Download Final Fantasy VI: Dancing Mad Advance 0.7
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How to install:
This has to be patched onto the EUROPEAN version of Final Fantasy VI: Advance. You will need an emulator(I recommend VisualBoyAdvance) to play. I can't tell you where to find one, but if you are having bugs or patching issues feel free to post about it and I will assist in any way possible. Now, without further ado.....
Welcome to Dancing Mad! It has been a long time coming but I finally have a playable release with a good amount of content. This version is exclusive to the GBA version of Final Fantasy VI and has content playable up to the end of the WoB. I guess you could play further but I don't recommend it since I still have some editing to do.
The good thing is the majority of the major editing is done and all that really needs finished are the WoR enemies. I will continue to work on those as players are going through the current content and should have releases coming about one a week or less moving forward. I am committed to getting this project finished as soon as possible and any feedback is greatly appreciated!
Now....getting on to the changes. This is a fairly toned down version of what you have previously seen. That isn't to say that enemies won't hit hard and have varied AI but the changes are much less noticeable especially in the beginning. As you progress through the game the enemies will start to have a bit better AI as well as higher damage. For the most part the AI isn't heavily changed until you get to around Zozo and even then it isn't too different. By the time you get to the later states of the WoB you will definitely be seeing different types of attacks. AI changes on the Advance version are a bit more limited than the SNES so its not always easy to make complex enemies.
The curve overall flows very well in my testing but keep in mind I tested this at base settings which are battle speed 3 and Wait mode. If you are having difficulties you can always lower the battle speed which only will affect the enemies. On the other hand if you think things are too easy you can raise the battle speed and make it active. In this version its highly customizable based on what you want to do.
I tried to focus the most difficulty into the boss encounters to make the normal encounters not seem so grindy. I want the journey to not feel tedious but I still want the difficulty to be there...its a balance that I will work on as feedback comes in.
Ok so down to the nitty gritty....what has been changed other than the enemies?
-Damage is overall ALOT lower. To give perspective I was doing an average of 300-500 damage with my strongest attacks on the floating continent at average party level 25. Of course there are variances but this is the average I would say. Damage curves pretty high based on level and then you have the stat boosts so most attacks have been significantly nerfed. Enemy HP has been nerfed to compensate for this.
-All items and equipment have been overhauled. The goal is to give alot of weapons and armor viability instead of just being incremental upgrades which really encourages build diversity.
-Weapons fall into 3 general categories: High attack power but lowers speed, medium attack power but raises speed, and low attack power but raises magic. There are hybrids as well as some special weapons.
-Armor falls into similar categories: High magic or physical defense but lowers speed, medium defensive equipment that is neutral, and low defense equipment that boosts evasion or stats.
-Items are not too drastically changed but Potions should be overall more useful throughout the game, and the Teleport Stone has been replaced with the Hero Drink which adds the Marvel Shoes effect to a character.
-Relics probably see the biggest overhaul. Things like the Ribbon have totally different effects, alot of relics can teach you spells even from the beginning and also give various stat boosts. There are a few relics that have been made shields or helmets but will still have the relic symbol in their name.
Patches applied:
Border Crossing Patch by Lenophis and Imzogelmo
Font Enchancement Patch by SC
General Violence Patch by Novalia Spirit
Graphics Reverter Patch by Vivify93
Sound Restoration Patch by Bregalad
I have alot more to say on this but its early in the morning, I just want to go ahead and get this released. Please feel free to give any criticism good or bad as I want this to be the best thing possible, but don't forget this is a hardtype Enjoy and thanks for all the support over these last couple of years, there is more coming soon!!!
This has to be patched onto the EUROPEAN version of Final Fantasy VI: Advance. You will need an emulator(I recommend VisualBoyAdvance) to play. I can't tell you where to find one, but if you are having bugs or patching issues feel free to post about it and I will assist in any way possible. Now, without further ado.....
Welcome to Dancing Mad! It has been a long time coming but I finally have a playable release with a good amount of content. This version is exclusive to the GBA version of Final Fantasy VI and has content playable up to the end of the WoB. I guess you could play further but I don't recommend it since I still have some editing to do.
The good thing is the majority of the major editing is done and all that really needs finished are the WoR enemies. I will continue to work on those as players are going through the current content and should have releases coming about one a week or less moving forward. I am committed to getting this project finished as soon as possible and any feedback is greatly appreciated!
Now....getting on to the changes. This is a fairly toned down version of what you have previously seen. That isn't to say that enemies won't hit hard and have varied AI but the changes are much less noticeable especially in the beginning. As you progress through the game the enemies will start to have a bit better AI as well as higher damage. For the most part the AI isn't heavily changed until you get to around Zozo and even then it isn't too different. By the time you get to the later states of the WoB you will definitely be seeing different types of attacks. AI changes on the Advance version are a bit more limited than the SNES so its not always easy to make complex enemies.
