. I am firmly convinced that it's ok to leave Card Mod at Quezacotl as long as the mod results are reasonable and the availability for the better rewards is delayed.

191
That would be back to the vanilla result, just with a much less insane refine rate (40 Tri-Point Cards = 1 Jet Engine in vanilla). At least I think the item fits the nature of the boss well. Do you think it's too good or too bad as a reward for modding the Tri-Point card, value-wise?

192
I've been thinking about Refine results changes for v1.0.9. Here is what's planned:

Code: [Select]
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

*1 Note that J. Cactuar is a LV 7 boss card and not LV 6 (Elvoret) - that means the Windmill availabilty through Card Mod will be delayed to disc 3 (excl. Pandemona). Dynamo Stone has been moved down to the LV 6 range to match the Red Fang and North Wind availability.

*2 10 Fury Fragments are worth 2 Aura Stones or 2 Aura Spells; 2 Fury Fragments are also needed for Zells 3rd weapon, to give the transformation a bit more value.

As for the drop from 100 items down to 20 in a few cases, I think is necessary to prevent an infinite source for Demi and Death spells (especially easy 100 Demis for everyone in the early-game is quite powerful). These items also sell much better since the last update - so refining the Diablos card into 100 Steel Orbs right after getting him and then selling these would be overkill too.

If anyone would like to make suggestions, don't hesitate to share. Otherwise, I'll go with that.

Levantine, I hope you are getting your issue fixed.

193
Is there a d3d9.dll in C:\Windows\system32 or C:\Windows\SysWOW64 on your computer? If not, check out this article too:

https://www.lifewire.com/how-to-fix-d3d9-dll-not-found-or-missing-errors-2623235

I remember that I needed to put in the file there manually some time ago to make the game work at least with Tonberry.

eXistenZe and goodmorninpluto, thank you very much for your feedback. It made me realize that there are still quite a few gaps that can potentially break the game in the later stages. Chocobo World loot will be nerfed significantly soon, and some more Card Mod results will be changed (Elvoret, Kiros and Carbuncle in particular). The CC-Card players on the Ragnarok could be made easily into not replaying used up cards, but I'm not so sure about really going for it, as it would be quite a drastic change and they are usually the main reason for actually doing this sidequest earlier. Maybe just changing some more of the delicate Card Mod results would do - not sure yet.

Allowing Darkside to Break the Damage limit could probably be done by creating a new attack type that would then be assigned to a character's weapon, which could then do more than 9999 damage universally with a standard physical attack, not just with Darkside (which is based on it). That's my current plan for making the Ultimate Weapons stand out more which is one of my main goals for the mod that have yet to be realized. Anyway, thanks again, also for playing the mod until the end :)

194
Alright, have a good time. I hope it will be less painful than you expected at first. The first tougher battle will likely be the one against the Anacondaur in Dollet, which can kill your team easily if you go in unprepared. Though in one of the latest updates, Blind has been added as a starter spell for Seifer, which is helpful against it. I'm also thinking of adding a save opportunity right before this battle, to safe the player some time in case they lose.

195
As for spell availabilty, there's not much more room for delaying it further, as -aga spells should be available before Tornado and Quake, and Tornado and Quake in turn before Holy, Flare, Meteor and Ultima. At the moment, the availabilty for high level magic (full access) is like this:

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

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

196
There shouldn't be any issues using this mod and Tonberry at the same time. At least I have played this from start to finish with SeeD Reborn.

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

197
Try stealing from LV40+ Abyss Worm. Windmills become the common steal then. The new level structure for most enemies in the mod is as follows:

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

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

198
The cards you mentioned should refine into Mystery Fluid (Abyss Worm) and Earth Stone (Armadodo) instead of Windmills and Dino Bones. It looks like you didn't replace menu.fs inside data/lang-en folder, so I would advise rechecking that (try deleting all 3 menu files, then paste the modded ones, if nothing helps). These two spells are definitely overkill for that point in the game, that's true. In the mod, Tornado and Quake are supposed to be available after getting control of Balamb Garden at the earliest, and from Ruby Dragon/Abadon on disc 3 at the latest. As for the Death Draw Point on the world map, I'll look into that and make it into a non-refilling Draw Point if necessary. Also into the solo Zell part inside prison.

Well, thank you for sharing impressions, highly appreciated. More battles similar to the new one in Winhill will come soon :)

199
Ultra Cure still removing negative status effects is intended as I didn't want to nerf it to oblivion (it now heals for only half of the characters' max HP instead of back to full, which is why it's no longer named Full-Cure). It's still strong that way, but I think it's necessary to increase the incentive to actually put Selphie in the team, considering her Limit Break was next to useless in the original game.

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


200
Thank you for all the feedback everyone. I'll take it into consideration, which is why finalizing v1.0.9 needs a few days more than expected.

Quote from: eXistenZe
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?

Yes, it is changeable. The reason the 0 exp from bosses is still in is to generally allow runs at characters' initial level, for those who look for a tougher challenge (such as Zara9), but I think as long as the amount of exp given is moderate, it should be fine. There's also that one achievement you can get for finishing the game on Squall's initial level, which I would like to keep doable for the mod. But then again, you could still get it by just killing off or petrifying Squall before beating a boss.. Well, I'll think about it.

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