Final Fantasy X - Punishment v2.6
#1
03 February 2013 - 07:36 PM
Final Fantasy X - Punishment v2.6
http://www.insanedif...y-x-punishment/
This patch is a difficulty modification for the PS2 NTSC-U version of Final Fantasy X.
Strength, Magic, and Evasion nodes on the Sphere Grid have been re-balanced. Stat boosting sphere drops have been removed from arena monsters. Enemy HP, Strength, Magic, and Agility have been increased. Some enemies have higher Luck, Accuracy, and Evasion. Enemies have higher status resistances. Bosses have more status immunities. Damage needed for overkills has been increased.
Note: The Sphere Grid alterations require starting a new game to take effect.
v2.6
tweaked the ultima and omega weapons
v2.5
cleaned up the remiem temple aeons, bashura's ai, the hp of the final bosses, and sinspawn gui (2nd fight)
v2.1
cleaned up strength and magic nodes on the sphere grid
re-balanced evasion nodes on the sphere grid
tweaked seymour flux, sanctuary keeper, spectral keeper, yunalesca, and some end game bosses
cleaned up ultima, omega, and braska's final aeon
v1.7
adjusted hp of arena monsters
v1.6
increased agility of late game enemies and arena monsters
tweaked yojimbo and geosgaeno
v1.5
tweaked strength and magic nodes
altered some status resistances and immunities
v1.2
re-balanced strength and magic nodes on the sphere grid
tweaked enemy status resistances
fix a problem with geosgaeno
v1.0
altered all enemies
removed stat sphere drops from arena monsters
v0.5
altered enemies up to and including seymour natus
adjusted enemy stat increases
increased boss status resistances
increased damage needed for overkills
v0.2
altered enemies up to but not including the thunder plains
reduced tros's strength
reduced sinspawn echuilles's hp
reduced klikk's strength and agility
v0.1
altered enemies up to and including sinspawn geneaux
http://www.insanedif...y-x-punishment/
This patch is a difficulty modification for the PS2 NTSC-U version of Final Fantasy X.
Strength, Magic, and Evasion nodes on the Sphere Grid have been re-balanced. Stat boosting sphere drops have been removed from arena monsters. Enemy HP, Strength, Magic, and Agility have been increased. Some enemies have higher Luck, Accuracy, and Evasion. Enemies have higher status resistances. Bosses have more status immunities. Damage needed for overkills has been increased.
Note: The Sphere Grid alterations require starting a new game to take effect.
v2.6
tweaked the ultima and omega weapons
v2.5
cleaned up the remiem temple aeons, bashura's ai, the hp of the final bosses, and sinspawn gui (2nd fight)
v2.1
cleaned up strength and magic nodes on the sphere grid
re-balanced evasion nodes on the sphere grid
tweaked seymour flux, sanctuary keeper, spectral keeper, yunalesca, and some end game bosses
cleaned up ultima, omega, and braska's final aeon
v1.7
adjusted hp of arena monsters
v1.6
increased agility of late game enemies and arena monsters
tweaked yojimbo and geosgaeno
v1.5
tweaked strength and magic nodes
altered some status resistances and immunities
v1.2
re-balanced strength and magic nodes on the sphere grid
tweaked enemy status resistances
fix a problem with geosgaeno
v1.0
altered all enemies
removed stat sphere drops from arena monsters
v0.5
altered enemies up to and including seymour natus
adjusted enemy stat increases
increased boss status resistances
increased damage needed for overkills
v0.2
altered enemies up to but not including the thunder plains
reduced tros's strength
reduced sinspawn echuilles's hp
reduced klikk's strength and agility
v0.1
altered enemies up to and including sinspawn geneaux
#5
03 February 2013 - 11:38 PM
@ LandonRay
Here is the download page for FFX: Punishment
You are the file author so you can use the "UPLOAD NEW VERSION" command below to keep it updated (you can upload a new file, change title, description, screenshot, etc etc.)
Here is the download page for FFX: Punishment
You are the file author so you can use the "UPLOAD NEW VERSION" command below to keep it updated (you can upload a new file, change title, description, screenshot, etc etc.)
#7
04 February 2013 - 07:17 AM
NO FUCKING WAY! My favorite game ever, I'm so fucking excited right now, words can't even begin to describe my emotions. Gonna give this a whirl right after I finish downloading an iso (I normally just play on my ps2).
