Dying to know if there's any way we can get some kind of enemy change files? Just got the Ragnarok and feeling kinda -done- with the overworld encounters. Same with the bosses. Eventually you kinda just want to look at a file with weaknesses/vulnerabilities, ya know?
At the moment, there isn't a comprehensive list of every single enemy change. As for checking the elemental weaknesses, there is the Scan magic, and if you want to inflict status effects, use your highest Strength attackers when trying to achieve them through St-Atk, and your casters when using Magic. If they miss three or more times, then they are probably immune. Unsure if there will ever be a full list, as it would take a lot of time, so I'll leave it at that for now.
It was so funny winning against that fire cavern bomb boss, I'm not sure I even did the correct way. I tried reflect on it, zombifying it, confuse works but the sun bath immediately cures it. Are we supposed to use counters and return damage? I haven't tried gfs.
Yes, relying on Counters and Return Damage is one of the possible ways to defeat it. Bomb can also be affected by Stop (though it's highly resistant due to it maxed out Spirit stat in this battle), summoning Bahamut or Eden afterwards can kill it quickly. Armor Shot with high enough Strength and Crisis Level can also kill it in one turn, the same goes for the Kamikaze command if it crits and the user's HP are high enough.
In my opinion maybe it's possible to still have enemies and some bosses have a percentage weakness for no immediate proc, have it last a shorter time or turn it into vit-half instead. Just thinking out loud, I don't know if any of these are possible or easy to implement.
Making it Vit/Spr-half instead of 0 is easily possible from a programming perspective, and it's already implemented, just not released yet. With that change, more enemies can be made vulnerable for sure. As for now, the most reliable way to inflict Vit 0 is using Quistis' Ray-Bomb Limit Break. It may work where the Meltdown magic fails, due to its way higher success rate. Odin or Ruby Dragons are good examples for this, as they are highly resistant to this status effect.
Amazing work on this mod! I'm planning to play it with my community, and I've been going back and forth from the Remaster to the 2013 version, trying to see how I want it to look. I've noticed that when I start the 2013 version, Shiva has Str-J learned, but not in the 2019 version.
Does that mean I've done something wrong with either install or is that just the current status of the mods?
It's the current status of the mods so I don't think you've done something wrong. The 2013 version is just a little more up to date with its changes to the ATB system and EXP-None ability, which aren't in the Remastered version yet.