The curve overall flows very well in my testing but keep in mind I tested this at base settings which are battle speed 3 and Wait mode. If you are having difficulties you can always lower the battle speed which only will affect the enemies. On the other hand if you think things are too easy you can raise the battle speed and make it active. In this version its highly customizable based on what you want to do.
I tried to focus the most difficulty into the boss encounters to make the normal encounters not seem so grindy. I want the journey to not feel tedious but I still want the difficulty to be there...its a balance that I will work on as feedback comes in.
Ok so down to the nitty gritty....what has been changed other than the enemies?
-Damage is overall ALOT lower. To give perspective I was doing an average of 300-500 damage with my strongest attacks on the floating continent at average party level 25. Of course there are variances but this is the average I would say. Damage curves pretty high based on level and then you have the stat boosts so most attacks have been significantly nerfed. Enemy HP has been nerfed to compensate for this.
-All items and equipment have been overhauled. The goal is to give alot of weapons and armor viability instead of just being incremental upgrades which really encourages build diversity.
-Weapons fall into 3 general categories: High attack power but lowers speed, medium attack power but raises speed, and low attack power but raises magic. There are hybrids as well as some special weapons.
-Armor falls into similar categories: High magic or physical defense but lowers speed, medium defensive equipment that is neutral, and low defense equipment that boosts evasion or stats.
-Items are not too drastically changed but Potions should be overall more useful throughout the game, and the Teleport Stone has been replaced with the Hero Drink which adds the Marvel Shoes effect to a character.
-Relics probably see the biggest overhaul. Things like the Ribbon have totally different effects, alot of relics can teach you spells even from the beginning and also give various stat boosts. There are a few relics that have been made shields or helmets but will still have the relic symbol in their name.
Patches applied:
Border Crossing Patch by Lenophis and Imzogelmo
Font Enchancement Patch by SC
General Violence Patch by Novalia Spirit
Graphics Reverter Patch by Vivify93
Sound Restoration Patch by Bregalad
I have alot more to say on this but its early in the morning, I just want to go ahead and get this released. Please feel free to give any criticism good or bad as I want this to be the best thing possible, but don't forget this is a hardtype Enjoy and thanks for all the support over these last couple of years, there is more coming soon!!!
What's New in Version 0.7 (See full changelog)
- Version 0.7
- Content is edited and playable up to aquiring the Falcon. Enemies are edited progressively to go from 26-30 from the time you get to the WoR to the Falcon. With only normal encounters and no grinding you should be able to get to about 30 with no problem.(If you try to fight Angler Whelk, he will probably kill you at this stage of the game because as an optional encounter he is much more difficult than average)
- Sabin now starts at average party level +2
- Changed Vargas's AI a bit to make the solo Sabin part more reasonable
- Increased power of Razor Gale, Aura Cannon, Raging Fist, Flurry, Eclipse
- Sky will now target all enemies on the counterattack, I hope this will allow it to see more use
- Special note on Tiger. This is not yet noted in its spell description but it has been reworked. It now does damage to ALL enemies similar to the Revenge Blast skill. This is a very useful skill and should not be overlooked.
- Fixed Chakra so that it will now function properly. It cures Sap, Sleep, Muddle, and Berserk in addition to healing the party.
- Reworked shops and item costs overall, some costs may bit a bit high especially in the WoR but all in all but it should all work out especially considering you get alot of gil as the game goes on. I haven't cut gil gains that much tbh unlike in previous releases.
- Edited enemy units in the Narshe party battle so that they will approach the player much faster
- Lowered MP cost of Basuna and Esuna
- Raised the accuracy of Sabin's Claws
- Raised the accuracy of most offensive magic
- The Gauntlet and Mage Bracer can now only be equipped by Terra, Locke, Strago, Relm, Mog, Gau, and Gogo
- Terra can no longer use heavy armor
- Made some other general changes to who can equip what armor to increase build diversity
- Rasied power and accuracy of the Drill and Chainsaw
- Adjusted some relics to prevent excess defense gains and promote build diversity
- Fix Siegfried's AI so he uses the correct Potion on himself and will now drop a Mythril Glove in addition to the large amount of gil he drops(NOTE: This encounter is intentionally more difficult because it is optional)
- Increased the attack power of Setzer's weapons
- Edited a few existing chests
Author
- Submitted: 04 November 2012
- Last Updated: 18 February 2016
- File Size: 18.96MB
- Views: 2610
- Downloads: 8,274
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