
			Final Fantasy VI: Brave New World - README

			TABLE OF CONTENTS:

				1. A PERSONAL MESSAGE FROM BTB
				2. INSTALLATION
				3. CHARACTERS & GAME BALANCE
				4. PATCHES & ASSEMBLY HACKS
				5. BUGS & KNOWN ISSUES
				6. VERSION HISTORY
				7. CREDITS & CLOSING

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




				1. A PERSONAL MESSAGE FROM BTB




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

One day, about a year and a half ago, a coworker of mine showed me a Final Fantasy VI ROM editor he'd
found on the world-wide pornography receptacle known as the internet. Both of us being fans of great
games, which Final Fantasy VI just happens to be, we got to talking about how the editor could be used
to fix bugs and other issues in the game, like how some asshole left the caps lock on when he was naming
everybody. This soon led to a discussion about how cool it would be if there was a way to restrict the
use of certain espers to certain characters, beyond which the story differs depending on which one of us
you ask since neither one of us wants to assume credit for instigating this mess. What we can agree on,
however, is that the resulting product of over a year's work is something that we're very proud of.

This mod was created in two basic parts. Using the above-mentioned editor, I set out to work on the
game's character and enemy data, espers, spells, items, and equipment. A summary of these changes is
provided in the form of a "printme" file, which is meant to provide helpful supplemental information to
players - a good deal of which couldn't be easily provided in-game - as well as invoke nostalgia for the
days when video games didn't suck and the inclusion of such "feelies" was standard practice for quality
products. A detailed discussion of these edits can be found in section three of this readme.

The other half of this mod is basically everything that I couldn't do in the editor, which was instead
done by Synchysi in a combination of assembly, hex, and voodoo/witchcraft. These edits include a large
variety of things, many of which we're not at liberty to share (at least not up-front). Those that DO
need to be advertised, however, are very important to note and are detailed in section four.

The third half of this mod (math isn't my strong suit) is the dialogue/script, which was a joint effort
between the two of us. The goal wasn't so much to change anything as it was to enhance what was already
there. We aimed to preserve the areas of the original Ted Woolsey translation that actually worked while
making what didn't more faithful to the original Japanese. In addition to this, we've further built upon
existing characterization and storylines in a manner that will hopefully blend in seamlessly with the
original and avoid an "obvious fan translation" feel (at least in the parts that were taken seriously).

We're very interested in hearing what everyone has to say about the mod, so you can find our contact
information at the bottom of this readme. Feel free to write to us with any questions or comments, or
even if you're just feeling lonely (especially if you also happen to be an attractive Swedish redhead).
And above all else... have fun. If everyone who tries this mod out has even half as much fun playing it
as Synchysi and I did making it, then I would consider it a *huge* success.

Oh, and one last thing:

			TALK TO EVERYONE AT THE BEGINNER'S SCHOOL AT NARSHE.

					-BTB, May 2013

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




				2. INSTALLATION




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

Brave New World is distributed as an .ips patch, which is the standard for SNES mods as it avoids the
legal issues of distributing a fully-patched ROM. To make things as easy as possible for everyone, we've
also included a utility called "Lunar IPS" which will apply the patch to the ROM directly rather than
having to set it up through your emulator.

To install the patch, just follow these easy instructions:

      	ALWAYS PATCH A CLEAN ROM - that is, a Final Fantasy 3 US (version 1.0 or 1.1, it doesn't matter)
	ROM with nothing else already patched in. This also applies to when you are updating to a newer
	version of the mod. If you don't patch a clean ROM, you're gonna have a bad time.

      	There are two versions of the patch: one for headered ROMS (H) and one for unheadered ROMS (N).
	Applying the wrong patch will result in the game crashing like a Russian spacecraft on re-entry
	when you attempt to run it, so you'll know real quick if you fucked up. An easy way to tell if
	your ROM has a header is to check its size: headered ROMS are 3073 kb, unheadered are 3072 kb.

      	If your delicate sensibilities are offended by bad words like "douche fuck" and "cock wrangler"
	(note: the above is hyperbole - neither phrase appears in the mod), then apply the patch labeled
	"Clean New World" AFTER applying Brave New World. Be warned that Clean New World was not taken
	seriously and contains many instances of obviously (and badly) censored dialogue.

      	The most immediate indication you'll recieve that the patch took is the new default window style
	when the game loads (the patch doesn't change the title screen - awesome as it would be - to its
	official logo). You can also view what version of the patch you're playing in the config menu.

      	Don't freak out when you see that Terra doesn't have her special Magitek commands anymore - this
	is an intentional change to clear up much-needed space in the spell index

Finally, note that while applying an updated version of the patch to your game will not invalidate your
existing save states, you should save the game the normal way (that is, by using an in-game save rather
than a save state) prior to updating and then reset the game afterward. This is to clear data out of the
SRAM, which often includes shit that we fix in our updates.

Oh, and one last thing:

			TALK TO EVERYONE AT THE BEGINNER'S SCHOOL AT NARSHE.

				(Seriously. I'm not kidding. Do it.)

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




				3. CHARACTERS & GAME BALANCE




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

The original Final Fantasy VI was a lot of things, but challenging wasn't one of them. The unfortunate
trend of characters being more or less entirely interchangeable in combat situations noticeably began
with this game and only got much, much worse as the series continued. A commendable effort to create an
unprecedentedly complex system of spells and attacks was matched with oversight ill-equipped to handle
the plethora of bugs and balance issues inherent in such a setup without obsessive attention to detail,
resulting in quite possibly one of the most buggy and broken mainstream games in existence. Luckily, I
just so happen to be both exceptionally obsessive and have way too much spare time on my hands.

The discussion of a subject as broad as overall game balance should probably start at the same place we
did in development, which is at the characters themselves. At the very heart of the game's diversity is,
as mentioned above, who you can choose to play as. Final Fantasy VI had a rather unique system in that
pretty much the entirety of character development was tied to espers, which carried a few rather obvious
downsides. The first is that, due to poorly-coded/implemented game mechanics, only one stat (magic) was
at all worth raising in the first place. This led to a great deal of munchkining despite nothing at all
resembling enough difficulty to warrant it, especially considering that, because any character can use
any esper, the endgame invariably devolved into an Ultima spam-fest (which would be the other downside).

Two major sets of changes were made to the code by Synchysi (see section four of the readme) in order to
help me deal with this issue. First, we had to change the way that the game handles every other stat so
that magic isn't the only one with any significance whatsoever. Secondly, we had to take care of that
pesky "everybody can equip every esper" problem. And so, with both learnable spells and boostable stats
now restrictable by character, I set out to mold each one of them into a unique flower.

Here's a quick (not really) rundown:

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

				TERRA & CELES
				-------------

Terra and Celes are discussed together here because they both still function similarly to one another.
They're essentially red mages on steroids: jacks-of-all-trades who can easily adapt to any team you put
them in (as is befitting of their "main character" statuses) and who can excel in any role that they're
set up for. Both lack a directly offensive special skill, and so their usefulness is mostly dependent on
their spells and equipment far more so than everybody else. Lucky for them, they both have access to the
game's best equipment along with more espers (and thus more spells) than the rest of the cast. Terra's
main advantages are a superior selection of power spells and a special ability that capitalizes on her
beat-stick nature, while Celes is more well-rounded with better stats and spells that tend to focus more
on strategy than raw power.

Runic and Morph have both been through some significant mechanical changes, as well. The former has been
standardized to work on all white, grey, and black magic (any spell that starts with a colored dot), but
not on any "blue" magic (any attack that doesn't). This, along with the fact that many more enemies use
such spells in general, is meant to make using the skill both more intuitive to use and worth your while
to do so. A few assembly hacks (discussed in section four) also fix some bugs it had so that it feels a
lot more like a proper ability instead of a broken mess.

Regarding Morph, it's now a toggled stance rather than a timed one and the first of several skills that
aims to rescue stamina from the "dump stat" heap by allowing it to reduce the doubled damage that Terra
now takes in her esper stance in return for the offensive boost that it provides. This makes using Morph
a decision that hinges on more than just a simple matter of Terra being "charged up" for it and seeks to
encourage a stamina-focused build as one of the many options now available to her. Regardless of build,
however, a morphed Terra is easily Brave New World's most fearsome warrior and will likely be the first
(and possibly only) character to hit the damage cap.

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

				LOCKE
				-----

At first glance, Locke appears to be nothing more than an inferior version of Terra and Celes. He lacks
their raw magical power and their offensive spell repertoires, focusing instead on physical attacks and
healing magic. But what he lacks in their versatility he picks back up with his high speed and evasion.
Neither stat featured very prominently in the original game, and Locke serves as a good example of just
how significant these advantages are now. His armor tends toward the lighter side of the weight spectrum
and he can forgo the use of a shield in favor of a second weapon; note that the dual-wield property is
now attached to certain weapon types instead of a relic, and so this functionality is both immediately
available and no longer takes up a relic slot. Thus, Locke's main defense is just not getting hit in the
first place. Furthermore, his speed advantage will be felt both in his role as one of the game's primary
healers, as well as his ability to dish out physical damage much faster than most other characters can.

Locke's magical abilities - both curative and otherwise - are also aided by the fact that he is now one
of the three characters to which the X-Magic ability is restricted. However, dual-casting with Locke is
something of a double-edged sword and is an effective demonstration of how the more limited MP pools for
non-magical characters relegates them to more physical roles. That said, Locke is more than capable of
out-damaging the girls even with his meager offensive spell selection should you choose to focus on
building up his speed and MP through his available espers rather than his physical offense.

Rounding out Locke's skillset is steal, which was reworked to make a bit of fucking sense. Only enemies
who might be actually holding something (i.e. humans) can be stolen from on Brave New World - trying to
steal from a bear will just get you a very dead Locke. The idea is that fewer and more obvious targets
for theft along with better rewards for doing so will make treasure hunting a more attractive skill. We
also made it easier to do by removing level from the formula (see section four), so it's now just a roll
against the RNG that uses Locke's speed to increase the odds in your favor. This, again, is intended to
inject a slice of realism into a game that's filled with magical healing unicorns and dancing moogles.

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

				EDGAR
				-----

In stark contrast to the above, Edgar is a character whose usefulness is tied almost completely to his
special skills. Although one of our overall goals was to make regular physical attacks more appealing,
Edgar remains the game's one character with a clearly preferable alternative is his Chainsaw and/or his
Drill. In the original game, Edgar peaked early due to his tools being very overpowered initially, but
they failed to scale well and left him with little else to do in the endgame besides dragooning. We've
thus overhauled his tools and their effects in not only an attempt to keep the skill relevant into the
late game, but also to reduce the gross amount of redundancy that many of them possessed (Chainsaw vs.
Drill comes immediately to mind). Of specific note are his two new tools - the Defibrillator and Mana
Battery - which provide a significant degree of utility purpose and allow for an alternate Edgar build
that seeks to capitalize on something other than simply thrusting his Drill into things.

Of course, making Edgar a physical powerhouse is still very much an option, and his weapons have been
reworked to ensure that they remain an important part of his load-out even if they are only functioning
as stat sticks. Swords provide good basic stat boosts, whereas spears have been retooled into defensive
weapons that boost max HP and randomly counter-attack. Spears now also possess the "hold with both hands
for moar damage" property (the "Gauntlet" effect), which can combine with the inherent bonus that spears
already add to jump attacks for some truly amazing damage. In part because of this, and in part because
of the whole "unique flower" thing, dragooning is now exclusive to Edgar and Mog (well, and Gogo). One
advantage of particular note to going the dragoon route is that jumping is not subject to the back-row
"half damage" damage penalty, whereas the Chainsaw and Drill, due to a new hack we added, now are.

Ultimately, Edgar's most notable feature in pretty much any build is likely his ability to tank. He gets
a lot of HP through both his equipment and espers and he likes his heavy armor. He also gets more than
one long-range physical attack (that Autocrossbow may end up more useful in the late game than you may
think), so camping in the back row is always an option for The King. He gets several healing and support
spells to assist him in this role, but he must rely exclusively on his other skills for damage output.

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

				SABIN
				-----

Sabin has been through quite a number changes in Brave New World in order to make him fit his character
archetype. Whereas his brother is basically Kain from FF4 with tools and a permanent hard-on, Sabin now
more closely resembles Yang. The mere presence of blitz originally relegated his regular attacks to the
rubbish bin, and his claws didn't even make for decent stat sticks since the best blitzes all did magic
damage (due to the game's original physical damage formula being total garbage). Taking a cue from Yang,
the new name of Sabin's game is lots of elemental damage and lots of status effects: his claws now all
deal elemental damage and have random spellcasts attached. He's then forced to dual-wield them in true
Monk style by no longer being able to equip shields. He makes up for this, as well as his inability to
wear much in the way of armor, by possessing some of the game's best natural stats, again because monk.