Is there any reason you're modding the US version instead of the International version? A difficulty mod that doesn't have the Dark Aeons or Penance makes me sad face.
Is there any reason you're modding the US version instead of the International version? A difficulty mod that doesn't have the Dark Aeons or Penance makes me sad face.
#8
04 February 2013 - 07:18 AM
Great, now I need a computer that can run a PS2 emu. For now is there a change log we can look at? This was the first Final Fantasy game I played and I even went through it twice. (never did get all the ultimate weapons, damn Thunder Plains and butterflies ) I'm looking forward to this, the game became WAY too easy and once you got Rikku the jalopy machina random battles became a joke.
The Sphere Grid should be fun, I'm looking forward to see what you're going to do to it, are you thinking of porting the PAL (International) version over as well as maybe making some changes to it? Late game the Sphere Grid was always kinda boring, Yuna doing over 9999 damage with her Physical attacks was hilarious. And Omega and Ultima weapon were jokes, as I'm sure everybody knows. I always figured a hack like this, especially considering Summoning being so different, would require some extremely creative hacking. Sin is going to be EPIC. Good luck and Yevon speed! I may even just decide to finally hack my PS2.
The Sphere Grid should be fun, I'm looking forward to see what you're going to do to it, are you thinking of porting the PAL (International) version over as well as maybe making some changes to it? Late game the Sphere Grid was always kinda boring, Yuna doing over 9999 damage with her Physical attacks was hilarious. And Omega and Ultima weapon were jokes, as I'm sure everybody knows. I always figured a hack like this, especially considering Summoning being so different, would require some extremely creative hacking. Sin is going to be EPIC. Good luck and Yevon speed! I may even just decide to finally hack my PS2.
#9
04 February 2013 - 07:36 AM
A note, Tros strength is set to 20 (I meant to set it to 15) so Nautilus Charge will almost certainly kill you. This will be fixed in the next patch.
I'm working on the NTSC-U version because I find it more convenient.
I'm working on the NTSC-U version because I find it more convenient.
#10
04 February 2013 - 08:33 PM
Hi, LandonRay. Thank you for this mod, I've really thought it was about time somebody did a hard version of Final Fantasy X.
I'm totally no good with any kind if hacking, but I have some suggestions on how you can make it better.
First, make it based on the International (NTSC-J) version of the game. It clearly gives us some advantages:
1) It has both english and japanese texts, also the undubbed version exists.
2) It has Expert Sphere Grid (which, I think, should be mandatory for this mod).
3) Extra bosses, including Penance.
Make Expert Sphere Grid mandatory. The Sphere Grid type selection should be skipped (or, no matter what you choose, you get ESG). Whichever way is easier to make.
Remove Clear Spheres from the game. Or leave them for Weapon Customization purposes, but make them unusable on the sphere grid.
Make it so stat-increasing spheres make not +4 nodes on the Sphere Grid, but the +1 nodes (+200 for HP and +20 for MP). This'll hinder player characters enough, so you won't have to make optional bosses stronger.
Remove auto-abilities from armor pieces (like auto-haste, auto-protect, etc.)
Steal insta-kills machina? We can't have that.
Reviving insta-kills undead? Not on hard mods.
It's not necessary to make Aeons weaker, you can just make them significantly slower.
Make it so player couldn't use items to permanently increase Aeon stats.
Make Aeons' overdrive meter charge like 3 times less.
Also, make them unable to learn some of the most powerful spells and abilities. It would be ideal if every Aeon would have its own available skillset.
Zanmato? Resistance to Zanmato of all bosses and most enemies should be set to 5.
Normally, If the Aeon dies in a battle, it becomes unusable for 20 battles. It should be made so if any Aeon is used in battle, all Aeons become dead and unusable for 20 battles. Even if it is dismissed (not killed). As soon as you summon an Aeon, all other Aeons should lose all health. Dismissing an Aeon should kill it, so you have strictly one summoning per battle. Just one exception: Grand Summon. Grand Summon should give you one free out-of-order summoning (i.e. all Aeons don't die after that). But no full Aeon overdrive meter for free.
Sorry if all this was uncalled for, it's just some ideas of how I would like to see a harder version of FFX. Hope you find them useful. I can't mod the game myself, 'cause I don't have any knowledge or experience with hacking whatsoever.
