All Activity

This stream auto-updates   

  1. Today
  2. ok about the magic, actually I'm in the area of Lexis and ship thing so I didn't know it After level up in AC sometimes the DFP of some characters appear as 999 but its false, after a battle or go to stairs its show the true value. BTW ok for now and continue playing. That thing of Caron using warp instead the Karlloon name also same a Vanilla bug, that was fixed in the spanish version. About the 200 gold when start, it's easy search with windhex "120" in rom and change it, another dialogues are hex values of 1-2 bytes harder to modify. That thing of MTE or something, I only got part of the tbl from the spanish version
  3. It doesn't magic while still strong with Magic-Focused character is no longer God Mode, the mod is balance and magic doesn't overshadow physical attacks or character's unique abilities thanks to various change that were made.
  4. ah, maybe i got it... since vanilla RNG sucks, that option might allow to use an actual RNG: i know there are 1 or 2 patches that tweak vanilla RNG, still i don't know if in this case Abyss used his own RNG customization though.
    you made this game even bigger than it was! Also feels now like a Mario X final fantasy game! great job!
  5. It's perfectly fine, there's no money in this anyway so I don't mind if just the biggest fans of the game play it. The important thing is that the game deserves a mod, considering how many FFT has, maybe we could say it even needs one so I'm really happy when I see people enjoy it, that means it's a real improvement and not a bunch of wasted effort. Thanks for trying it out.
  6. Edgar was my favorite character in vanilla, and he’s still my favorite here. Very reliable survivability, healing, damage, and status. A great fit in any party. I didn’t focus on any one Esper. All my characters are balanced to whatever degrees their espers allow. Maybe I’m playing wrong, because at low 20’s everything in WoR was a huge threat, but at 30, the remaining challenges were trivial, even Magimaster.
  7. Yeah, having them attack each other was a great touch.
  8. It's inside the chest at Forest River, Snowfly Forest. Thankfully you can just teleport there and collect it, it's easier than navigating that place... As for the Warlock spells, I followed the pattern laid out by the original game, with Elemental bosses giving out the AoE spells (like Flame Sphere, Thunderburst, etc.). The only difference is now they also drop their respective single-target spells. For example, the Water Elemental drops both the Avalanche and Aqua Blast grimoires. In the original you had to farm those single-target spells from enemies like the Phantom or the Dark Eye. I haven't touched the Great Cathedral yet, but on principle I'm ok with the extra grimoires you find there. I'll have to playtest it to know for sure, but I'll probably keep them where they are. I thought of tweaking the STR/INT/AGL difference between materials, but I don't really know where that is located within the rom. I think there is some potential in that, although I'm not sure what I'd actually do with it. Maybe try and make the materials more distinct in their properties. It's cool that you were able to finish the 1st playthrough of the mod, you're the first person to report doing so. Thanks for playing. =)
  9. Yesterday
  10. I know it's been said many times, but I think it bears repeating - really great work, Raics! Imo your mod is really underappreciated - sadly an old game like this probably has quite a niche following, many of whom probably may not bother coming back with a working PSP / emulator to try it again, much less go to the hassle of (1) looking for, (2) finding and (3) trying out your mod. For those of us lucky enough to chance upon this like myself, though, I must say it's really been a blast - I do believe I've clocked well over 100 hrs of playtime with your mod, which in the context of working as a responsible, professional adult is a LOT of time to give up. Thanks again!
  11. I'll be honest, I'm not sure yet. Treasure stuff is mostly still being figured out. I kinda want to make each chest an actual chest, like the ones found in Raithwall's Tomb, but that'd be silly, haha.
  12. What a nice little coding surprise! Good luck with the workaround. (Would color coding be possible? Like garbage respawn chests -> brown, unique chests -> blue? Low priority of course... just something on my mind.)
  13. It randomizes the randomness? I would guess this is more an option for advanced FF6 nerds - those that know how to abuse the default RNG, e.g. when encounters happen, how to force certain drops? The most obvious change might be encounter distribution; you'd probably still have the same amount of total encounters if you loop once through the RNG fully but with this they might be distributed differently, like the first 5 encounter come very soon and then you see a long time nothing. If FF6 has a way to seed the initial RNG forcibly this shuffle would make that technique void. Just a guess though.