Blitzes have also been reworked, just as tools were, in attempt to keep them all useful throughout the
entire game. The result is a varied skillset that, again, provides the player with a choice as to how to
develop Sabin's stats. A vigor Sabin, for example, will focus more on his physical blitzes like Pummel
and Suplex (which continue with the status effect theme by inflicting seizure and muddle, respectively),
as well as the real ultimate power of Bum Rush. On the other hand, several blitzes are now affected by
Sabin's stamina, making him one of the best users of this once-useless stat. A stamina-based Sabin is a
more defensive Sabin who assists his allies with Mantra and its new counterpart (Chakra) that restores
his team's MP instead of their HP. This Sabin will rely more on the newly stamina-based Aurabolt to deal
damage, especially since physical blitzes (which Aurabolt is *not*, just so we're clear) are now subject
to the back-row damage penalty just as Edgar's Drill and Chainsaw now are.

Early in the game, Sabin's beefy natural stats will make him one of the most powerful and tankiest units
available. Later in the game, however, his limited armor selection will become more of an issue and he
will have to rely more on his high HP (much of which will come from his espers) to stay on his feet.

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

				CYAN
				----

Cyan suffered immensely in the original game for being the most physically-oriented fighter in a world
where magical damage reigned supreme and shitty balance decisions made 7/8 of his special attacks not
worth the fucking lifetime it took to use them. He gets a much-needed overhaul in Brave New World in the
form of a both a new global physical damage formula that renders his style of combat no longer complete
shit, as well as some special attention to his special skills in the same vein as Tools and Blitz before
them. From the undead-killing powers of Mindblow (the "Dies at 0 MP" flag is used exclusively on undead
monsters) to the supreme physical damage of Tempest (AKA Quadra Slice), every bushido has a purpose to
fill and a chance to shine. Also, we utilize a patch to make the bushido meter no longer take a fucking
lifetime to charge so everything past Dispatch is now actually usable.

Like Sabin, Cyan is now denied the use of shields in order to force the inherent "can be held with both
hands for extra damage" bonus on all of his weapons, which helps make even his regular physical blows a
mighty force to be reckoned with. Also like Sabin, bushido techniques that do physical damage will only
be half as strong to those without a brave warrior spirit who cower in the back row. But even with these
drawbacks, Cyan's heavy armor and earlier access to Empowerer ensures that he's just as good at taking
damage as he is at dishing it out. Furthermore, the overall lack of diversity in his esper bonuses more
or less guarantees that he'll end up with more vigor and/or HP than just about anyone else.

Build-wise, Cyan's really only got two options. You're either going to pump his vigor to solidify him as
the resident king of physical damage or go balls-deep into HP and stamina to make him a rock that spams
Bushido #5 (now stamina-based) from the back row and who will never die. Like Edgar, he has a couple of
healing spells so that he can help bring his teammates back from the brink whenever he finds himself the
last man standing (and he will), and the fact that Empowerer also steals MP also makes Cyan perhaps the
mod's best out-of-battle patch-up guy. The catch to all of this is that Cyan is a pretty straightforward
d00d who can't really do much else except kill things and toss out the occasional heal, but at least now
he does what he does exceptionally well - which is far more than can be said for him in vanilla FF6.

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

				SHADOW
				------

Being a ninja, Shadow naturally ends up in the role of "fragile speedster" in Brave New World. He thus
tends to die quite easily if he gets hit, but his evasion is such that he hardly ever does. Also, again
because he's a ninja, Shadow should totally be dual-wielding his totally sweet ninja weapons and is thus
the third and final character for which shields are disallowed. While he *can* double-fist one of Cyan's
katanas, he's generally less effective with them than the man himself and will likely benefit more from
keeping a knife/tanto in his off-hand. Finally, Shadow is *fast* (again, ninja) - while his individual
attacks later on in the game may not pack the same punch as those of his contemporaries, he's liable to
end up getting in two turns for every one of theirs.

Offensively, Shadow almost ends up with the problem as Edgar where a superior (and row-ignoring) special
skill makes his regular physical attacks pointless. However, the high price of throwables along with an
economic overhaul are sufficient to keep him in check. Throw has has also been standardized and is now
restricted exclusively to knives, scrolls, and stars (no more chucking rods or swords), and each type of
weapon functions more uniquely than before. Knives tend to deal more damage, but are more expensive and
only single target, whereas throwing stars can now be "spread" just like a spell can to hit all enemies.
Scrolls, as always, do elemental damage that can be exceptionally powerful against a single target since
the damage is forcibly "split" (again like a spell) against multiple targets. Finally, Smoke Bombs (aka
"Shadow Edge") can now target any ally rather than just Shadow himself, which along with his handful of
support spells and high speed make Shadow an excellent utility character to have on hand.

Then again, you *could* just say "fuck it" and let him die. Your call.

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

				GAU
				---

Gau has always been a love-him-or-hate-him sort of guy, and at least that much hasn't changed here. What
I've tried to do is make it harder to hate loving him by overhauling his Rage list in the same spirit as
the other special skills, thus rendering all of the 64 remaining Rages (down from nearly four times that
amount in the original) hopefully at least as desirable as the six or seven of them that were in any way
useful before, not to mention a great deal more diverse/unique. The mechanics of The Veldt itself have
also been changed so that those inclined to utilize him no longer need to invest a fucking lifetime into
building him up. Without going into too much detail, enemies without rages (not to be confused with Men
Without Hats) no longer appear on The Veldt, and those that do will appear commonly instead of with the
same Rarity as a sober Irishman. You're welcome.

Stat-wise, Gau ends up drinking from the same punchbowl as Shadow: he dies in a gentle breeze, he likes
to evade damage instead of taking it, and he's one speedy little shit. Much like Shadow - perhaps even
more so - Gau ends up retardedly fast by the end of the game largely due to a lack of other useful stats
to boost through his espers. Combined with the fact that his primary (only) means of attack requires no
user input beyond the initial selection, Gau is easily Brave New World's fastest character.

In the end, though, Gau is still the same as he's always been: useful bordering on broken if used well,
but very difficult to use well. As the majority of his effectiveness stems directly from proper/clever
use of his Rages, the info found in the printme (the enemy data in particular) should prove especially
helpful to Gau fans. In fact, there might just be a little something in the unlockable archive (you get
the password for it by beating the game) specifically made for people who like to use him ;)

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

				SETZER
				------

Setzer, perhaps most importantly, is one of the Brave New World's main healers. He's also arguably the
tankiest, with the potential to gain lots of HP through espers and being restricted mostly to wearing
heavy armor. While his selection of healing spells is obviously important to this role, equally notable
is his Slots command. With a slight power boost and the ability to raise magic power (upon which all of
his Slot results are based) through espers, losing spins now act as something of a poor man's version of
Banon's Health command and make for an effective and spammable heal.

The slots themselves have been de-rigged to favor timing over RNG (see section four for details), and
winning spins will allow Setzer to significantly contribute to the team's offense if he's good enough at
nailing them. Physically, he has the option to dual-wield and is now the exclusive user of the retooled
Offering relic (see section four and the printme). He also possesses weapons (dice) that aren't subject
to the damage penalties imposed by either of those things, as well as ones that rely more on insta-kill
procs (Tarot, Trump) than direct damage to be effective. Then there's GP Toss, which is likely Setzer's
best choice for consistent, reliable damage that doesn't involve giving up his shield. The formula has
been reworked to make it an actually usable attack that's based off of Setzer's stamina (again, refer to
section four for details), which tempts an alternate build to maximize both its damage and Setzer's role
as a traditional healer that relies less on random chance than he typically would.

Ultimately, however, Setzer is more about tanking and healing than he is about fighting. His ability to
take hits ranks up there with the likes of Edgar and stamina Cyan (perhaps even more so if you go with a
pure HP/MP build), but he's generally not as good at returning fire as they are since all of his attack
options require either luck or sacrifice to be truly viable. It's through that first catch that Setzer's
"gambler" persona carries over to his role in combat, and most battles that he participates in will tend
to see him as either a top contributor or a snarky (and rather creepy) paperweight.

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

				MOG
				---

Mog is one of the most versatile characters in Brave New World, though he falls into the same class as
Gau in that his versatility poses a certain challenge in using him well. He gets a generous selection of
esper stat boosts and a great potential to maximize them since he's an entirely	optional character, but
what you focus on will depend largely on what you want to do with him. He doesn't really hybridize well
(nobody except perhaps Edgar does, but it's really noticeable in Mog's case), which leads to some very
unusual and rather extreme build options.

Probably the most obvious choice is to focus on Mog's magic power, which boosts both the potency of his
spells and of his offensive dance steps. With a smattering of offensive and status magic to choose from,
access to the X-Magic ability, and the ability to equip rods, going whole hog into jacking up his magic
power is far from a bad idea. Note, however, that Dance also uses his stamina not only to determine the
odds of stumbling on non-native terrain (see section four), but also to raise the effectiveness of the
steps that heal the party (Sun Bath and Harvester). The eight dances themselves have been reworked just
as every other ability in the game has in order to make them more unique and to tailor them to specific
builds and situations rather than just being the same damn thing eight times over, just with different
backgrounds. Water Rondo, for example, is a heavy offensive dance that will be mostly appreciated by a
magically-built Mog looking to deal big damage, whereas Forest Suite is a more defensive dance that can
be utilized to great effect by a tankier build. Both examples are particularly useful in boss battles,
whereas other dances like Wind Song and Dusk Requiem are more suited to randoms and crowd control.

On the flip-side, Mog can also opt to forgo all of that "magic" crap and embrace his role as the mod's
other potential dragoon. While he may at first appear to be pretty much just Edgar, but cuter, he gains
access to a few things that drastically set him apart from everyone's favorite perv, the least of which
is a weapon type other than spears that make for viable pogo sticks. Generally speaking, however, Mog
probably won't be doing much attacking aside from jumping since his physical damage is otherwise a bit
lacking. Ideally, whenever a physically-oriented Mog isn't taking a hint from Van Halen, he'll be taking
advantage of his spells and dances that don't rely on his raw magic power to be effective.

The conclusion is that Mog is something of an oddball character in Brave New World. He has many skills
and abilities available to him, but no one build is really able to take full advantage of all of them.
Instead, the idea is to focus on what you want out of him and to work toward that goal. If you don't, he
tends to be a sub-par character with little purpose besides being the adorable team/corporate mascot and
a rather blatant author avatar.

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

				STRAGO
				------

Strago is essentially Cyan's magical counterpart in Brave New World: he casts the spells that makes the
peoples fall down. He boasts the highest natural (and potential) raw magic power in the game, as well as
an ability which makes great use of it. Lore, as you can probably guess by now, has been given the same
treatment as every other skill before it (Rage being perhaps the best direct comparison) wherein all of
the useless crap has been dutifully pruned out and all that remains is now more useful. His normal spell
selection is a bit less impressive, but he gets the option for X-Magic to keep them competitive. As for
equipment, all rods (Strago's weapon of choice) now possess the "consumes MP for critical hits" property
so that their random spellcasts	can help Strago deal big magical damage even with his regular attacks.
All of this makes him more dependent on MP than any other character to be at all effective in battle,
however, and so he's one of the few characters able to significantly boost it through both espers and
equipment and one of only two to which the highly sought-after Osmose spell is now restricted.

Strago's two main disadvantages are that he's squishy and he's slow as all fuck. His natural stats and
armor will provide him with good magical defense, but his physical defense and HP will remain quite low.
His shitty speed can be overcome with enough of the right equipment, though it will likely come at the
expense of maximizing his other stats (by which I mean his magic power). How he's built and loaded out
will hinge mostly on whether you prefer to use him primarily as a nuker or to take advantage of the many
utility spells and lores that he possesses to support the rest of the team. In either case, he probably
needs to stay in the back row since the only advantage of not doing so is better random cast damage from
his rods. And I can really only think of three or four or five situations where that's worth dying for.

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

				RELM
				----

Relm may seem like a pint-sized, foul-mouthed version of her grandfather at first, but she's actually a
very different beast. Both are glass cannons with an emphasis on powerful magic, but their similarities
end there. First off, she trades a bit of her grandfather's raw magic power to get back some much-needed
speed. Second, Relm possesses a handful of the game's strongest spells both as her main advantage and as
her main weakness. Dubbed "Little Miss Overkill" in testing, Relm functions well as both an offensive
powerhouse and as a traditional healer. The downside is that she's something of a two-trick pony and has
little else going on for her otherwise. Her early-game offense is largely limited to Sketch - which has
at least fixed to no longer destroy the universe and to use her stats instead of the target's so that it
actually does damage. And her primary healing ability outside of mostly end-game spells is whacking her
friends with a paintbrush, which (for some reason) now heals them. Definitely a late bloomer, this one.

Because of Relm's strong emphasis - that is to say her outright dependence - on powerful magics, she's
the (only) other character who now learns Osmose so that she at the very least remains self-sufficient.
Just remember that she's still quite squishy, so stick her in the rear and use her speed and overpowered
magic as a means to eliminate as much of the enemy threat as quickly as possible.

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

				UMARO AND GOGO
				--------------

These two, lastly, end up in Brave New World as largely enhanced versions of what I presume they were
originally meant to be. Umaro is big, strong, and hits like a fucking truck. Due to this, he'll appeal
greatly to inexperienced players that are just looking for a tank to smash shit up. But because he can't
really do anything *else*, his long-term usefulness is somewhat limited.