I'm totally no good with any kind if hacking, but I have some suggestions on how you can make it better.
First, make it based on the International (NTSC-J) version of the game. It clearly gives us some advantages:
1) It has both english and japanese texts, also the undubbed version exists.
2) It has Expert Sphere Grid (which, I think, should be mandatory for this mod).
3) Extra bosses, including Penance.
Make Expert Sphere Grid mandatory. The Sphere Grid type selection should be skipped (or, no matter what you choose, you get ESG). Whichever way is easier to make.
Remove Clear Spheres from the game. Or leave them for Weapon Customization purposes, but make them unusable on the sphere grid.
Make it so stat-increasing spheres make not +4 nodes on the Sphere Grid, but the +1 nodes (+200 for HP and +20 for MP). This'll hinder player characters enough, so you won't have to make optional bosses stronger.
Remove auto-abilities from armor pieces (like auto-haste, auto-protect, etc.)
Steal insta-kills machina? We can't have that.
Reviving insta-kills undead? Not on hard mods.
It's not necessary to make Aeons weaker, you can just make them significantly slower.
Make it so player couldn't use items to permanently increase Aeon stats.
Make Aeons' overdrive meter charge like 3 times less.
Also, make them unable to learn some of the most powerful spells and abilities. It would be ideal if every Aeon would have its own available skillset.
Zanmato? Resistance to Zanmato of all bosses and most enemies should be set to 5.
Normally, If the Aeon dies in a battle, it becomes unusable for 20 battles. It should be made so if any Aeon is used in battle, all Aeons become dead and unusable for 20 battles. Even if it is dismissed (not killed). As soon as you summon an Aeon, all other Aeons should lose all health. Dismissing an Aeon should kill it, so you have strictly one summoning per battle. Just one exception: Grand Summon. Grand Summon should give you one free out-of-order summoning (i.e. all Aeons don't die after that). But no full Aeon overdrive meter for free.
Sorry if all this was uncalled for, it's just some ideas of how I would like to see a harder version of FFX. Hope you find them useful. I can't mod the game myself, 'cause I don't have any knowledge or experience with hacking whatsoever.
#13
05 February 2013 - 02:32 PM
Notes so far:
Overall, I'd say it's off to a good start. I would slightly nerf Klikk since there are no real options for the fight other than to get lucky with dodges. I actually like Tros having 20 str, it makes the player take notice of the importance of cheer + defend. Rikku is so powerful that the boss is quite easily winnable with a little bit of thought.
Spoiler
Overall, I'd say it's off to a good start. I would slightly nerf Klikk since there are no real options for the fight other than to get lucky with dodges. I actually like Tros having 20 str, it makes the player take notice of the importance of cheer + defend. Rikku is so powerful that the boss is quite easily winnable with a little bit of thought.
#18
06 February 2013 - 06:55 PM
Since we've reached the point where Rikku is available, I'd like to suggest that you alter what I believe to be the most broken thing in the pre-Calm Lands part of the game that is easily "fixable": Evade & Counter. As it is now, a single Blitzball league for a teleport sphere trivializes nearly every random encounter in the game post-Moonflow. A couple of possible fixes: increase the number of spheres required to ~four; Remove teleport spheres from blitzball prizes (pushes E&C availability to Bikanel); Remove the ability to customize it altogether, pushing its availability to Via Purifico; Or just remove it completely.
I'm going to avoid using E&C for my playthrough (at least until Bikanel), but it'll be tempting if I start having trouble with random encounters.
I'm going to avoid using E&C for my playthrough (at least until Bikanel), but it'll be tempting if I start having trouble with random encounters.
#19
08 February 2013 - 05:07 AM
I just killed Tros and I have a doubt. I used Rikku's overdirve on him (grenade + grenade) and it was a instant kill, it was like 5 times 700 damage, is that normal? Seems a little OP. I made some cheer before i don't know if it affects.
#20
08 February 2013 - 06:55 AM
It's six hits, actually. And it is constant damage (until you factor in elemental weakness/resistance, which Tros doesn't have) so cheer had no effect. It is definitely OP, but pretty much everything Rikku does is OP. There's a reason you can quite easily beat the game with just her alone, without ever touching the sphere grid.