Brave New World 1.8.4 is now available!
#281
4 weeks ago
Haha yea, all those hours of theorycrafting in anticipation of a new version that could've been spent playing instead.. but I mean, well planned is half done, right?
#282
4 weeks ago
If I recall correctly, some items (like the Healing Shiv and Memento Ring) used to "teach" spells in the old fashion--do they still?
#284
3 weeks ago
Healing Shiv used to have a learn spell attached to it but BTB and Synch found it to be a bit OP as a rare steal item so they nerfed it to make it less OP but still viable.
#285
2 weeks ago
So I have finally come back to this mod download the last version the mod is still awesome however I've notice a small glitch (maybe it already was like in the Vanilla and I have never realise in that case my bad) but when you equip 2 piece of equiment that gives a bonus to MP or HP on the same character they doesn't stack and the game only count the one that give the best bonus for instance equipping both Carbunkl (MP+25%) and Magic Cube (MP+50%) the game only count the Magic Cube's Bonus not Carbunkl one meaning in this scenario equipping Carbuncle is useless, is it already like this in the vanilla version ??
#286
2 weeks ago
Nesouk, on 09 April 2017 - 06:32 AM, said:
So I have finally come back to this mod download the last version the mod is still awesome however I've notice a small glitch (maybe it already was like in the Vanilla and I have never realise in that case my bad) but when you equip 2 piece of equiment that gives a bonus to MP or HP on the same character they doesn't stack and the game only count the one that give the best bonus for instance equipping both Carbunkl (MP+25%) and Magic Cube (MP+50%) the game only count the Magic Cube's Bonus not Carbunkl one meaning in this scenario equipping Carbuncle is useless, is it already like this in the vanilla version ??
The vanilla version didn't have esper equipment bonuses, in any case that's working as intended, those aren't meant to stack
#288
2 weeks ago
One of the changes in 1.8.5 is a clarification in the Beginner's School that such bonuses do not stack, as this is a common misconception amongst players.
#290
2 weeks ago
Alright just report a rather annoying glitch in the cave to the seal Gate there is an ennemy call Apparition whenever I make an action on this ennemy (either by input or by counter-attacking and also regardeless of if the action does damage, statut or miss) my battle menu completly disappear for a couple of seconds preventing from entering any command, it also disable the Slot while I'm doing them, there is however some occasion where it doesn't happen but most of the time (I would say 90%) it happens.
#291
2 weeks ago
Here's the official changelog for 1.8.5:
• Made the Colosseum function more like a trading post by nerfing the only two opponents of any real difficulty (Siegfried and WEAPON) and changed many trades to improve end-game equipment availability; also improved the readability of the "prize" menu by marking all invalid trades with dashes • Overhauled enemy status resistances (again) and removed the "immunity to fractional damage" flag from all randomly-occurring enemies previously flagged as minibosses (i.e. Dante/Virgil); also rewrote the scripts for two bosses (Phunbaba and the Battle on the Bridge) impacted by this overhaul • Corrected an oversight in Final Kefka's script that allowed him to potentially use two devastating party-wide attacks in quick succession; also lowered the inappropriately-high damage dealt by one portion of the first tier of the final tower of bosses • Lowered the defense/m.def of several end-game bosses to shorten the length of the fights, as well as to reduce the dearth of high-defense enemies in the late game which was causing an over-emphasis on defense-ignoring attacks (and thus weakening character builds that don't rely on them) • Edited the battle scripts of several early-game enemies to give players more/better opportunities to learn how counter-attacks work in the mod (this lesson was previously confined mostly to Mt. Koltz) • Addressed the tendency of players to overlevel while cash-grinding in the early game by lowering exp. gains from certain enemies and increasing the availability of GP (both from enemies and from chests) • Swapped Cyan's and Sabin's base magic power (NOTE: this change requires a restart or save editing) • Swapped the summons on Odin and Crusader (thus making Odin a stamina-based attack) • The Siren summon now sets Bserk on all enemies (instead of dealing MP damage) • The Mute spell now targets all enemies (instead of only one) • Halved the power of the Osmose spell • Raised the power of the Bio and Storm spells • Raised the power of the Dispatch bushido • The Fire Dance blitz no longer ignores defense • The Aurabolt blitz now sets blind • Desperation attacks now set Slow in addition to Sap • Changed Discord back to being a lore (replacing Grav Bomb) • Swapped the 7/16 (Moonlight) and 5/16 (Specter) steps on the Love Sonata dance • The Specter dance step now sets Muddle and Mute as advertised (it was only setting Muddle before) • Changed the attacks on several rages, most notably the ones with healing moves: Adamiantite 2/3 attack swapped with 1/3 (Cyclonic) Allosaurus 2/3 attack swapped with 