Gogo, on the other hand, looks downright horrid on paper due to his shit stats and generally lackluster
equipment options. However, the mysterious pile of rags holds great rewards for the clever player who
takes the time to unlock his true potential. In the original game, Gogo's role was heavily diminished by
the aforementioned fact that, by the time you found him, your team was already full of faceless Ultima
factories. But if we've at all succeeded in our goal to mold every character into a unique being, each
with their own distinct advantages and disadvantages, then there is tremendous value in someone who can
wield any of those advantages at will. In fact, if not for his abysmal stats, Gogo would be hands-down
the absolute best character in the game. And even with them... he still very well may be.

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

As I mentioned several times above, evasion now factors much more prominently into the game than it did
before. This applies to both physical and magical evasion, though both have been handled differently.
Specifically, unlike your d00ds, enemies now only possess physical evasion. This is why you may notice
that the printme only lists hit rates for magical attacks; all weapons (except for the ones that never
miss) have been set to 100% accuracy across the board, and special skills like bushido and throw could
never be dodged in the first place. You see, contrary to what any rational person might assume, 100% is
only a perfect hit rate if the target has absolutely no evasion; a "true" perfect hit rate is 255%. And
since that shit can get really confusing really fuckin' fast, I've decided to simplify things as much as
possible so that the only thing you need to remember about how evasion works is that any hit rate higher
than 100% is only relevant when the attack in question is being used against you.

Something else I should mention, as it seems to confuse a lot of players, is how to tell if an attack is
physical or magical. I tried to make it is intuitive as possible in the printme, but to make it crystal
clear: ALL DAMAGE IS MAGICAL UNLESS OTHERWISE STATED. The printme very specifically notes all physical
damage as such (although the in-game descriptions may be a bit less clear due to space restrictions);
everything else magical. A common point of confusion seems to be the new stamina-based attacks, such as
Sabin's Aurabolt blitz or Cyan's Dragon bushido. These are magical attacks set to consider the user's
stamina instead of magic power, which is why they are unaffected by relics that boost physical damage.
It's also why they're not subject to the back-row damage penalty, whereas physical blitzes and bushidos
like Pummel and Dispatch now are.

The economy is another subject that should be brought up. In the original game, outfitting your team was
mostly a simple matter of buying the most expensive gear at every town you came across and still winding
up sitting on top of a massive pile of cash by the end of the game because you'd long since ran out of
shit to spend any of it on. As a quick look at the printme should reveal, neither of those things remain
true: the most expensive equipment is not necessarily the "best", and there are lots of shiny things to
spend your money on even late into the game. And failing that, there's always GP Toss.

In a similar vein to the above, rare items and equipment are now just that: rare. No more farming that
shit by stealing it from random mooks on the street, or even worse, stabbing them with legendary swords
until they for some reason turn into elixirs. While theft (sorry, "Treasure Hunting") is still a useful
way to acquire certain... things, the latter is no longer possible at all because it's fucking stupid.
Using Ragnarok on your enemies now turns them into bloodied corpses, not endgame gear. Note that a good
deal of the game's treasure chests and boss drops have been edited, as well, so you don't end up with
mountains of awesome shit even *without* the farming.

The role of the Colosseum has likewise shifted away from being a place to farm legendary artifacts to a
place where you can win rare things by trading *other* rare things for them. Look at the printme. Don't
see a value listed for an item or a piece of equipment? That shit's rare. Don't want it? Bet it at the
Colosseum. Don't like what you get? Bet that shit. Repeat until either satisfied or insane. While some
of the things you can win at the Colosseum are direct upgrades of what you bet (and are thus well worth
the visit), most of the prizes will require you to give up at least something almost as nice in return.

Finally, and most notably, there's enemies. After all, what's the point of going to all this effort to
shape your team into a diverse force of awesome and great justice if you don't have any good challenges
to throw at it? By far my biggest achievement in this mod is what I've done here, because I've literally
rebuilt the game's entire enemy system from scratch: every formation in every pack in every zone, every
setting and every statistic on every enemy, and every single last motherfucking battle script in the
entire motherfucking game has been completely rewritten, with the goals being a greater variety of
enemies and enemy behavior, as well as a greater emphasis on good strategy to defeat them.

"What is a good strategy?" you may ask. Well, it's certainly *not* "there is one way to win each battle
and failure to do exactly that will result in you getting your ass handed to you every time". First off,
Brave New World was not intended to be - nor is it marketed as - a difficulty mod. It ends up as one by
virtue of fixing the game's broken mechanics and providing at least some challenge, but it's also meant
to be accessible to first-time players as much as it is veterans of the game. Instead, what I believe to
be the true beauty of Brave New World is the degree of choice that it affords the player, and it's what
the player does with that choice that makes this game their own. There is no one path to victory in this
mod; there are infinite paths. Whichever one you take is entirely up to you.

Oh, and also...

			TALK TO EVERYONE AT THE BEGINNER'S SCHOOL AT NARSHE.

				(Or I'll eat your fucking children.)

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




				4. PATCHES & ASSEMBLY HACKS




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

	Esper Restrictions	This is pretty much the cornerstone of the entire mod; it restricts the
				use of espers only to characters who are compatible with them (see the
				printme for a full list), thus allowing us to make the characters more
				unique due to the fact that espers are pretty much the only contributing
				factor to character development in Final Fantasy VI.

	   Esper Bonuses	Aside from the above (and complimentary to it), the most sweeping change
				made in Brave New World is transforming the esper level-up stat bonuses
				from an apparent last-minute afterthought in the game's design into the
				core of character development and customization.

				Espers now offer the following (per-level) stat bonuses:

					 HP +60
					 MP +40
					 HP +30/MP +15
					 HP +30/Stamina +1
					 MP +25/Stamina +1
					 Vigor +1/HP +20
					 Magic +1/MP +15
					 Vigor +1/Speed +1
					 Magic +1/Speed +1
					 Vigor +1/Stamina +1
					 Magic +1/Stamina +1
					 Vigor +2
					 Magic +2
					 Stamina +2
					 Speed +2

	   Esper Experience	We encountered several obstacles regarding esper stat boosts, the least
				of which was that almost every stat sucked (see "nATB System", "Physical
				Damage", and "Stamina Overhaul" below) and the most persistent of which
				was that FF6's leveling system was clearly not designed with esper stat
				boosts in mind.	This ultimately resulted in an environment where, after
				everything else was all said and done, players were penalized for not
				keeping levels as low as possible in the early game because every level
				gained without espers was "empty". Late-game characters like Setzer and
				Strago were hit particularly hard by this, as was any character build
				which relied heavily on World of Ruin espers (i.e. magic/support Locke).

				To balance this, stat boosts from espers were given their own leveling
				system independent of regular levels. Each character starts out at an
				"esper level" (EL) of 0 - regardless of their regular level - and gains
				EP (exp. for esper levels) according to the following formula:

						EP = (spell points * exp.) / 8

					(NOTE: Spell points were renamed from "magic points")

				Note that esper levels use the same experience table as regular levels
				(see "Exp. Curve" below) and cap at 25. Also note that a character will
				not gain any EP if (s)he has no esper equipped, which you no longer have
				any reason to do thanks to...

	   Esper Bank		Finally, the advent of character builds eventually found itself at odds
				with the fact that they still had to equip espers to learn spells, which
				meant a lot of battles on the Veldt and/or micromanagement of experience
				gains to avoid gaining unwanted esper levels. To alleviate this concern
				and finally put the whole matter to bed once and for all, spell points
				earned by characters in battle now go into a "bank" for each character,
				and spells are now learned by "spending" them in the menu screen without
				actually needing to equip the esper and fight battles (the learning rate
				for spells on espers is now the cost of that spell). The maximum amount
				of spell points that any character can bank at a time is 30.

				Similarly, esper levels are "banked" and spent in the same manner as
				spell points are rather than being granted upon earning them in battle.
				This makes it so that your only reason/concern for equipping espers is
				summoning them in battle. It also allows us to have a "respec" feature
				later in the game that resets your characters' esper levels so that you
				can re-build them with different stat boosts if so desired.

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

	Level Averaging		In the original game, characters were brought up to the team's average
				level at set points throughout the game. This was a feature we initially
				removed entirely due to issues discussed above with esper stats, as well
				as to encourage using a variety of characters rather than just the same
				four d00ds while everyone else sits on the bench and feels their asses
				grow. The EL system has since removed the first problem, and so we've
				reinstated level averaging in a manner that only addresses the second.

				To the point, level averaging now occurs at only one point in the game
				aside from initial averaging that's done for each character when they
				join (or, in Shadow's case, *every* time he joins you in the World of
				Balance). Everyone gets re-averaged at the game's halfway mark, which is
				importantly distinct from how the game originally did it for everyone
				when you re-obtained them later on; with the averaging all done at once,
				there's no longer any benefit in putting off getting anyone back.

				(Also note that, for obvious reasons, esper levels cannot be gained via
				re-averaging - that much must still be done the old-fashioned way.)

	   Initial Levels	Concerning the initial levels that characters join up at, that has also
				been changed. In the original game, most characters joined at slightly
				above the party average, whereas now everyone except Gogo (average -3)
				and Umaro (average +5) now joins at the party average.

	   Exp. Curve		Character levels are now capped at 50 with a "soft" cap starting in the
				40's (expected end-game levels are mid-30's). Level growth is otherwise
				linear except for two "humps" after levels 10 and 20. For more details,
				consult the experience/level chart in the printme.

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

	nATB System		The short explanation of what this hack does is that it pauses the ATB
				timer during attack animations, while the "Fight" command is targeting,
				and while Bushido is charging. This has two effects: one, it makes speed
				contribute more significantly to how fast and often a character acts in
				battle, as well as preventing it from effectively soft-capping at around
				60 or so; two, it removes the exploit of camping in the item menu under
				the "wait" setting to gain a huge speed advantage. The resulting system
				is basically a modified version of "wait", which I mention because there
				is no longer an	"active/wait" setting, nor a "battle speed" slider.

	   Command Delays	Complementary to the above, we have edited the delays between command
				input and execution in battle for balance purposes:


					NO DELAY       ($00)		SHORT DELAY    ($10)
					--------------------		--------------------
					Steal/Mug			Fight
					Runic				Item
					Leap				Rage
					Mimic				Dance
					Revert				Throw
					Defend/Row			Sketch
					Possess				Health
					Magitek				Shock

					MODERATE DELAY ($20)		LONG DELAY     ($40)
					--------------------		--------------------
					Magic/X-Magic*			Morph
					Tools				Summon (esper)
					Blitz
					Bushido				HUGE-ASS DELAY ($70)
					Slot/GP Toss			--------------------
					Lore				Jump (air time)

					*X-Magic's delay is effectively $40 in practice


				And that's... really all you need to know. Below, I'll go into the finer
				details of battle timing and what nATB had to change to work within its
				system, but I'd recommend just skipping down to the physical damage hack.

	   Combat Speed		First of all, the nATB system triples the speed of the combat timer to
				make up for the fact that it pauses it incessantly. This is meaningless
				to the layperson as the combat timer concerns only enemy A.I., but what
				is relevant are the speed "multipliers" for the Haste and Slow statuses
				(plus a third for "normal" speed). Because even small speed differences
				are much more impacting in nATB - and also because Slow is now effective
				against anything (even bosses) without inherent Haste - it was necessary
				to narrow the gap between the three statuses to keep them in check:


					NEW MULTIPLIERS		OLD MULTIPLIERS
					---------------		---------------
					Slow	  60x		Slow	  32x
					Normal	  75x		Normal	  64x
					Haste	  90x		Haste	  84x


				Note that while the end result is a net increase to the flow of combat,
				the pacing will feel slower very early in the game when your have fewer
				characters (especially given that Terra is one of the slower characters
				in the mod) and you don't yet have any speed-boosting espers or gear.

	   Status Timers	Several status effects utilize a timer to determine when they wear off;
				since these are different timers than the global timer mentioned above,
				it was again necessary to shorten their durations to compensate for the
				fact that their incrementation is constantly being interrupted:


					NEW TIMER SETTINGS	OLD TIMER SETTINGS
					------------------	------------------
					Stop	     5		Stop	     18
					Sleep	     10		Sleep	     18
					Freeze	     10		Freeze	     34
					Rflect 	     15		Rflect 	     26
					Condemned    *		Condemned    *


				Note that cutting the timers for Sleep and Rflect in half renders their
				durations about the same as they were originally, while Stop and Freeze
				were further reduced as a balance measure. Condemned is a bit tricky,
				since its timer is generated by the following formula:


					Random Number = [Caster's Lv...((Caster's Lv * 2) - 1)]

					Timer starts @ (79 - Random Number) / 2

					(NOTE: minimum starting timer value is 10)


				This formula is largely identical to the one from the original game; all
				that's been changed is that both the end result and the minimum starting
				time have been cut in half to compensate for nATB.