  14. In the randomizer, one of the options is "Randomize RNG." I mean, I understand what RNG is - but given that the RNG is just that, random number generator, I'm just not sure what randomizing it actually does. What effect/difference should I be seeing? I really can't tell.
  15. Last week
  16. It's mostly a more offensive knight, probably a bit stronger than terror knight but won't match a berserker. They potentially have very strong skills later on, time of need is good anywhere and fervor is borderline broken in undead maps. Their light spells are indeed situational, he's no cleric so you won't use them all the time but they can save your bacon and won't slow you down much so it's handy to have. One of the reasons I can't make them super good is because you can get so many of them.
  17. Hi Raics! Great mod, really brings the game to life. Recently had some time to play around with white knights but felt they were really weak so I was wondering if i was missing something. It seems their divine light spells are all situational debuff clears (dont know if they get something else later) and they only have melee weapons and slow speed which means they almost never get any action. Would it be possible to give them some kind of skill they could use when theyre not fighting, like aoe defense buff skills or something? I hardly ever find any use for their divine light spells. They just feel like slow melee characters that just lag behind everyone else atm and I wish they had something they could do more consistently.
  18. I edited the cell d25e3 instead of e4. Stupid me. No idea how you do it so perfectly, across so many entries. xD
  19. Maybe you did something wrong, I'm positive it's the right address. Which number did you put in?
  20. Raics - I did as you mentioned, and it works. I made a mistake at first that resulted in it not working. Thanks again! I get what you mean about having the entire team composed of unique classes being possibly too much better than generics - on the other hand, attempting to use unique classes for ALL members of a roster also places some restrictions on the player - for instance, it necessitates the player carefully thinking through how each unique class will have to be built to play with other unique classes (e.g. Knight Commander with 2 White Knights?), as opposed to simply using flexible generics to fill whatever role is needed.
  21. If you're really curious what each character is capable of, there's a Character Discussion subforum at the top of the BNW board – though I encourage you to wait until you're mostly finished your first run to dive in there in earnest. You needn't worry too much – the characters who end up with the really potent spells you mention are limited, and most characters with access to any of those only get a couple of them at most. Pretty much everyone has ways of contributing outside of Magic spam in this mod; and even those capable of Magic spam, with a couple of late-game exceptions, still need to pay heed to elemental affinities, magic defense, and MP management to be effective. Also, don't underestimate the effectiveness of non-capstone spells in this mod like Ice2, Cure2, Bio, and especially status spells like Haste, Slow, Shell, Sleep, etc. Unlike in vanilla, any one of these can contribute quite meaningfully even later on.
  22. I did try to make unique classes that take more effort to obtain stronger, Astromancer and Songstress are probably worth it now and I might give some others a little boost. The problem with unique classes is you don't get only one, or three or five, you can have your whole team composed of unique classes in best case scenario and if I make them too good that will be the absolute ultimate team and generics will be kinda pointless, ideally I'd like a situation where getting unique characters is worth it but if you're feeling lazy you can go for generics for their accessibility and not feel like you're shooting yourself in the foot. Might have talked about that before, if I can, I definitely will add kill all condition to more battles. Adding more ext to PotD might be trickier, we'll see, I'll keep it in mind. Giving your Lord the Shadow Walk skill is easy, however, just go to the address d25e4 and change the number from 255 (can't learn or use) to whatever level you want him to be able to learn it on.
  23. First off thanks for the great mod. I beat this game at least 20x as a kid, and i am going through it again now using your mod and i just want to say that i really love the changes done to the combat system, that the "classes" are more defined and that the general difficulty is so much higher. I have died a few times but that doesnt bother me, i enjoy the challenge. I am currently at the part where Figaro takes you under the mountains, in pursuit of Esper Terra who flew off to Zozo. My only hesitation going forward is that i hope the mod doesnt make "magic" god mode if you know what i mean? Making just Terra or Celes the heavy magic users who can use the Ice3/Bolt3/Fire3/Cure3/Ultima/Meteor/Merton and everyone else is confined to their "Class role" [with magic being at best Cure2/Ice 2 etc with no meteor or ultima] would be great, though Strago i suppose would make sense to be given Meteor and Life/Cure 3 since he is a mage. I didnt see much info on that posted, though its not a game breaker either way. Anyways, i mostly just wanted to give the thumbs up the mod author here...
