Download Final Fantasy VIII - Requiem v1.2.1
5 VotesDescription
This patch is a difficulty and re-balance modification for the PSX NTSC-U version of Final Fantasy VIII.
Enemy Alterations
Strength, Magic, Speed, and HP have been increased. Bosses have extra status immunities and are immune to gravity attacks. Ability scaling has been altered. Bosses often use more powerful abilities. HP is now the only stat that can be increased by Devouring enemies. Some AI scripts altered.
GFs
Stat bonus abilities (Str Bonus, etc.) have been replaced. Stat increasing abilities (Str+20%, etc.) have been reduced in effect. Forbid Med-RF and Cover have been removed. Doomtrain doesn't inflict Vit0.
Magic
All magic junctions have had their effects reduced. Meltdown no longer inficts Vit0. Aura change to Shield, adds Protect and Shell. Meteor is less powerful. Re-balanced magical damage.
Items
Hero-Trial, Hero, Holy War-Trial, and Holy War add Haste, Regen, Protect, and Shell. Aura Stone changed to Shield Stone. Knight's Code replace with Thief's Code, teaches Mug. Elixers restore 2000 HP to the party. Megalixers restore 4000 HP to the party. X-Potions restore 5000 HP to one character.
Limit Breaks
The End no longer ignores Death immunity, but it has gained Catastophe's damage formula and breaks the damage limit. Wall now adds Invincibility and Aura. Rapture and The End appear more frequently in Slots, while Wall is much less frequent. Lionheart, Punch Rush, Booya, Heel Drop, Mach Kick, and Wishing Star have had their damage multipliers reduced. Meteor Strike is non-gravity damage. Zell's Finishing Moves are more powerful and My Final Heaven can break the damage limit. Fated Circle and Blasting Zone are more powerful. Angelo Cannon and Angelo Strike are more powerful. Angelo Strike can inflict Vit0. Invincible Moon changed to Wishing Moon, a weaker version of Wishing Star. Irvine's Shots have been re-balanced. Hyper Shot can break the damage limit. Degenerator now uses the same status hitrate as spells like Death, Blind, etc.
Enemy Level Alterations
Most story bosses have fixed levels. Most optional bosses still scale. Enemies in Ultimecia's Castle that previously randomly spawned their levels now are set to party level+30. The final bosses are set to level 100. Brothers are changed from max level 75 to fixed level 25. Enemies in Lunatic Pandora scale. Enemies that had fixed levels now have higher fixed levels. Enemies in the Deep Sea Research Facility are set to party level+22. Enemies in the Centra Ruins are set to party level+15.
Enemy Alterations
Strength, Magic, Speed, and HP have been increased. Bosses have extra status immunities and are immune to gravity attacks. Ability scaling has been altered. Bosses often use more powerful abilities. HP is now the only stat that can be increased by Devouring enemies. Some AI scripts altered.
GFs
Stat bonus abilities (Str Bonus, etc.) have been replaced. Stat increasing abilities (Str+20%, etc.) have been reduced in effect. Forbid Med-RF and Cover have been removed. Doomtrain doesn't inflict Vit0.
Magic
All magic junctions have had their effects reduced. Meltdown no longer inficts Vit0. Aura change to Shield, adds Protect and Shell. Meteor is less powerful. Re-balanced magical damage.
Items
Hero-Trial, Hero, Holy War-Trial, and Holy War add Haste, Regen, Protect, and Shell. Aura Stone changed to Shield Stone. Knight's Code replace with Thief's Code, teaches Mug. Elixers restore 2000 HP to the party. Megalixers restore 4000 HP to the party. X-Potions restore 5000 HP to one character.
Limit Breaks
The End no longer ignores Death immunity, but it has gained Catastophe's damage formula and breaks the damage limit. Wall now adds Invincibility and Aura. Rapture and The End appear more frequently in Slots, while Wall is much less frequent. Lionheart, Punch Rush, Booya, Heel Drop, Mach Kick, and Wishing Star have had their damage multipliers reduced. Meteor Strike is non-gravity damage. Zell's Finishing Moves are more powerful and My Final Heaven can break the damage limit. Fated Circle and Blasting Zone are more powerful. Angelo Cannon and Angelo Strike are more powerful. Angelo Strike can inflict Vit0. Invincible Moon changed to Wishing Moon, a weaker version of Wishing Star. Irvine's Shots have been re-balanced. Hyper Shot can break the damage limit. Degenerator now uses the same status hitrate as spells like Death, Blind, etc.
Enemy Level Alterations
Most story bosses have fixed levels. Most optional bosses still scale. Enemies in Ultimecia's Castle that previously randomly spawned their levels now are set to party level+30. The final bosses are set to level 100. Brothers are changed from max level 75 to fixed level 25. Enemies in Lunatic Pandora scale. Enemies that had fixed levels now have higher fixed levels. Enemies in the Deep Sea Research Facility are set to party level+22. Enemies in the Centra Ruins are set to party level+15.
What's New in Version v1.2.1 (See full changelog)
- altered elixers, megalixers, and x-potions
- altered magic damage multipliers
- removed cover
- replaced knights code with thief's code
- thief's code teaches mug
Author
- Submitted: 05 November 2012
- Last Updated: 17 October 2014
- File Size: 42.38K
- Views: 5779
- Downloads: 4,402
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- Total Downloads
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- Latest File
- The latest file submitted was FFT Monster Tactics by Emmy (submitted 6 days ago)
Awful. LandonRay makes another impossible game for anyone who isn't super duper "living in their mom's basement" hardcore. In this one you're supposed to play triple triad and grind for 20+ hours at the beginning of the game, get every ultimate weapon, all higher tier magic, etc. THEN you have somewhat of a decent chance to progress through the game without mashing the reset button on every single boss.
Very similar to the criminally bad FFT 1.3 Tactics mod. In both mods you have to BREAK the game to win (that is, if you don't throw your controller at the wall or bash your console in and break it that way first).
I got up to the very end of disk 1 fighting Seifer on the float. He cast flare for 4k on my Squall who had about 2k health (100 curagas on health, Squall was lvl 16 I think, high health and low level for that point in the game, or so I thought). I think it was then or maybe a couple seconds later I got up, turned my console off and calmy threw the disk in the trash can.
Oh, and I just love reading some of these posts on the forum:
"YAYYY!!! WOOHOOO!!!!! I JUST PLAYED TRIPLE TRIAD FOR 40 HOURS AND GRINDED BALAMB BEACH FOR 50 HOURS (REMEMBER TO TURN EVERY MONSTER INTO A CARD!!), AND NOW ZELL CAN PWN SO EASY WITH 100 TORNADOES STR, 100 METEOR MAGIC, 100 ULTIMA SPRT, DUEL LIMIT BREAK 50 ACTIONS/MILISECOND!!!. WOOHOO!! NOW ONTO THE FIRST DOLLET MISSION, HOPE IT GOES ALRIGHT!!!!!"
Sorry, I don't want to play ff8 like that.
Next.
After going a bit further have noticed a couple more things. The End has shown up a few times in Slot already, I used it for 11500 damage!! She was on lv 12! Probably a bit too much I reckon lol. Also Squall gained Blasting Zone from the Flame Sabre, is that a mistake?
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