	   Timer Speed		The speed at which the timers count down in the original game is roughly
				1 tick every 1-2 seconds; the nATB system cuts that speed about in half
				due to the constant interruptions. The X-factor in play here is that the
				speed of these timers is also affected by Slow and Haste - they'll count
				down slower if you're slowed and faster if you're hasted. For the most
				part this makes sense, since the beneficial status will cause negative
				ones to wear off more quickly and the detrimental one makes them linger.

				However, the frequency of Regen/Sap/Poison ticks (which are also edited
				by nATB, but unimportant to this discussion) are also affected by timer
				speed, which means that a hasted character will also take more frequent
				damage from sap and poison while a slowed character takes less. It also
				means that the Condemned status kills you quicker if you're hasted and,
				again, slower if you're slowed. Rflect is sort of a wash since it can be
				seen as either positive or detrimental depending on your situation, but
				the fact that its duration is tied to your speed is still kind of weird.

	   Viva La Retreat!	The last thing that nATB edits is the run timer, since running away from
				fights would be virtually impossible it it didn't. I won't get into the
				specifics since they're largely irrelevant, but the short answer is that
				running away is somewhat harder than before under ordinary circumstances
				and a lot harder from non-overworld battles in second half of the game.
				It's generally advised to warp (via Warp Whistles or the titular spell)
				from late-game encounters if you wish to avoid them.

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

	Physical Damage		The formula for physical (non-magical) damage dealt by characters has
				been completely rewritten so that vigor plays a more significant role.


						OLD PHYSICAL DAMAGE FORMULA
						---------------------------
					Dmg = BatPwr + (Lv^2 * (2Vgr + BatPwr) / 256) * 3/2


						NEW PHYSICAL DAMAGE FORMULA
						---------------------------
					Dmg = 2Vgr + BatPwr + ((Lv^2 * Vgr / 16) * (BatPwr / 16)) / 24


	   Back Row Nerf(s)	The back row now only reduces incoming physical damage by 25%. Outgoing
				physical damage is not only still halved, but now also includes physical
				damage dealt by the Tools, Blitz, and Bushido commands (excepting the
				Autocrossbow, which is long range).

				(For the record, the only two commands that inherently deal row-ignoring
				physical damage regardless of weapon are Jump and Throw. Physical damage
				from other commands - Mug and Sketch, namely - does not ignore row.)

	   Blind Accuracy	Further to the above, the Blind status (renamed from "Dark") now affects
				all physical and most(*) stamina-based damage from special commands (all
				of which remain otherwise 100% accurate). The exception is Jump, which
				still always hits no matter what. Sketch, hilariously enough, is also
				unaffected since it's techinically classified as a magical attack.

				(*Cyan's Eclipse bushido is the exception, as noted in the printme.)

				In addition, hitting something in the back (side/pincer attacks) is now
				affected by blindness, as well, whereas before a back attack would never
				miss under any circumstances (I think). It also also not cirumcumvented
				by weapons that never miss or by relics that grant perfect accuracy.

	   Vigor = Defense	In addition to determining physical damage dealt, vigor now helps reduce
				incoming physical damage, as well. See "Random Variance" in the stamina
				overhaul section below for more details.

	   Defend Buff		The "defend" battle command now halves both physical and magical damage
				instead of just physical damage. This is a rather important hack for the
				crazies who are trying for a level one Gogo (and yes, it's been done).

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

	Stamina Overhaul	In the original game, stamina did as close to nothing as a stat could
				possibly do without actually doing nothing (like evasion did). Its main
				purpose was to act as a separate layer of evasion against attacks which
				considered it, except only instant death attacks did. That role has now
				expanded to include fractional damage (i.e. Demi), redirectional damage
				("steals HP"), MP damage, and all status ailments. To further emphasize
				the role of stamina in defending you against such attacks, it's now the
				*only* evasion check against them. In the printme, this is indicated by
				listing their hitrates as "Stam%", so that's what that is.

				The stamina evasion formula is a simple (Stamina/128) chance of success,
				and a rewrite of its functionality allows it to only consider the status
				portion of attacks that also deal regular damage. Such attacks will use
				regular (or magical) evasion to determine hit probability (assuming that
				it's an attack that can be dodged), and then will run a stamina check if
				the attack hits to determine if the status is set. In the printme, such
				attacks use the verbiage "may set (status)" instead of "sets (status)".
				This edit also affects negative statuses set by enemy "special" attacks:
				regular physical attacks with either an added status effect or a damage
				multiplier (most notably used by Gau in most of his rages).

				(NOTE: remember that attacks with "Stam%" accuracy will always set their
				status when they hit, since their hitrates ARE their stamina check)

				It should be noted that enemies also possess stamina, and it's mentioned
				here since the above is the only real way in which it's relevant to the
				player. Brave New World lowers the minimum and maximum values for enemy
				stamina from 17~40 to 1~32 (the formula is simply [MaxHP/256] with a cap
				at 32). This is done so that weaker enemies have little to no chance of
				avoiding indirectly offensive attacks, and casting Slow on a boss still
				has a relatively decent chance (75%) to hit.

				To keep things simple for the player, all attacks which are used only by
				your party skip the stamina check for statuses if the attack also deals
				damage. This is done to remove unnecessary guesswork since enemies don't
				give any visual indication of many statuses, such as Slow or Blind. I do
				make an exception with the "3 Chocobos" winning Slot spin, since Stop is
				a but too OP to allow players to set en masse with perfect accuracy. The
				other outliers are Drain and Osmose, which enemies do not use so that I
				could give them set hitrates instead of stamina-based ones; the Imp and
				Bserk spells, which can't miss because they can be used beneficially on
				your own party; and the Poison spell (but *not* Bio), so that it's the
				better spell to use if you're just looking to set the status.

	   Random Variance	In addition to helping you avoid most of the the nastier side effects of
				magical attacks, stamina now also acts as an additional layer of defense
				against their primary effects in the same manner that vigor now reduces
				physical damage. This is done via the game's "random variance" formula,
				which is applied to every attack that doesn't do a set amount of damage.


						OLD RANDOM VARIANCE FORMULA:
						----------------------------
					Damage = (Damage * [224...255] / 256) + 1


						NEW RANDOM VARIANCE FORMULA:
						----------------------------
					Damage = (Damage * [Low...High] / 225) + 1

					   Low  = 225 - (Vigor or Stamina * 2/3)
					   High = 255 - (Vigor or Stamina)


				In the original game, random variance was a fixed range between 87% and
				99% of the original value; in Brave New World, high vigor and/or stamina
				will help you take less - and more consistent - damage from attacks. To
				better demonstrate the effects of this, here are some examples:


						 24 Vigor/Stamina = 92% ~ 102%
						 30 Vigor/Stamina = 91% ~ 100%
						 36 Vigor/Stamina = 89% ~ 97%
						 42 Vigor/Stamina = 87% ~ 94%
							---
						 60 Vigor/Stamina = 82% ~ 86%
						 90 Vigor/Stamina = 73%*
						120 Vigor/Stamina = 64%*

					(*A negligible amount of variance still applies)


				The four benchmarks on the top represent the initial values that (most)
				characters possess for vigor and stamina, while the three on the bottom
				show the effects of raising them via equipment and/or espers. Note that
				the range of damage at 60 vigor/stamina is significantly smaller than at
				the earlier benchmarks, and the variance disappears (*almost) completely
				at 90 when the ceiling hits the floor. Vigor and stamina see diminishing
				returns	beyond that point as the ceiling continues to drop at the same
				rate as the floor, though it should be worth mentioning that very few
				characters will realistically ever reach that point.

				(Also, in case you were wondering, curative spells and abilities still
				use the old random variance formula.)

	   Stamina Attacks	Less broadly, stamina is now a factor in several spells/attacks/commands
				(replacing the role of magic power wherever applicable), making it more
				individually appealing to the characters that use them. This includes...

					...the Remedy & Regen spells (which now also cure HP)

					...Harvester & Sun Bath (Rage/Dance moves)

					...Rock, Tentacle, & Shrapnel (Rage attacks)

					...several blitzes (refer to the printme for details)

					...Bushido/SwdTech #5/6 (ditto)

					...Dance (non-native dance success % = (96 + Stam * 2) / 255)

					...Morph (see "Morphology" description below)

					...GP Toss (see "Make It Rain" description below)

					...Umaro's "Blizzard" attack (see "Umaro Hit Hard" below)

					...the Atma/Omega Weapon (see "Atma & Omega" description below)

					...Interceptor's counter-attacks (previously magic-based)

					...desperation attacks (ditto)

					...(???) ((Lv^2 * Stam) / 12) + (User's Current HP * 2)

	   Sap & Regen		Moving on, the formulas for Regen and Sap/Poison (all of which are much
				more prominent statuses in this mod than they were originally) have been
				edited to allow stamina to contribute more significantly toward raising
				the amount of HP restored by the former while now defending against the
				latter (originally, stamina *raised* the damage dealt by sap/poison).


						OLD REGEN/SAP FORMULA
						---------------------
					*Tick = ((MaxHP * Stam) / 1024) * (Random Variance)

					(*If sap on a player character, tick is halved)


						NEW REGEN FORMULA
						-----------------
					Tick = ((MaxHP / 32) + Stam) * (Random Variance)

					(NOTE: Random Variance is 87% ~ 99%)


						NEW SAP FORMULA
						---------------
					Tick = (MaxHP / (16 + (Stam / 8)) * (Random Variance)

					(NOTE: Random Variance is the new formula shown above)


				Note that the first part of the formula is stored in an 8-bit value, and
				is thus capped at 255. The minimum value for random variance is 1, so no
				regen or seizure tick can exceed 254 (further, because seizure damage to
				player characters was originally halved, it could never exceed 127).

	   Poison Edits		Poison works in a manner similar to Sap, except that it only ticks half
				as frequently and each tick deals incrementally more damage. Originally,
				the increment value was equal to the value of the initial tick; we have
				halved the increment value in Brave New World to keep Poison from being
				too detrimental of a status (given the lower overall HP totals of player
				characters compared to the original game).

				We've also corrected an error (possibly intentional, but I doubt it) in
				the original code wherein the variable that increments with each tick
				doesn't reset when the status is cleared, so Poison ticks will now start
				back over at the beginning if the status is re-applied to the same d00d
				in the same battle rather than picking back up where they left off.

	   Magic Bonus Fixes	As a side effect of the above changes, we've also fixed two other bugs
				wherein the "magical damage +25%" relic property was raising the damage
				of Sap/Poison ticks - even allowing them to go over the 8-bit cap - and
				wasn't being applied to curative spells. We also thought it a little bit
				odd/overpowered that the magic damage bonuses were stackable whereas the
				physical ones were not, so they no longer are now.

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

	Evade Bug Fix		Physical and magical evasion now function properly (instead of magical
				evasion covering both types and physical evasion doing nothing at all).

				Seems like a simple enough fix, right? However...

	   Status Evasion	Fixing the evasion system awakened a dormant mechanic from deep within
				the game's code wherein physical attacks will gain accuracy bonuses or
				penalties (+/-25%) if the target has certain statuses set. Some of these
				made sense and were left alone, like how being Slowed, Blinded, Muddled,
				or Zombied will now make the afflicted easier to hit. Others, most oddly
				the Rerise (AKA "Life 3") status being subject the same penalty, were
				fucking retarded and were thrown in the trash where they belong.

				The big issue, however, wasn't with the accuracy bonuses, but rather the
				penalties when attacking targets affected by the Haste, Sap, Poison, and
				"Near Fatal" statuses. Not only did none of these make any sense (except
				for Haste, but Haste is OP enough already), but their newfound ubiquity
				in Brave New World - Haste and Sap in particular - made	balancing the
				physical game hell (and yes, those penalties *stacked*).

				(Needless to say, the penalties in the above paragraph are now gone.)

				For reference, standard enemy evasion in Brave New World is 10%, with a
				few set higher to 25% or lower to 0%. Due to the above-mentioned issue
				going unnoticed for many earlier versions of the mod combined with the
				game's original streak-heavy RNG (which we finally replaced at the same
				time we took care of this problem - see "Random Number Good" above), the
				resultant game environment was one where the "always hits" property on
				weapons and relics took on far more importance than it was intended to.

	   Parry & Counter	On the flip side to the above, a functional evasion system combined with
				several characters who are very much built for it (Locke and Shadow come
				immediately to mind) rendered the "randomly counters" property less than
				useful since characters could originally only counter attacks that had
				successfully hit them (which in Shadow's case usually left him too dead
				to retaliate). We have removed this requirement, thus allowing the likes
				of Locke and Shadow to parry and counter to their heart's content.

				Note that the game's original counter-attack rate was 75%. We found that
				to be a bit much once we got everything fixed and working properly, so
				that's been bumped down to a mere 50% in Brave New World.

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

	Vanish/Doom Fix		One of the original game's more infamous bugs (and one of the select few
				to warrant a shitty patch job in all subsequent releases) related to the
				"clear" status circumventing status immunity, particularly to instant
				death attacks. This has been *properly* fixed in Brave New World via an
				external hack created by Terii Senshi.

	   Vanish/Float Fix	Far lesser-known than the above bug (but much weirder) is the one where
				ground-based attacks like Quake would lift the "Clear" status from any
				floating targets as if it had hit them (even though they would miss).
				Even though the "Clear" status as a whole has been largely downplayed in
				Brave New World, we still went ahead and fixed this bug.