  24. What do you mean?
  25. While we're here, and I feel dumb asking - but what exactly does randomizing the RNG do? I'm not really sure I understand.
  26. If by fast, you mean I clocked an embarrassing amount of playtime hours over the weekend... There were other enemies that I had to try different things to beat them, like the various flying gremlins where it makes sense only to hit them with magic. I never ever used magic in vanilla. But none of that was troubling. With Rosencrantz, I was just insanely fixated on defeating him with a single handed sword... because I always did it that way, I guess?? Kali (or is it Asura? whoever is at the bottom of Kiltia on the way to the cathedral) went down easily. Maybe in part because there are so many organic opportunities to raise human affinity? I had really high stats. When does Ashley pick up AGL up? I somehow missed that on this playthrough. Thanks for the directions! Have you given any thought to when the game drops grimoires to learn higher level magic? Or was this worked into the mod somewhat already? My last playthrough was maybe 4 years ago, so when items drop are fuzzy. I enjoyed the somewhat limited magic offerings in the mod - in vanilla, did grimoire avalanche, foudre, etc., not drop until the Cathedral? In the Cathedral, the game also gave another grimoire flamme drop, which took me up to flame sphere level 3. Not sure what your thoughts on level 3 magic on the first playthrough were? In the modded portion of the game, having easily affordable magic - but a limited variety of low level spells - was balanced really well. Not sure if this is even possible or desirable, but have you given any thought to changing the stats of the various metals for equipment? Another reason I never pursued damascus was that the stat difference did not make it remotely worth the effort. The difference with silver being weaker but having higher affinities, or leather being skewed to magic, is interesting in theory, but useless in practice.
  27. Finished this game over the weekend. Good fun. I ended up never utilizing the ELs. My final levels were in the 30s for everyone. By the time I got into the WOR, I figured I should wait until I gather the rest of the Espers. Then once I grabbed them all I was nearly complete, so I figured I might as well make it slightly more of a challenge. Used Celes, Locke, Cyan, and Edgar for the final battles. Celes and Locke helped keep the HP maxed out while Cyan used Eclipse on the first two tiers (while back rowed) and Tempest on the last two tiers (front row). Edgar did his damage with the Jump (and Dragon Helm, of course). The attackers did backup healing and revival when necessary until everyone was back on their feet. Loved the new dragon sprite that was used. Was not expecting that! I'm not sure if things just got easier, but the first few dragons I faced seemed like their AIs changed as they lost HP, but the others didn't really seem to change all that much. Might have just been me. I liked the minimized Rage list, though I still tended to lean towards just a few of them. (Conjurer, Adamantite, Dragon, Behemoth) Strago's Lore list seems ... worthless almost. He has 2 water based Lores, 2 fire based Lores (one with added poison). Nothing ice (yes, Shiva), no bolt. No wind or earth. Raid didn't work half the time for the MP. Ninja type enemies were just plain douchebags. Counter disappear and chuck swords quickly for OHKOs. I was definitely disappointed that some of the hardest bosses had no item rewards upon their defeat, including the statues. Had to look up how to get the ???. I really thought I had to do something akin to Shadow's dreams based on what the kid says in Thamasa. Never did end up using it, though, since I was at the end. I do agree with others that Relm is over-the-top in her language. She's 10, and where in that village would she have learned to talk like that? Nobody else seems to... Definitely love the concept this mod brings to the game. It indeed made things harder, but not impossibly difficult. Thank you for the great mod. I had actually made my own mod years ago (difficulty and dialogue, not the extent and mechanics like this), and this one is up there for me too!
  1. Load more activity