1/3 (Attack 3x) Chickenlip 2/3 attack changed to Net Gargoyle 2/3 attack changed to Holy Wind (was 1/3); 1/3 attack changed to Quake Griffin 2/3 attack changed to Razor Leaf; 1/3 attack changed to Harvester (was 2/3) Kudzu 1/3 attack changed to Bio Mesosaur 2/3 attack swapped with 1/3 (Sun Bath) Peeper 2/3 attack swapped with 1/3 (Rock) Rhinotaur 2/3 attack swapped with 1/3 (Cure 2); raised 1/3 attack bonus to 3x damage Spike 2/3 attack changed to Lode Stone; raised 1/3 attack bonus to 3x damage Tumbleweed 2/3 attack swapped with 1/3 (Harvester) • Overhauled the stat boosts on end-game swords to focus on the store-bought ones, Apocalypse/Illumina, and Zantetsuken for this purpose while specifically excluding the Excalibur and Atma/Omega Weapon • Raised the power of all spears except for Gungnir, which is now the second-strongest spear (Longinus is now the strongest) but now has a +50% HP bonus (and is the "only" item in the mod to offer it) • Reworked Shadow's knives to be more desirable for fighting by adding the "X-Fight" property to the Kagenui and more desirable as stat sticks by adding stamina boosts to them • Lowered the price of Shadow's weakest buyable knife (now renamed to Kunai) to promote it as an ideal single-target damage alternative to Shuriken (which are also cheaper now) • Changed Stormfang's random cast to Bolt so that the "vigor" claws now all cast direct damage spells • The random cast on the Quartrstaff will now multi-target (only) on MP-fueled critical hits, while the Doomstick will cast X-Zone instead of Doom (again, only on attacks that use MP for a critical hit) • Removed the evasion/magic evasion boosts from WoB rods and all brushes and added physical evasion to the Punisher (it now offers both). • The Dragoon Seal and Radiant Gown now increase the random spellcast rate of swords and paintbrushes, respectively; the Radiant Gown in turn no longer boosts MP or blocks fire damage • Raised the evasion/magic evasion of the Royal Jacket and Radiant Gown (respectively) • Lowered the stat boosts on the Moogle Hide and the elemental shields • Lowered the speed penalties on the Snow Muffler and Kusarigama • Fixed a bug with Setzer's (not fixed) Dice where three would be thrown if they were held in the left hand with another weapon or nothing in the right hand • Fixed a bug with the Atma/Omega Weapon formula where the damage would overflow at very high levels • Fixed a bug where the Ragnarok equip bonus was not working properly • Equipping Seraph now blocks Zombie as every other form of instant death protection does • The Tentacles (Figaro basement boss) are now listed in the correct order in the battle screen • It should no longer be possible to be blinded during the "Save Terra from the Guards!" sequence • Made several dialogue changes/additions, primarily in the form of advice to the player • Several other minor/insignificant changes
#292
2 weeks ago
Nesouk, on 11 April 2017 - 01:30 PM, said:
Alright just report a rather annoying glitch in the cave to the seal Gate there is an ennemy call Apparition whenever I make an action on this ennemy (either by input or by counter-attacking and also regardeless of if the action does damage, statut or miss) my battle menu completly disappear for a couple of seconds preventing from entering any command, it also disable the Slot while I'm doing them, there is however some occasion where it doesn't happen but most of the time (I would say 90%) it happens.
As for this, I have no fuckin' clue. Sounds like an emulator issue. What are you running?
#293
2 weeks ago
Well nevermind after some testing it seems it was just a problem with the ROM I patch a brand new clean ROM and I don't have the glitch anymore, I think I just forgot to change the ROM when I patch the last version so it's my fault ^^
#294
2 weeks ago
That's a boatload of changes. Maybe it should be 1.9? Plus, doesn't seem like there will be any structural changes going forward, so it'll potentially be a straight shot to 2.0 (whenever that time comes).
#295
2 weeks ago
SuperHario, on 12 April 2017 - 11:13 AM, said:
Plus, doesn't seem like there will be any structural changes going forward,
How many times have we heard *that* one before? >.>
In any case, I'm considering this to be the second half of changes that should have been made to 1.8 proper (which itself was a relatively small update)
#296
2 weeks ago
1.8.5 documentation/supporting files:
http://btb2.free.fr/temp/Readme.txt
http://btb2.free.fr/temp/Printme.xls
http://btb2.free.fr/temp/Unlockme.rar
http://btb2.free.fr/temp/BNWCP.xls
http://btb2.free.fr/temp/Readme.txt
http://btb2.free.fr/temp/Printme.xls
http://btb2.free.fr/temp/Unlockme.rar
http://btb2.free.fr/temp/BNWCP.xls
#297
2 weeks ago
Forgot to mention in the changelog that Specter is now the 1st dance step for Love Sonata. (More chance of stealing HP/MP).
#299
2 weeks ago
Welcome.
For once, I'm sorta excited about playing X-Mog. He's still limited to "attack only," but with Specter 1st and a little MP support, he may have just enough self-sufficiency for his raw power & bulk to shine.
For once, I'm sorta excited about playing X-Mog. He's still limited to "attack only," but with Specter 1st and a little MP support, he may have just enough self-sufficiency for his raw power & bulk to shine.