	   Overcast Fix		Similarly, another patch fixes an issue with an attack called Overcast
				which forcibly sets zombie on your party regardless of immunity to it.
				This led to it being impossible to remedy due to how immunities work in
				this game; Overcast now simply no longer bypasses zombie immunity.

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

	Abort On Enemies	Failing the old "Vanish/Doom" trick, a vanilla player's primary fallback
				for any undead enemies (including bosses) is simply to toss a Phoenix
				Down or Revivify on it and call it a day. My first response to this was
				simply to make items unable to target enemies, but clever players know
				that the muddle status can get around that little fix. That is, it *did*
				work until we hard-coded certain things to not work on enemies at all.

				Thing is, quite a few of the game's laundry list of bugs tend to involve
				hitting enemies with shit that's not meant to be used on them, Palidor
				being a rather notable offender. Curiously, there's a targeting flag in
				the game's code to abort an attack in the event that it somehow ends up
				targeting the party, yet there's no equivalent for the *enemy* party,
				where such a flag is actually needed.

				Long story short, we made an "abort on enemies" flag for shit that's not
				supposed to be used on enemies. "But what about stuff that's okay to use
				on just *regular* enemies, but not on bosses?" you may ask. Well...

	   Boss Immunity	The "Suplex" byte, which originally prevented Suplex from targeting
				certain enemies (primarily those of the floating or stationary variety),
				is now a hard override to prevent fractional damage attacks (i.e. Demi,
				Quartr) from being cheesed on bosses (and also minibosses). Such attacks
				originally were set to miss anything immune to instant death, so instant
				death attacks were thus always preferable. Fractional damage attacks now
				deal earth and/or wind damage and follow suit with other earth and wind
				attacks by being generally very powerful, but unable to hit a weakness
				due to a lack of them (though some enemies still resist them).

				In addition to fractional damage attacks, this flag is also used by the
				Rerise spell (to prevent issues/bugs with bosses that drop items), and
				the Snare dance step (which otherwise disregards death immunity).

				And yes, Suplex works on everything now - have fun pile-driving Kefka.

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

	Optimize No Worky	Because the "optimize" command only considers raw defense/battle power,
				it's generally a poor judge of usefulness - especially given the many
				other benefits that most equipment now has. It also doesn't play nicely
				with the "dual wield" property on weapons (see below), which is why we
				had to take optimize out back and put it down. Note that the ability to
				change weapons in combat has also been disabled for the same reason.

	   Optimize Fix		The only instances in Brave New World where the optimize code is still
				used are when Edgar and Terra are force-equipped when they re-join you
				immediately prior to boss battles, and we utilized an external patch to
				prevent it from doing shit like making Edgar wear a drill on his head.

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

	Genji Glove Fix		Dual-wielding weapons now results in a 25% decrease in damage from both
				weapons (as it was originally intended to do). Note that this patch has
				been modified from the original version created by Assassin17 (as noted
				in the credits) to only affect regular physical attacks instead of all
				attacks that deal physical damage (i.e. most of Sabin's blitzes).

	   Dual Wind Slash	Another modification to this hack allows the damage penalty to affect
				Wind Slash and Aero when weapons randomly cast them in place of regular
				physical damage. See also the Gauntlet fix below for more on this.

	   Dual-Wield Weapons	Finally, note that the dual-wield property is now attached to certain
				weapons (see the printme) rather than to a relic. Any weapon possessing
				the dual-wield property allows a second weapon to be used regardless of
				whether or not the second one allows for it - a sword and dagger combo,
				for example, is a valid setup. The only exception is spears, which are
				disallowed in dual-weapon setups (this only affects Mog) because I spent
				most of development running my Mog with a spear/boomerang load-out and
				Synchysi thought it was bloody stupid.

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

	Gauntlet (Fix?)		Holding certain weapons in both hands now increases battle power by 50%
				rather than 75%. This was done because, as with the dual-wield property,
				two-handed functionality is now applied to specific weapons rather than
				enabled by a relic and the game's original bonus led us to some balance
				issues (think "dragoon"). A modified version of an external hack known
				as "Throw Down (part of) The Gauntlet" is also utilized to allow their
				effective battle power to be shown accurately in the equip menu.

	   2-Hand Wind Slash	As also with the above hack, a 50% damage bonus will also apply to Wind
				Slash and Aero when two-handed weapons randomly spark them in place of
				regular damage. Combined, these two allow for a very noticeable balance
				between those weapons when used by Shadow (who typically dual-welds) and
				Cyan (who is forced to use both hands since he can't use a shield).

	   Two-Handed Weapons	Finally, note that using two hands for weapons that allow it is entirely
				optional (except for Cyan, who as noted above is forced to do so by his
				equipment restrictions). Specifically, giving Edgar or Mog a spear and a
				shield (i.e. The SPARTAAAAAAAAAAAAAA! Setup) is allowable even though it
				looks like the game doesn't want to let you do it. To further illustrate
				this, an empty off-hand will now turn yellow (instead of gray) if a two-
				handed weapon is equipped in the other one.

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

	Sketch Fix		First and foremost, using Sketch should no longer cause the universe to
				implode on itself thanks to a patch that fixes whatever in the hell was
				wrong with it in the original game. So, there's that.

	   Brushless Sketch	Secondly, sketch is now disallowed unless a brush is equipped by a patch
				called "Brushless Sketch" (which does pretty much the exact opposite of
				what its name suggests) because painting with a knife is something that
				only psychopaths do (which Relm kind of is, come to think of it).

	   Sketch Formula	Finally, we've edited the Sketch formula to use Relm's stats instead of
				those of the enemy so that it actually does damage beyond double digits.

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

	Auto-Swordless Runic	Similar to the Brushless Sketch patch (both utilize the same base code,
				and so Brushless Sketch requires this one to work), Auto-Swordless Runic
				keeps Celes from spamming the ever-loving shit out of Runic when she's
				muddled	or at the Colosseum if she doesn't have a sword to Runic *with*.

	   Elemental Runic	We've also corrected a bug wherein Runic'd spells would not be stripped
				of their elemental properties, so protection from any element would also
				"protect" Celes (or Gogo) from absorbing the spell's MP cost.

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

	Persistent Rage Fix	So named because the original name is stupid (it's made by the same guy
				who made Brushless Sketch and Auto-Swordless Runic... go figure) and not
				really descriptive of what the patch does. What it does is recalculates
				resistances whenever Gau dies so that elemental immunities/weaknesses he
				gains through Rage won't persist (and stack) throughout the battle.

	   Rage Status Patch	This is an extension of the above written by Think (nATB, many others),
				which fixes it to also affect statuses. The problem with the original
				patch was that the recalculation code does not remove statuses that you
				are immune to because the code basically interprets status immunity as
				"cannot be toggled on or off". Thus, characters who are given statuses
				like Safe or Haste by their equipment, or in this case Rage, are then
				considered by the game to be "immune" to those statuses.

				This patch does two things to correct the above issue. First, it strips
				characters of any status that isn't provided by their equipment whenever
				resistances are recalculated (i.e. when they die). Second, whenever Gau
				enters the Rage status, he is purged of all statuses that his rage gives
				him immunity to (*actual* immunity, not "inherent" immunity). Note that
				in addition to preventing Gau from being stuck with status ailments that
				he can't cure, this also fixes an exploit where raging a monster that
				absorbs poison damage (all of whom resist the Poison status in Brave New
				World) with the Poison status set basically gave you Regen on steroids.

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

	Rflect Softlock Fix	This fixes a bug where the game could semi-softlock (it would hang for a
				good several minutes) if a rflected spell had no valid target. Although
				possible in the original game, this is the sort of bug you really had to
				try to set up. In Brave New World, however, it's more of an issue due to
				the fact that enemy counter-attacks - usually triggered by being hit by
				certain commands - are no longer prevented by lethal damage.

				And speaking of enemy counter-attacks...

	   X-Magic Counter	The X-Magic command is now uninterrupted so that it's no longer possible
				to provoke two counter-attacks from the same target with it.

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

	Impology		Imp was always one of the more misunderstood statuses in the original
				game, mainly since it wasn't very up-front about what it did and even it
				seemed to not have a very good idea about it was trying to be. It was a
				weird offensive debuff/mute hybrid that didn't even behave the same way
				on enemies as it did on your party. And don't even get me *started* on
				how buggy the animation was/is.

				Now, Imp is a simple output debuff: 50% off everything, both offensively
				and healing-wise. It's basically the exact opposite of Morph (see below)
				except that it doesn't affect incoming damage. Attacks and spells with
				fixed or fractional damage are also unaffected, but the Imp penalty does
				apply to some things that you wouldn't expect it to like items and Regen
				and Sap/Poison ticks (this is explained a bit more in the next section).

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

	Morphology		Terra's Morph ability is now a toggled stance rather than a timed one.
				Rather than doubling her offensive output and halving all magical damage
				taken, it now boosts her output by 50% at the expense of doubling all
				damage taken. This damage penalty is reduced by 1/128 for each point of
				stamina that Terra has, down to a minimum of 25% at 96 stamina.

				It's important to note that when I say Morph is a 50% boost to Terra's
				output, I mean that it's a 50% boost to EVERYTHING. The Morph bonus is
				added to damage calculation as a "multiplier", which I mention because,
				in the original game, multipliers are ignored by all defense-ignoring
				attacks. THIS IS NO LONGER TRUE - everything with the "ignores defense"
				flag set will now respect multipliers. This includes curative spells,
				which are set to ignore defense as sort of an obvious necessity.

				Because FF6's code is weird, the Morph bonus also applies to items like
				Dried Meat that heal a set amount of HP/MP, but not to items like Tonics
				or Ethers that restore fractional amounts of maximum HP/MP - apparently,
				beef jerky is 50% more delicious when a naked pink lady is cramming it
				down your gob. Morphing also boosts Terra's Regen and Sap/Poison ticks,
				since game's code considers those things to be Terra hitting herself.

				The one and only exception to the above rule, because things would just
				be too goddamn easy without any exceptions, is the Flare spell when it's
				randomly cast from the Apocalypse. If you're curious why we had to hard-
				code Flare specifically to ignore this rule, skip to the "MP 4 Crits"
				section further down in this list. Otherwise, just roll with it.

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

	Atma & Omega		Due to the lower overall levels that everyone will achieve in this mod,
				the special damage formula used by the Atma (and now Omega) Weapon ends
				up nerfing the ever-loving shit out of it since it assumes a "baseline"
				level of 64(!). To remedy this problem, its formula has been gutted:


						OLD ATMA WEAPON FORMULA
						-----------------------
					1. Normal attack (ignores defense)
					2. Dmg = Dmg * Lv
					3. Dmg = Dmg * ((HP / 256) + 1) / ((MaxHP / 256) + 1)
					4. Dmg = (Dmg / 64) + 1


						NEW ATMA WEAPON FORMULA
						-----------------------
					1. Normal attack (ignores defense) w/ stamina in place of vigor
					2. Dmg = Dmg * ((HP / 256) + 1) / ((MaxHP / 256) + 1)


	   Bserk ITD Boost	As mentioned in the above hack description, all defense-ignoring attacks
				now respect damage multipliers. Aside from Morph, the only other effect
				that change has is that defense-ignoring weapons are now boosted by the
				bserk status, where previously they were not(*). It's also worth noting
				that the Atma/Omega Weapon is still stripped of its special formula and
				treated like a normal weapon with 255 BatPwr if you use it with Mug or
				Jump, which may or may not be desirable depending on your situation.

				*There's an actually an exception (Setzer's Dice) since FF6 was coded by
				monkeys, but it's not really important and I don't think anyone cares

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

	Spoil The Rod		In the original game, using a rod (or shield) as an item would cause the
				resulting spell to ignore most damage modifiers (defense in particular)
				due to the fact that all items are coded to do that. This has been fixed
				so that spells cast from rods used as items will do the same damage that
				they would have had the character cast the spell normally.

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

	MP 4 Crits		Weapons that consume MP for automatic critical hits now cost an amount
				equal to 1/2 the user's level rather than [12...19]. This is important
				since weapons with this property are more common now than in vanilla.
				Specifically, it's a standard feature on all rods, which becomes even
				more important considering other changes made to them (keep reading).

 	   Proc Rate Up		A new equipment property in Brave New World doubles the odds of a spell
				being randomly cast from weapons (from 25% to 50%). This effect can be
				found on certain pieces of equipment and, more to the point, is now a
				standard feature on *all* rods with random spellcasts.

				(NOTE: beyond this point is somewhat-obscure information carried over
				from the original game that's merely now more relevant in light of the
				above and does not detail any further changes on our part. If you're a
				dedicated rod enthusiast, then by all means please read on. Otherwise,
				feel free to skip ahead to the next hack on the list.)

	   Rod Criticals	Where the above points converge is in that, when rods consume MP to deal
				critical damage, their random spellcasts *also* deal critical damage -
				something that spells ordinarily cannot do. This is the entire point of
				having auto-crits on rods in the first place, since their damage output
				otherwise kinda sucks. The catch is that random spellcasts are affected
				by the back-row damage penalty, and 3/4 of Brave New World's rod users
				all die in a light breeze. There is, of course, an exception.

