To Creoyo, the current patch is a bit too hard (nearly impossible). I'm reworking things for the next version so that it will be possible. Basically enemies are faster, hit harder, and survive longer.
To XtraT, that mod isn't available because I haven't finished modifying enemies. Currently I'm using the PC version with Colly's Battle Hardcore patch and my re-balances mixed in. I could reverse engineer a series of modifications for the re-balances, but it would be designed to be used on the PC version in conjunction with the Battle Hardcore patch.
Chrono Cross (suggestion)
#22
03 August 2012 - 09:43 AM
Yeah that's what I figured. FF8 would probably be one of the hardest FF to balance due to how easy you can break the game. Still, you're probably one of the best suited to balance it.
And since you seem to mod all the games I like, what about Legend of Dragoon?
And since you seem to mod all the games I like, what about Legend of Dragoon?
#23
03 August 2012 - 10:30 AM
For Legend of Dragoon (this also applies to Xenogears) the problem is that I've never actually played the game, so I don't have any plans to modify them. However, someday I might need to pick up a copy.
If anyone is interested in a re-balance for the PC version of FFVIII, let me know.
If anyone is interested in a re-balance for the PC version of FFVIII, let me know.
#24
03 August 2012 - 11:47 AM
Make sense. Was must mentioning that game because with the proper tools it'd be pretty easy to balance number wise.
And if you need some testing for that FF8, hit me up. I'll youtube it.
And if you need some testing for that FF8, hit me up. I'll youtube it.
#25
03 August 2012 - 12:26 PM
Sounds good! I'll get to work on it as soon as I get the next version of Time's Anguish out.
#26
04 August 2012 - 08:25 AM
I threw this together last night. It has a few changes for FFVIII. I haven't test it.
http://www.mediafire...55y9pp8af8hq8na
Edit: I accidentally increased the max level caps instead of giving those enemies fixed levels. I'll fix it later tonight.
http://www.mediafire...55y9pp8af8hq8na
Edit: I accidentally increased the max level caps instead of giving those enemies fixed levels. I'll fix it later tonight.
#27
04 August 2012 - 01:18 PM
Alright, so your patch is Colly's plus your changes right? I have to apply Colly's patch then yours?
Also, think it'd be possible to just make Meltdown and the invincibility items much weaker instead of giving them a low hit rate, but still an OP effect? Seems like you could just overcome these nerfs with resets.
Also, think it'd be possible to just make Meltdown and the invincibility items much weaker instead of giving them a low hit rate, but still an OP effect? Seems like you could just overcome these nerfs with resets.
#28
04 August 2012 - 02:04 PM
If you want to use Colly's patch with my modifications then you should apply his patch first, mine second.
Vit0, Aura, and Invincibility shouldn't be in the game at all. However, reducing the base hitrate of the statuses will help balance them until I can implement something more effective. Altering the base functionality of a status effect isn't a viable option.
Vit0, Aura, and Invincibility shouldn't be in the game at all. However, reducing the base hitrate of the statuses will help balance them until I can implement something more effective. Altering the base functionality of a status effect isn't a viable option.
#29
04 August 2012 - 04:41 PM
Ah ok, that's because you said in your Read me that the patch was designed to be used with Colly's. I'll just use yours then.
And yeah, I'd personally remove Meltdown and Hero Drinks if you can't change them, but that's your call.
And yeah, I'd personally remove Meltdown and Hero Drinks if you can't change them, but that's your call.
#30
04 August 2012 - 05:09 PM
Here's the next release:
http://www.mediafire...cjqhd824ok2phg4
My patch doesn't contain enemy stat modifications yet, which is why I recommend using Colly's mod. An upcoming release will contain modifications to enemy stats and some AI alterations. The problem is that it will require extracting, patching, and recompiling each enemy's data file in order to fully install the mod. That's around 150 files...
http://www.mediafire...cjqhd824ok2phg4
My patch doesn't contain enemy stat modifications yet, which is why I recommend using Colly's mod. An upcoming release will contain modifications to enemy stats and some AI alterations. The problem is that it will require extracting, patching, and recompiling each enemy's data file in order to fully install the mod. That's around 150 files...
#31
04 August 2012 - 06:18 PM
Alright, take your time. I'll wait for your own release before playing since Colly's doesn't balance things enough to my taste, and most of your current changes so far have been more towards the end of the game.
Can't wait
Can't wait
#32
06 August 2012 - 05:43 AM
LandonRay, on 03 August 2012 - 08:26 AM, said:
To Creoyo, the current patch is a bit too hard (nearly impossible). I'm reworking things for the next version so that it will be possible. Basically enemies are faster, hit harder, and survive longer.
Thanks for replying and I highly recommend play the Xenogears, as good as the Chrono Cross