Final Fantasy IV: The Darkness Within Version 1.07a Now Available!
#42
27 February 2017 - 08:25 PM
Love everything about this mod so far! Just beat Rubicant in 1.6 so I'll probably restart with 1.7 now since it won't be too much work to get back to where I'm at. The story is riveting and the difficulty is spicy. I'm hooked. Great job!
#43
28 February 2017 - 05:08 AM
Running_Moon, on 27 February 2017 - 08:25 PM, said:
Love everything about this mod so far! Just beat Rubicant in 1.6 so I'll probably restart with 1.7 now since it won't be too much work to get back to where I'm at. The story is riveting and the difficulty is spicy. I'm hooked. Great job!
Thanks! Glad you're enjoying it and I'm sure you'll like the new additions in 1.07.
#44
28 February 2017 - 05:57 AM
man this wait was worth i played the game on 1.01 and im looking foward 1.07 to more stuff do you plan in the future add swap party menbers? becuse i love yang so much loved the mod zeromus has new AI? my impression on the 1.03 that zeromus was easy and have the same hp as vanilla you changed that anyways good job ryzer i look foward to play this enchanced version
#45
28 February 2017 - 09:36 AM
If I can implement party-swapping in a way that doesn't wreck the game, I will. As it stands, the code surrounding party member replacement is extremely rigid. Switching characters would result in loss of equipment and/or levels or require permanent, one-time party decisions toward the end of the game (another mod used this method and I wasn't too crazy about it).
#46
28 February 2017 - 09:46 AM
I understand Rynzer but i like the final party anyway becuse you implemented something that make them useful like luck ,pray and train but i love the way you created a unique mod i have supected that Zeromus in 1.03 was identical to vanilla becuse the battle ended to fast but this new Zeromus will be worth a final boss a sugestion it will be very awesome see all elemental fiends unqui atacks on zeromus like tsunami,inferno,that stone attack that barbarichia used and curse, and i look foward too see the new Zeromus thanks for the mod
#47
28 February 2017 - 03:30 PM
Version 1.07a has been released! Please see the original post for details about the patch.
Just a couple quick fixes to some dialogue/naming issues.
Changes for 1.07a are in the Spoiler tags below.
Just a couple quick fixes to some dialogue/naming issues.
Changes for 1.07a are in the Spoiler tags below.
Spoiler
#48
22 March 2017 - 05:29 AM
Psyched to play this mod in the near future. IV is certainly one of my favorites and after playing Brave New World I can't wait to get into more quality mods, I have high expectations.
That aside, before I start playing in the following weeks, is there anything of note going on with the current version, bugs maybe, or stuff you'd like people to try out? Also, I saw some of the summon damages were "nerfed" in 1,07, was that a long time coming and now it's balanced or have you given the green queen other tools to make up for the lost damage?
That aside, before I start playing in the following weeks, is there anything of note going on with the current version, bugs maybe, or stuff you'd like people to try out? Also, I saw some of the summon damages were "nerfed" in 1,07, was that a long time coming and now it's balanced or have you given the green queen other tools to make up for the lost damage?
#49
22 March 2017 - 03:07 PM
Hope you enjoy it when you get around to it.
Don't think I have any lingering bugs other than the known one with a certain character's name (which should only happen once now). Summon damage was nerfed because it greatly outdamaged black magic, even in single target situations. Rydia still maintains one of the largest toolkits in the game; you just have to choose the right tool for the job now instead of going to the hammer for everything.
Don't think I have any lingering bugs other than the known one with a certain character's name (which should only happen once now). Summon damage was nerfed because it greatly outdamaged black magic, even in single target situations. Rydia still maintains one of the largest toolkits in the game; you just have to choose the right tool for the job now instead of going to the hammer for everything.
#50
22 March 2017 - 06:56 PM
Finished it, loved it, here's some typos I found, etc.
Firstly, situations where naming my characters other than the default was not reflected in the script:
(On the subject of naming characters, I found a severe lack of Namingways from post-Fabul to post-FuSoYa. It would be nice to have a Namingway in Kaipo, as well as in Mysidia so I can continue with my juvenile sense of humor in naming my characters.)
Secondly, some typos:
Situations where other than Cecil displayed on the field as main character yields odd results:
Finally, a small cosmetic suggestion regarding arrows now that ammo is no longer a thing.
Other than that, I can only echo previous suggestions about making the final boss harder and applaud you on a job well done. Thank you for making this mod, it was a blast!
Firstly, situations where naming my characters other than the default was not reflected in the script:
Spoiler
(On the subject of naming characters, I found a severe lack of Namingways from post-Fabul to post-FuSoYa. It would be nice to have a Namingway in Kaipo, as well as in Mysidia so I can continue with my juvenile sense of humor in naming my characters.)
Secondly, some typos:
Spoiler
Situations where other than Cecil displayed on the field as main character yields odd results:
Spoiler
Finally, a small cosmetic suggestion regarding arrows now that ammo is no longer a thing.
Spoiler
Other than that, I can only echo previous suggestions about making the final boss harder and applaud you on a job well done. Thank you for making this mod, it was a blast!
#51
22 March 2017 - 07:59 PM
Running_Moon, on 22 March 2017 - 06:56 PM, said:
Finished it, loved it, here's some typos I found, etc.
Firstly, situations where naming my characters other than the default was not reflected in the script:
Firstly, situations where naming my characters other than the default was not reflected in the script:
Spoiler
Thanks for pointing those out. I always used default names (as I think most others do), so I generally rely on others to find naming discrepancies. Unfortunately, I cannot change the in-battle dialogue as they do not accept naming shortcuts. I may just have to re-write the dialogue to not include names.
Quote
(On the subject of naming characters, I found a severe lack of Namingways from post-Fabul to post-FuSoYa. It would be nice to have a Namingway in Kaipo, as well as in Mysidia so I can continue with my juvenile sense of humor in naming my characters.)
Most of the Namingways through this segment of the game were found in the Training Room. Vanilla had many entrances to the Training Room in overworld towns, but I had to remove them because of issues it created by moving it.
Quote
Secondly, some typos:
Spoiler
All of these are issues somehow created by the previous patch. I'm not really sure what caused it, but it made name indeces 12 and 13 either partially or fully delete the name associated with them. I either blew out a dialogue bank somewhere, or something in the RAM is overwriting after the game starts. The names themselves are fine in the hex, and calling the final battle sequence during the game opening yields the correct enemy names, so I really have no idea. I consulted pinkpuff (ff4kster creator and FFIV wizard), but s/he didn't know what could cause it either.
Quote
Situations where other than Cecil displayed on the field as main character yields odd results:
Spoiler
Something else I've been chasing down since I created the mod. It's a simple fix; I just forgot to force the game to show Cecil's character sprite at the start of these cutscenes. Thanks for pointing them out.
Quote
Finally, a small cosmetic suggestion regarding arrows now that ammo is no longer a thing.
Spoiler
This is something else I couldn't quite figure out how to change. There's probably some kind of conditional script when opening a chest that gives a multiplier of 10 if the chest contains arrows. I would need to find that condition and change the 10 to a 1, but I'm unsure if it would have any other unintended effects.
Quote
Other than that, I can only echo previous suggestions about making the final boss harder and applaud you on a job well done. Thank you for making this mod, it was a blast!
I'm glad you enjoyed it! Thanks again for all the suggestions and bug reports. I made the final boss harder with 1.07, so I'll have to see what I can do in the future.