	   Rod Jumping		Random spellcasts only ignore the back-row damage penalty when they come
	   (& Other Fun Facts)	from a *command* that ignores row, i.e. Jump. The good news is that not
				only will random spellcasts ignore the back-row damage penalty when you
				Jump, but they will also benefit from Jump's 50% damage boost (which is,
				again, something that spells ordinarily can't do). The bad news is that
				jumping disables critical hits, and critical hits have a higher damage
				boost (100%) than jumping with a rod does (Jump only provides the same
				damage boost as a critical hit when you do it with a spear).

				An astute reader may recognize the above bonuses as damage multipliers,
				and no doubt many of you are thinking (judging by the number of times I
				get asked this) that bserk would be the *perfect* way to boost your rod
				user's damage. Except it's not. Despite the fact that random spellcasts
				benefit from every *other* damage multiplier (MP-fueled criticals, Jump,
				Morph), BSERK DOES NOT AFFECT RANDOM SPELLCASTS. Blame Squaresoft.

				As a final aside, the MP-fueled auto-crit property is somewhat unique in
				that its damage multiplier will actually transfer to random spellcasts,
				whereas ordinary critical hits will not. It is for this reason that the
				Flare and Holy spells are hard-coded to disregard damage multipliers,
				since the Apocalypse and Illumina would be retardedly OP if their random
				spellcasts were able to do critical damage. Flare not getting the Morph
				bonus as a result is an unfortunate casualty of that fact.

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

	Random Number Good	FF6's notoriously streaky Random Number Generator has been replaced with
				a new one that wipes clean without leaving any streaks behind. Note that
				this is an updated version of the one that existed in previous versions
				of the mod (1.6 and prior) that adds in an extra layer of randomness to
				prevent/discourage RNG manipulation. As you could expect, this affects
				the game's entire combat system to some extent, as well as many of the
				other hacks on this list (i.e. the ones concerning the odds of things).

				For example...

	   Rage & Dance Odds	The two attacks on each rage are now common (2/3 odds of being used) and
				uncommon (1/3 odds) instead of it being an even 50/50 chance. Similarly,
				the 2nd and 3rd steps of each dance now have 5/16 and 3/16 odds instead
				of 6/16 and 2/16 (respectively). Both of these changes combine with an
				overhaul of the attacks involved, because diversity (it's a thing now).

	   Formation Odds	The appearance probabilities of the last two enemy formations in a pack
				have been changed from 5/16 and 1/16 to 3/16 (each). This allows for a
				greater	variety of enemy encounters, particularly in larger areas.

	   Image Nerf		The "Image" status (also known as "Blink") now has a 1/3 chance of being
				dispelled each time it blocks a physical attack (instead of 1/4).

	   I Like Those Odds!	Finally, see below for a list of all random weapon and ability procs:

					RANDOM EFFECT				ODDS
					-------------				----
					Randomly casts spell			25% (50% w/ boost)
					Randomly hits as Wind Slash/Aero	50%
					Randomly sets Stop/Slow (Kagenui)	50%
					Anti-Floating weapons*			50%
					Anti-Undead weapons*			25% (undead only)
					Randomly kills				25% (100% if undead)
					Randomly cleaves/crits* (Zantetsuken)	25%
					Randomly steals (Switchblade)		50%
					Randomly jumps twice (Dragon Helm)	25%
					Randomly sets "Stone" (Dragon bushido)	50%
					Randomly sets "Image" (Mirage)		50%
					Randomly counters			50% (75% in vanilla)

					*See "Random Weapon Effects" below for details

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

	Random Weapon Effects	Several of the game's "random" weapon effects have been modified in some
				form or fashion, including...

	   Zantetsuken		The "randomly cleaves" proc on the Zantetsuken now deals a critical hit
				to anything immune to instant death. As	an interesting side-note, this
				won't prevent ordinary critical attacks from occurring,	resulting in a
				1/128 chance of a *double* critical hit.

	   Chainsaw Massacre	Similar to the above, the random "hockey mask" proc on the Chainsaw was
				altered so that the instant death effect is in addition to damage dealt
				rather than instead of it. Note that this is referred to as "cleave" in
				the printme even though it doesn't have the "cut into pieces" animation
				like the Zantetsuken or Cyan's titular Bushido do. This is in order to
				distinguish it from "randomly kills" property that heals undead enemies
				instead of killing them to (re)death.

	   Flails n' Shit	Also distinct from "randomly kills" is the brand-new anti-undead feature
				on blunt weapons, simply described in-game as "strong against undead".
				What you get here is the same 25% chance of an instant that you get with
				"randomly kills", except that only works on the	undead. If the target is
				an undead *boss*, then it will instead deal critical damage (similar to
				how the now Zantetsuken behaves).

	   Anti-Air Weapons	Weapons with the "randomly throws" property (renamed to "strong against
				floating enemies" to avoid confusion with weapons that can be used with
				the "Throw" command) originally received a damage boost of 50% against
				non-floating enemies and 200% (triple damage) on floating ones when they
				were randomly "thrown". This large discrepancy rendered them a bit *too*
				powerful in the situations where they were useful and a bit too useless
				otherwise, and so the damage boost for grounded enemies has been raised
				to 100% and their battle powers have been re-balanced accordingly.

				Also, the "randomly throws" proc no longer has a chance to go off with
				the Jump command because jumping with boomerangs is bloody stupid.

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

	Sword Tech Charger	Bushido (AKA "SwdTech") no longer takes a bloody lifetime to charge up
				(charge speed will increase as more techniques are learned).

	   Bushido Blade	Physical-damage Bushido techniques (Dispatch, Flurry, and Tempest) now
				rely exclusively on the power of the equipped sword to determine their
				strength; their power levels are set to a given fraction of the user's
				Battle Power (refer to the printme for specifics).

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

	Throw Effects		Weapons now retain special properties when used with "Throw", namely the
				"2x damage to humans" property of the Butterfly and Man Eater knives.

				(For those of you who are curious how Throw determines its damage, it's
				basically a regular attack with the weapon being thrown that ignores the
				user's row, the target's defense, and is given a 100% damage boost.)

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

	Treasure Hunting	Steal/Mug no longer takes the level of the "treasure hunter" or victim
				into consideration and is now just a straight-up roll against the RNG
				that uses the "hunter"'s speed (% of success = (112 + Speed * 2) / 255).

				Also, as I mentioned earlier, treasure hunting has been standardized so
				that only humanoid enemies actually have items for the taking. This not
				only made it easier for me to balance stealables since I had far fewer
				enemies to work with, but it should also make it much easier for players
				to figure out which enemies are worth the effort to 'hunt from.

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

	Slot De-Rigging		The Slot command is no longer rigged to force certain outcomes depending
				on how the RNG is feeling that day - it's now entirely timing-based, and
				the reels have been edited to group the symbols together, FF7-style:


					REEL 1		REEL 2		REEL 3
					------		------		------
					7		7		7
					Bar		Bar		Bar
					Chocobo		Blackjack	Diamond
					Chocobo		Blackjack	Diamond
					Chocobo		Blackjack	Diamond
					Bar		Bar		Bar
					Bar		Bar		Bar
					Diamond		Chocobo		Blackjack
					Diamond		Chocobo		Blackjack
					Diamond		Chocobo		Blackjack
					Bar		Bar		Bar
					Bar		Bar		Bar
					Blackjack	Diamond		Chocobo
					Blackjack	Diamond		Chocobo
					Blackjack	Diamond		Chocobo
					Bar		Bar		Bar


				Although the symbol placement is such that the more stronger results are
				harder to pull off, we're well aware that pause-buffering is a thing and
				have thus replaced Joker Doom with something far less broken than it was
				originally. Much like Bar-Bar-Bar (the other "strong" result), "Jackpot"
				has a significant random factor to it that renders it, although nice to
				get when you can, somewhat difficult to abuse through spamming it.

				Two other changes to the Slot code worthy of note are that the Bar-Bar-7
				"fuck you" result has been disabled and Bar-Bar-Bar no longer forcibly
				skips over Odin as a potential random esper to be summoned.

				A list of slot results and their effects can be found in the printme.

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

	Make It Rain		The formula for GP Toss (AKA "GP Rain") has been reworked to not only
				make it an attack worth actually using, but to tempt an alternate build
				for your Setzer as the new formula quite strongly considers his stamina.


						OLD GP RAIN FORMULA
						-------------------
					GP Rained = Lv * 30
					Dmg = (GP Rained * 2) / # of foes


						NEW GP TOSS FORMULA
						-------------------
					GP Tossed = Stam * 10
					Dmg = (GP Tossed * Lv) / (3 * (# of targets + 1))


				Further, GP Toss has been designated as a "free targeting" attack (press
				L/R to target multiple foes) instead of being forcibly multi-targeted.
				This is a particularly important feature for GP Toss given its special
				damage split formula that penalizes damage output for every target hit
				rather than the flat 50% penalty used by all (most) other attacks.

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

	The "Offering" Effect	The "Offering" effect, which is now on a Setzer-exclusive relic, is set
				to make "Fight" a 2x targetable attack with a 25% damage penalty instead
				of a 4x	untargetable attack with a 50% damage penalty. This was edited
				because Setzer possesses several weapons that either ignore the damage
				penalty	(Dice) or don't rely on direct damage to be effective (Tarot,
				Trump), all of which would be rendered OP with the old bonus.

				Note that this new effect also lacks two little-known properties of the
				original: it does not set attacks to "can't be dodged" and it does not
				disable critical hits. It also no longer disables random spellcasts, but
				that's a non-issue since it can't be used with weapons that have them.

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

	Alphabetical Rage	In addition to all of the other changes we've made to make Rage the best
				possible skill it can be, we've also utilized a patch that sorts all of
				his Rages alphabetically instead of by their order in the game's code.

	   Alphabetical Lore	Lores are listed alphabetically now, as well (this isn't due to a hack,
				however - I just manually re-arranged them in the spell index).

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

	Umaro Hit Hard		Umaro has four attacks: a regular "Fight" attack and three special ones,
				two of which are enabled by specific relics. If you count the fact that
				his base stats and the battle power of his Bone Club have been adjusted,
				all four of them have been tweaked and/or fixed by this mod:

				..."Tackle", which is always available, is basically just his regular
				fight command set to ignore defense. Because Umaro's base battle power
				combined with that of his weapon give his regular attacks a maxed-out
				battle power of 255, this is basically his equivalent of Bum Rush.

				..."Rage", the "character toss" ability that's enabled by the Rage Belt,
				was initially just Tackle (a regular attack that ignores defense) set to
				add the battle power of the character being tossed to Umaro's. However,
				since battle power is an 8-bit value (read: it caps at 255), this didn't
				end up being as significant as it was probably meant to be. It now has a
				set battle power of 255 (see above) with the "Gauntlet" bonus applied to
				it for an effective battle power of 382. Further, it now deals critical
				damage if the character thrown is Mog (as it was originally intended to
				do, but didn't due to a bug). As always, Umaro will prioritize throwing
				allies with the sleep or muddle statuses, as this attack removes them.

				..."Blizzard" (formerly "Storm"), which the Blizzard Orb relic enables,
				no longer does half damage (AKA "split loss") if more than one target is
				present. Its power has been lowered *slightly* (100 -> 90), but Umaro's
				stats more than make up for that. Note that this is the same "Blizzard"
				attack that appears in the Snowman Jazz dance (refer to the printme for
				details) with two notable distinctions. One, it uses Umaro's stamina to
				determine its damage rather than his (rather abysmal) magic power. Two,
				it bypasses the enemy stamina check to see whether or not it sets slow.

	   Attack Odds		The odds of each attack being used have also been adjusted. Previously,
				they varied depending on whether Umaro had one or both of his special
				relics equipped - having both on was often undesirable as the odds of
				Rage or Storm being used were higher if only their one special relic was
				equipped. To simplify things, all three of Umaro's special attacks now
				have a hard 76/255 (roughly 30%) chance of being used, otherwise Umaro
				will use his regular fight command. This gives fight a 179/255 chance
				(roughly 70%) of being used if neither special relic is present, 103/255
				odds (or 40%) if one is equipped, and 27/255 (10%) if both are.

	   Bare Naked Yeti	Finally, Umaro's equip menu is no longer locked down so that you can now
				(un)equip him just like a normal character. Of course, he still	has zero
				options aside from what he starts out with - this change was made purely
				to correct a bug in the original game wherein the "unequip all of your
				d00ds" dude wouldn't take Umaro's relics away since it would also remove
				his other equipment (that you'd then have no way to get back on him).

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

	Yellow Streak Fix	This removes the yellow line that appears in Gogo's command menu. Of all
				of the fixes we've made, this is by far the most important one.

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

	HP/MP Text Color	Text coloration in battle will now change to indicate MP damage (red) or
				healing (blue). A side effect of this patch is that it also alters the
				color of the "Rflect" shield when attacks are bounced off of it due to
				the fact that the MP healing is piggybacking off of the same palette as
				rflect uses. This also means that the MP healing font is susceptible to
				the same little-known bug as rflect wherein the coloring gets fucked up
				for the duration of any fight in which Crusader is summoned, or at least
				it would be if the below patch didn't fix that particular bug.

	   Bad Decoration	This fixes the infamous Crusader redecorates Reflect barriers bug.

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

	Original Graphics	Restores the following sprites to their original (uncensored) versions:

					 Siren
					 Goddess
					 Chadarnook
					 Critic
					 Barb-E/Madam/Dahling

				(Note that most of these have been renamed)

				This hack is omitted from the "clean" version of Brave New World.

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

	New Window Style	Added a new window style as the default one, with the old default style
				replacing #8 (which was used only by assholes and mental patients).

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

	Menu Item Ordering	Using the "arrange" command in the inventory now sorts item types in a
				manner that actually makes some fucking sense:


					NEW ORDER:		OLD ORDER:
					--------------		--------------
					Tool			Dagger
					Throwing Star		Sword
					Ninja Scroll		Spear
					Dagger			Katana
					Sword			Rod
					Spear			Brush
					Claw			Throwing Star
					Katana			"Other" Weapon
					Casino Weapon		Casino Weapon
					Rod			Claw
					Brush			Shield
					"Other" Weapon		Helmet
					Shield			Armor
					Helmet			Tool
					Armor			Ninja Scroll
					Relic			Relic

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

	Rewards Display		The Colosseum menu now displays the prize for any item wagered without
				having to commit to the wager beforehand.

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

	Get Back Here, Shadow!	Shadow won't randomly run off on you anymore at any point during Sabin's
				scenario or if you hire him in Kohlingen. He's also kind enough now to
				leave all of his shit behind when he leaves you at Baren Falls.

	   Zozo Unequip		Further to the above, everyone is force-unequipped after the scene with
				Ramuh at Zozo so that nobody (Shadow >.>) runs off with your shit. Note
				that, with this change, THERE ARE NO MORE INSTANCES OF SOMEONE RUNNING
				OFF WITH ANY OF YOUR STUFF, so don't worry about it anymore, 'k?

	   Scenario Unequip	In a similar, though less severe case of the above, Locke and Celes are
				now unequipped at the end of their scenario. This removes the incentive
				to put it off until last since it no longer "locks" your best equipment
				into two characters you won't be seeing again for a little while.

	   Arvis Unequip	Finally, Arvis is now an unequip dude following the Battle of Narshe, so
				you don't have to go to the trouble of forming a party of everyone who's
				*not* going to Zozo just so you can take all of their shit off.

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

	No Exp. For You!	There is now an option in the config menu to disable exp. gains (and, by
				extension, EP gains) from battle. This is mostly intended for challenge
				gamers who want to try their hand at a low-level game, but can also be
				useful for someone who just wants to farm for GP without over-leveling.

				(NOTE: this option is NOT a challenge to the size of your penis. Anyone
				who leaves this option on and then bitches to us about how hard the mod
				is will be laughed at/ridiculed and then told to gain a fucking level.)

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

	B Button Dash		Obsoletes Sprint Shoes by adding a dash button (B). Note that this patch
				has been modified from the original version to disallow dashing during
				the following points in the game where dashing was originally disabled:

					 The opening sequence (MagiTek raid on Narshe)

					 Any *other* time you're wearing MagiTek armor)

					 The "Save Terra" sequence (the moogle battle)

					 The Battle of Narshe

					 Celes's opera solo

					 Daryl's Tomb (the stair/flashback sequence)

	   Default Dash		This patch has also been *further* modified to replace the now-useless
				optimize/empty slot in the config menu with the option to make running
				the default speed (where holding B will make you walk at normal speed).

	   Fancy Walking	Characters now continue taking poison damage whilst walking diagonally
				(i.e. up or down stairs), whereas they originally didn't.

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

	Save & Restore		In response to the fact that the ability to save the game at any time is
				a feature of the software required to play this mod in the first place,
				we made the active decision to shift Brave New World's difficulty model
				away from save denial (which, frankly, died out with blast processing)
				and more toward	inventory management with the following changes:

					 Several save points have been added to key areas

					 Some save points are now also "full recovery" points

					 Tents and sleeping bags have been removed from the game

				In short, recovery items are now more important since you can't just pop
				a tent just before every boss fight, and saving the game is a tool meant
				to prevent you from losing huge amounts of time to fuckups. To that end,
				the time-honored advice of "save early and often" holds true becuase...

	   Game Over, Man!	Death in battle now kicks you back to the menu screen instead of to your
				last save. This was done because, while this would retain all experience
				gained, it would not retain any esper boosts (and that's bad).

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




				5. BUGS & KNOWN ISSUES




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

Not counting any of the bugs that were present in the original game that we just didn't feel like fixing
(either directly or indirectly), there's currently only a few known issues with BNW:

      	More so here than in the original game, renaming your characters (especially those with short
	names like Cyan, Gau, and Mog) can result in weird formatting in dialogue boxes; the ones that
	appear during battle cutscenes are notable offenders since they don't wrap normally and can
	potentially result in text overrunning the dialogue window

      	During certain battles, most notably the Cranes, the menu cursor will become difficult to see or
	disappear entirely - this is an emulator issue and has absolutely nothing to do with the mod
	(ditto for off-screen characters appearing layered over the HUD during in-battle cutscenes)

       Characters wearing Knight Capes or Hero Rings will valiantly "defend" weak allies from being hit
	by a paintbrush strike; we've been trying to fix this issue since the mod's release since it's
	the only one that affects balance, but it's proven to be something of a white whale thus far

       When Gau (or Gogo) Rages an enemy with a single-target move that affects friendlies (Soldier,
	Conjurer, Repo Man, Flan, Witch) during a side attack, he will never target his allies on the
	opposite side; this is due to the "one side only" targeting flag that such spells all have set

       Gau occasionally likes to slowly creep forward across the battlefield until he's all up in your
	enemies' shit; I'm fairly certain this is a carry-over from vanilla that's being exacerbated by
	something we've done, but I haven't the foggiest idea what and I don't care enough to find out

      	The Phoenix animation can cause some weird (but harmless) graphic abnormalities when summoned
	against bosses with large sprites; like the above, this issue was also present in the original
	game and hasn't been fixed here because it's not a huge deal and I have no clue what causes it

      	Another hold-over from vanilla: enemies will retain the imp sprite if they cure it with anything
	other than the titular spell; only two foes (Griffin and Tumbleweed) are capable of doing this

      	If the first battle with Ultros ends while Edgar in the air (Jump is available much earlier in
	Brave New World than in vanilla), the following cutscene will play out (weirdly) without him

      	Treasure chests containing key items (such as the ones at Ebot's Rock) will close if you go into
	the menu screen and will be empty if you attempt to re-open them

      	This little gem: https://www.youtube.com/watch?v=4BaY8C_4TJM

...have a bug to report? Our contact info is located at the bottom of this readme. Feel free to contact
us regarding anything that doesn't seem quite right - we'd rather say, "yeah, we meant to do that" than
have an actual problem go unreported. Here's a short list of things to look out for:

      	Anything that crashes/softlocks the game or otherwise results in an unwinnable situation

      	Anything that doesn't match what's listed in the printme

      	Typos or weird formatting (*not* as a result of renaming anyone, as mentioned above)

      	Enemies that hit themselves or other enemies (no, really, this is a common problem)

      	Pretty much anything else that seems unintentional and makes you go, "dude, wtf?"

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




				6. VERSION HISTORY




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

	Version 1.7.4 (May 11, 2016)

  Rearranged the symbols on Setzer's Slots and rebalanced the effects of winning spins

  Slightly modified (final) Kefka's battle script

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

	Version 1.7.3 (April 24, 2016)

  Re-applied a mistakenly removed patch that would prevent the Sketch glitch

  Typo fix

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

	Version 1.7.2 (April 14, 2016)

  Fixed a bug that allowed Sabin to earn Bum Rush earlier than intended

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

	Version 1.7.1 (April 06, 2016)

  Corrected an error in the Conjurer enemy script and an oversight in the Lilith/Succubus scripts

  Renamed the Fenrir summon because it was identical to another attack name

  Set the new window style as the default one

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

	Version 1.7.0 (April 02, 2016)

  New "Esper bank" hack allows characters to use spell points earned from battle to learn spells from
   compatible espers without equipping them; ELs are now "banked" and spent in a similar manner to allow
   us to provide a "respec" feature that allows characters to be re-built without starting a new game

  Added several new save points and upgraded several of them to "recovery" points; Tents and Sleeping
   Bags have been removed from the game

  Added some level re-averaging back into the game; Shadow is now re-averaged in Kohlingen (in addition
   to Thamasa) and everyone is re-averaged at the beginning of the second half of the game

  Added a "No Exp. Gain" option to the config menu in place of the "No Exp. Eggs" from older versions;
   this option is meant for challenge gamers (in light of the above change) or to let you farm for spell
   points and/or GP without overleveling or having to do so on the Veldt

  New "nATB system" hack pauses all battle timers during attack animations, which prevents the speed
   attribute from soft-capping at around 60 and renders the infamous "menu trick" useless

  Updated the RNG hack with an extra layer of randomness to prevent it from being manipulatable (the
   previous version, while far less streaky than the original, could still be predictably manipulated)

  Overhauled the stamina stat to function more like the others; this involved changes to characters'
   base stats, the power of all stamina-based abilities, stamina-based formulas (note that the Mantra
   formula in particular now considers stamina more heavily than before), and a simplification of how
   stamina helps you avoid status ailments and damage from attacks (see the below two points)

  Stamina now guards against *all* attacks that set negative statuses, but now only blocks the status
   instead of the whole attack (it still defends against fractional, redirectional, and MP damage)

  New random variance formula now considers vigor for physical damage and stamina for magical damage;
   higher stats will result in lower and more consistent damage taken

  The back row now only reduces physical damage taken by 25% (physical damage output is still halved)

  Raised HP gains per level a bit after 30 and quite a bit going into the soft cap (40+)

  Set Terra's and Relm's base MP to 45 (up from 30 for Terra; down from 60 for Relm)

  Set Crusader's stat bonus to Vigor+1/Speed+1 (instead of MP+25/Stamina+1)

  Moved around some spells on several espers and the natural magic learned by Terra and Celes

  Re-arranged several spells in the magic index so that they're sorted more intuitively/sensibly

  Replaced the Stone (formerly Quick) spell with a Lv.3 poison spell named "Dark" (exclusive to Strago)

  Reverted several free-targeting spells (Demi, Rasp, Dispel, and Mute) to their original single-target
   settings; also changed Muddle from "free" targeting to target all enemies by default

  Edited the MP cost of most esper summons and changed the effects of several of them; of note, Palidor
   and Shoat have been reverted to their vanilla effects and Golem's durability is now based off of the
   caster's max HP (instead of current HP)

  Removed the Aero and Discord lores; they have been replaced with Blaze (fire damage, sets Blind/Sap)
   and Grav Bomb (earth damage = 15/16 of the target's current HP)

  Reworked Mog's dances and the attacks on them in an attempt to make each one more focused

  Changed around several of Gau's rages and added an expansion of the "Persistent Rage Fix" patch which
   clears him of any status he gains immunity to when a rage starts and clears him of inherent statuses
   gained through them when he dies

  Setzer's Slots are now completely de-rigged, with the symbols grouped together FF7-style so that it's
   now a skill-based ability; note that Joker Doom has been replaced with something *much* less broken,
   and the other "winning" spins have all been tweaked, as well (in the case of Bar-Bar-Bar, we removed
   the hard-coded check which prevented it from summoning Odin)

  The Autocrossbow now has the same hitrate as most weapons (100%) and so can now miss against enemies
   with physical evasion (most have at least 10%); also raised its BatPwr a bit to compensate for this

  Suplex now sets slow in addition to Muddle (note that Sabin no longer learns the Slow spell)

  Physical bushidos (Dispatch, Flurry, and Tempest) now do damage based on the power of the equipped
   sword (or knife); their powers are now a set fraction of the user's Battle Power

  The Eclipse bushido is now stamina-based instead of magic-based (reminder: like all stamina attacks,
   it's still technically a "magical" attack as far as everything else - like defense - is concerned)

  Shadow's weapons have been reworked to accommodate a new patch that allows Throw to retain special
   weapon effects (i.e. the anti-human properties of the Butterfly and Man Eater); his earlier weapons
   have all been stripped of special effects and the Orochi and Kagenui have been swapped around so that
   the latter shows up while it can still be useful while the former is now a competitive melee weapon

  Defense-ignoring abilities now respect damage multipliers; this means that bserk now affects defense-
   ignoring weapons and Morph boosts the power of *all* of Terra's spells (both offensive and curative)
   and weapons (excepting the random Flare procs from the Apocalypse, which is a special case)

  Reworked the stat boosts on all of the end-game swords; the Valiant Edge (now named "Valiance") has
   been changed back into a knife and the Omega Weapon now has a revamped, entirely stamina-based damage
   formula to compensate for the fact that it is no longer the ultimate stat stick

  Simplified the random procs on thrown weapons to deal critical damage to non-floating targets and
   triple damage to floating ones (they previously did only 50% more damage to non-floating targets

  Flail-type weapons now randomly proc an instant kill *only* on undead enemies (or critical damage for
   undead bosses) and no longer ignore row; they also get a speed penalty for being heavy/slow to use

  Setzer's Tarot has been given the anti-undead property mentioned above (instead of "randomly kills")

  The Punisher now randomly casts Dark (new spell) instead of Flare so that it can get the damage boost
   from MP-fueled critical hits; also swapped its battle power with the Doomstick and Quartrstaff and
   altered the latter two's stat boosts to emphasize them as "fighting" weapons

  Brushes now randomly cast buffs (Safe, Shell, and Haste) instead of curative spells; also overhauled
   their stat bonuses to make them more lateral instead of straight-up upgrades to one another

  Changed the random spell procs on the Spirit/Hell Claws and Stormfang

  Nerfed the battle power of a certain stabby implement

  Added a few extra armor options for Sabin (robes) and Mog (Gaia/Dark Gear)

  Gogo can now equip the Moogle Charm

  Changed the starting equipment of some characters (Locke, Shadow, and Mog) to better demonstrate how
   dual-wield and 2-handed weapon setups work in the mod; also gave Celes a sword to start off with so
   that it's no longer possible to get stuck at the end of her scenario without one

  When holding a two-handed weapon with both hands, the empty off-hand is now yellow (instead of gray)
   to indicate that you are allowed to equip something in that slot if you'd like

  Zombie now shares a status resistance with instant death; the most notable change is that the Spirit
   Ring now guards against instant death since the ability for your party to set this status on enemies
   has been largely removed from the game (only Gau can do it now)

  The Blind status (renamed from "Dark") now affects all physical and stamina-based attacks (i.e. those
   from Tools, Blitz, Bushido, Throw, GP Toss, and some Rages); it's also no longer circumvented by 100%
   accuracy weapons/relics or by hitting something in the back (during side/pincer attacks)

  The Imp status is now a flat 50% reduction to all output (both offensive and healing) without any of
   that pseudo-Mute horse shit

  Mute now *only* affects normal spells (Black, White, and Grey) and the 12 Lores; many enemy MP values
   have been lowered/removed since (because of the Mute change) many of their attacks no longer cost MP

  The Image status now has a 1/3 chance of being removed when hit (instead of 1/4 in vanilla)

  Lowered the duration of the Stop and Frozen statuses; undead enemies are now vulnerable to the former

  Renamed "Seizure" to "Sap" and (as mentioned earlier) "Dark" to "Blind"; also reverted all references
   to the Clear status as "Vanish"

  The Clear status is no longer lifted from floating targets by ground-based magic attacks (i.e. Quake)

  Red Bulls now cure 200 HP instead of 150

  Green Cherries no longer set/remove the Imp status

  Super/Bouncy Balls (present only in previous versions as a hidden/joke item) can now be purchased;
   their animation (which has apparently been broken for quite some time) has also been fixed

  Increased the GP dropped by many enemies, mostly in the second half of the game

  Overhauled enemy status resistances; also made some minor adjustments to their elemental resistances,
   inherent statuses, HP, GP drops (see above), exp. gains, and battle scripts

  Per the above, battles in the Fanatics Tower should now be far less annoying and much more worth it

  Also per the above, many of the sloggier late-game bosses have had their HP lowered a bit

  Added an "abort on enemies" function to the game's targeting system that's used to fix several bugs
   left over from the original game

  Added a hack to prevent reflected attacks from semi-softlocking the game if they have no valid target

  Added a new patch that prevents X-Magic from drawing multiple counter-attacks

  Added a new hack to display colosseum prizes without first needing to commit to a wager

  The Auction House has been shut down permanently for rennovations

  Removed "upgraded" chests from the game and edited the contents of many others

  Celes and Locke are now unequipped at the end of their scenario

  Shadow is now unequipped when he leaves your party at Barren Falls (note that with this change, there
   are no longer *any* cases of somebody running off with all of your shit)

  It should now be easier to find merchant ghosts on the train

  The Hidon sidequest now offers more rewards than just lore(s) for Strago

  Sketch no longer halves Relm's (or Gogo's) magic stat for physical attacks

  Removed some of our more... dickish changes (>.>) from previous versions

  Quite a few dialogue changes, both to the Beginner's School and otherwise

  Fixed the b0rked censored patch

  Added a new window style (replacing style #8) and swapped the default window style with #2

  As always, quite a few other things either too minor or too secret to mention here

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

	Older Versions

  Release notes for older versions of the mod are located at: http://www.synchysi.com/ff6p/

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




				7. CREDITS & CLOSING




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

	Many glorious thanks to...

	 The original authors of several of the patches/assembly hacks that our mod includes:

		ArmorVil	(SwordTech Charger)
		Assassin17	(Genji Glove Fix, Optimize Fix, Overcast Fix, Sketch Fix, Auto-Swordless
				 Runic, Brushless Sketch, Persistent Rage Fix, Yellow Streak, Throw Down
				 the Gauntlet, and an extra-special thanks for Alphabetical Rage)
		HatZen08	(Reward Display)
		Imzogelmo	(HP/MP Text Color)
		Lenophis	(Bad Decoration, Fancy Walking)
		Master ZED	(B-Button Dash)
		Terii Senshi	(Evade Fix, Original GFX, Vanish/Doom Fix)
		Think		(nATB, Random Number Good, Throw Effects, X-Magic Counter, Rage Status
				 Patch, Rflect Softlock Fix, Vanish/Float Fix)
		Zeemis		(New Window Style)

	 The authors of Synchysi's cipher for this game's tangled mess of spaghetti code:

		Assassin17
		Dragonsbretheren
		Imzogelmo
		Lenophis
		Novalia Spirit
		Terii Senshi

	 The creator(s) of Zone Doctor, a map editor used by both Synchysi and myself:

		Giangurgolo
		---
		Geiger
		Imzogelmo
		Lenophis
		Lord J
		Novalia Spirit
		Sleepydude
		Yousei

	 The creator(s) of the editor that I (BTB) used to make my changes to the mod:

		Lord J
		---
		Aquillion
		Assassin
		Cless
		Dennis Ouk
		Drakkhen
		Imzogelmo
		JCE3000GT
		Lenophis
		Master ZED
		Novalia Spirit
		Pat Buns
		Poco Loco
		Sleepy Sheepy
		Supernova
		Terii Senshi
		The Constable
		The Famous Sheep
		Yousei
		Warrax
		Zeemis

	 Gi Nattak and Jackimus, for y'all's help with adjusting the mod's audio settings

	 KingMike of RHDN, for his help with optimizing the esper restriction hack

	 Djibriel, whose in-depth FAQ provided me (BTB) with much-needed insight and inspiration

	 Master Zed (again), whose bug FAQ served as a handy checklist of things that needed fixing

	 Terii Senshi (again), whose algorithms FAQ confirms that (s?)he is, in fact, a wizard

	 Everyone of the Insane Difficulty community, including (but not limited to)...


		Archael
		-------

	Your site has exceeded absolutely every expectation that I initially had of it and has given not
	only my mod but myself a place to call home, and for that I am eternally grateful. I am certain
	that Brave New World would never have become as successful as it has had I never discovered ID.
	My mod may not ever be as popular as FFT 1.3 is, but I'll take what I can get :)


		Abaddon
		-------

	Ah, Abaddon, my favorite floppy-headed Canadian. You're sort of like the Dave Murray of ID if
	Dave Murray was constantly giving his band mates horrible ideas that they wish they'd never had.
	I just want you to know that you are solely responsible for every line in Clean New World that's
	actually dirtier than the ones they replace. Also, that enemy list you made is fucking *sweet*.
	When I finally get it printed out, you're going to be the first one I send a signed copy to.


		Advent
		------

	I can't even begin to count the number of players that were turned on to Brave New World between
	you and Stann pimping it out to anyone looking for a fun mod to play. You help keep my forum...
	how should I say this... entertaining, and I'm really glad knowing that I always have someone to
	talk to if I need it. Thanks a lot, man. Seriously.


		Anima Zero
		----------

	It says a lot that whenever I'm looking for a quick opinion, you're one of the first people that
	I always think to ask. Your perspective as a challenge gamer that has somehow managed to retain
	your precious, precious sanity means a lot to me. You've taught me that real men take down Randy
	"Macho Man" Savage at level 3 and that Wrexsoul is a little bitch who needs to die before he can
	even move. You've taught me that Gogo is horribly broken and probably always will be (though at
	least a little less so than he was before). And most importantly, you've taught me that platonic
	love *can* exist between two grown men (no, wait, that was Wayne's World).

	So, just those first two things, then.


		Bishop
		------

	Thank you so much for lending your extensive knowledge of Ye Olde Broken English to our efforts
	in making Cyan actually speak like the developers intended. I hereby dub thee Pope Woolsey IX,
	because just "Pope Woolsey the First" doesn't really seem to command much authority.

	Also, we are no longer accepting bug reports from you. I don't know what you did to your ROM and
	I don't *want* to know.


		Hart Hunt
		---------

	You may not have played Brave New World as much as much everyone else I'm mentioning has (except
	for Arch, I suppose), but you've given me just as much moral support - if not far more. You're
	like the Ma-Ti of ID if Ma-Ti was totally metal and not a huge pussy. Seriously, you're one of
	the kindest people I've ever met. Don't ever change \m/


		Funnyman
		--------

	Dude, I don't even know where to start. You've shown a degree of dedication to this mod that's
	exceeded only possibly by my own. I can't tell you how many nights I spent during development
	(and still even now) obsessing over the tiniest details of game balance and wondering if it all
	would ever end up making a difference, and you more than anyone else have made me feel like my
	efforts were not in vain. I really wish that we had more beta testers like you, because you're
	pretty much a game designer's dream (or, at least a *good* game designer's dream).


		Lockirby
		--------

	You crazy, masochistic bastard. You were the first one to take a mod I thought was unbreakable
	and snap that son of a bitch over your knee like a twig. And apparently even that wasn't enough,
	so you decided to go ahead and do it blindfolded. If I've learned anything at all from you, it's
	that no matter how hard I try to keep people from breaking my mod, people will just keep trying
	anyway. And honestly, watching them succeed is half the fun (the other half is the inevitable
	fan art of Celes committing suicide by smashing herself over the head with a morning star).


		Mishrak
		-------

	First and foremost, thanks for the Excel lessons. It's not often that I pick up skills with my
	hobby that are actually useful outside of it. Beyond that, thanks for that awesome character
	planner you made (and accepting my humble input with it), for one of the funniest moments I've
	ever seen on a non-GDQ stream, and for all the exposure Brave New World ended up getting as a
	result. Lastly, thanks for letting me co-host with you and just for being a really fun and
	interesting guy to talk to. You and I need to have ourselves a Super Metroid race one day ;)


		Nakar
		-----

	I've read your build guide more times than I care to admit (also, I stole a lot of what I wrote
	in the character descriptions from it. Thanks for that >.>) You've helped me understand so much
	about my own mod and continue to provide me and the rest of the community with a great wealth of
	information that I know Brave New World is much better off for having (especially whenever you
	and Funnyman get into it - I just crack open notepad and start taking notes). I look forward to
	working with you more in the future to revise the character guide for this and further updates.


		Secondadvent (AKA "Revenge of the Advent")
		------------------------------------------

	You just love finding broken shit in our mod, don't you? I would've been perfectly happy never
	knowing that Quicksand worked on bosses since nobody except you would ever think to dance the
	Desert Aria against a fucking tonberry. Also, I think you're the only person to have actually
	legitimately found the WoB Refract backdoor, which only furthers my belief that you are a
	sorcerer and I thus now fear you. Please don't turn me into a toad :(


		Stann
		-----

	You're one of the first people I met at Insane Difficulty, and definitely one of the those who
	convinced me that it was a place worth sticking around. Your help with testing pretty much every
	major release thus far has been greatly appreciated, and your perspective as a smart player who
	actually knows what he's doing, yet just wants to have some fun while playing a game has been
	invaluable in helping us to fine-tune this thing and make it the very best that it can be.


		Think
		-----

	You went *way* above the call of duty on this, dude. At this point, you have easily contributed
	more work to this project than anyone who isn't named BTB or Synchysi. I can't think of anything
	else to say here except thank you, and I almost feel like we're taking advantage of you >.>

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

		...looking for the guys responsible for this mess?

			btb@abusemynipples.biz	(BTB)
			synchysi@yahoo.com	(Synchysi)

	Please feel free to contact us with your questions, feedback, comments, concerns, observations,
	complaints, insults, ridicule, screeds, japes, thrusts, death threats, and marriage proposals.

		Or better yet, visit any of our discussion forums listed below:

			http://www.insanedifficulty.com/board/index.php?app=forums
			http://www.ff6hacking.com/forums/showthread.php?tid=2184
			http://www.gamefaqs.com/boards/582526-tuxpuck

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

	I'm afraid that's all we know, gentlemen.
