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zedorfed66

FF8 Remastered - Extreme v3.5

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Hello NGPlus. I present to you my Final Fantasy VIII hardtype called 'Extreme'.

This mod works on the Steam release of FF8 Remastered when played on English language. There's been lots of stuff changed along the way.

Here's the change log of the most recent version (v3.5):

 

- All enemies' Str, Mag & Agl + 1 per level.

- Enemies' HP multiplier 1 or 2 depending on enemy.

- Most bosses are immune to Gravity.

- HP, Str, Vit, Mag & Spr stat Junction power halved.

- HP+%, Str+%, Vit+%, Mag+% & Spr+% Abilities Junction power halved.

- Status Attack & Element Attack Junction strength halved, Element Defense Junction strength / 4.

- 'Card' ability completely removed from the game. Quezacotl replaces 'Card' with Mad Rush. Quezacotl swaps 'Card Mod' with Tonberry's Move-HP Up. Move-HP Up becomes available after learning Mad Rush.

- The Shumi Village card game no longer gives the item to learn 'Card' ability but instead gives 1 Energy Crystal for 5 Shumi cards.

- Heros and Hero Trials grant Protect, Shell & Haste on 1 character. Holy Wars and Holy War Trials grant Protect, Shell & Haste on all party members. X-Potions, Elixirs & Megalixirs restore 4000 HP instead of full health.

- 'Bonus' abilities no longer grant bonus stats when leveling up.

- Permanent stat increase items are no longer Refinable using Forbidden Refine. The Refine grants 'Hero Trial' items instead.

- Stat increments from 'Devour' removed.

- 'Vit 0' ailment removed.

- Boss levels multiplied by 1.5. Enemy lvl2 & lvl3 multiplied by 1.5. Final boss locked at lvl 90, Omega Weapon locked at lvl 100.

 

To get this mod to work patch "main.zzz" (located in the game directory) with the file from zip using "delta patcher". New patches for this mod must be applied to the original main.zzz file. I'm very sorry about that. I didn't get it to work otherwise. I will be updating this mod as I go along.

See my other messages on this thread to find out what was changed with the updated versions.

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Here are the download links for the mod:

 

Max level mod (bosses scale to party's average level while having a max level)
http://www.mediafire.com/file/xpt9vb32ntt5qla/ff8_remastered_en_extreme_3_5_m.zip

 

Fixed level mod (bosses don't scale to party's level and have fixed levels instead)
http://www.mediafire.com/file/6uphggkflmwl9vf/ff8_remastered_en_extreme_3_5_f.zip

 

 

Here are the previous versions:

http://www.mediafire.com/file/9i9ct3fjtqk9w4k/ff8_remastered_en_extreme_3_1.zip

http://www.mediafire.com/file/lotijqkt6pdhgg0/ff8_remastered_en_extreme_3_0.zip

http://www.mediafire.com/file/5zxtge896gs7kiw/ff8_remastered_en_extreme_2_9.zip

http://www.mediafire.com/file/5tj7lr5fgqqxdtd/ff8_remastered_en_extreme_2_75.zip

http://www.mediafire.com/file/wg16grvz1zf7pds/ff8_remastered_en_extreme_2_55.zip

http://www.mediafire.com/file/oj11yqbcv7xetok/ff8_remastered_en_extreme_2_5.zip

http://www.mediafire.com/file/uczsrrcafp4rtmw/ff8_remastered_en_extreme_2_35.zip

http://www.mediafire.com/file/655vclzobgqvt72/ff8_remastered_en_extreme_2_3.zip

http://www.mediafire.com/file/t65qd0lf52m0w5l/ff8_remastered_en_extreme_2_15.zip

http://www.mediafire.com/file/i87zwxxdwe3z9l0/ff8_remastered_en_extreme_2_1.zip

http://www.mediafire.com/file/fg53pqk4bmluf8d/ff8_remastered_en_extreme_2_0.zip

http://www.mediafire.com/file/mvxi5ytusysmye6/ff8_remastered_en_extreme_1_9.zip

http://www.mediafire.com/file/l95kp7a2oy548nz/ff8_remastered_en_extreme_1_75.zip

http://www.mediafire.com/file/i8swdhg40v94zby/ff8_remastered_en_extreme_1_7.zip

http://www.mediafire.com/file/q69fgymqesfrngd/ff8_remastered_en_extreme_1_6.zip

http://www.mediafire.com/file/5yre7ranu0hfk6x/ff8_remaster_en_extreme_1_55.zip

http://www.mediafire.com/file/q1c4nqb7o7vap7h/ff8_remaster_en_extreme_1_5.zip

http://www.mediafire.com/file/4nl5rmtofwcbepd/ff8_remaster_en_extreme_1_45.zip

http://www.mediafire.com/file/3elezekxb26t3w8/ff8_remaster_en_extreme_1_4.zip

http://www.mediafire.com/file/i88kwgm1154m5he/ff8_remaster_en_extreme_1_3.zip

http://www.mediafire.com/file/cztkm6skj82ucel/ff8_remaster_en_extreme_1_2.zip

http://www.mediafire.com/file/kyjiu49eljmfin6/ff8_remaster_en_extreme_1_1.zip

http://www.mediafire.com/file/hh27tbhnpiop3mw/ff8_remaster_en_extreme_1_0.zip

 

Edited by zedorfed66
updated files

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In v1.1 i upped boss health from * 2 to * 3. Those bosses that must be passed within time limit weren't changed from v1.0.

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v1.2 halves the effect of Elemental Defense Junctions. I'm working to get this mod as perfect as I possibly can but I'm far from the end in my playthrough. I want the final boss to be challenging to some degree as well. If anyone got suggestions on things I should change you can leave them here. If not that's fine. Just enjoy the mod the way it is up to this point. I'll get back to it if I see something that needs to be changed.

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v1.3 halves the effectiveness of HP+20%, HP+40% and HP+80%. And HP Junction effectiveness is now 3rd of the original instead of half.

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v1.4 gives all enemies +1 speed per level. So if enemy is 30 levelled it gets +30 and if 100 then +100. In the original the fastest enemy has 145 speed at lvl 100 now it does have 245 speed value instead (Griever's Helix remains unchanged with its 255 speed value).

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v1.45 changes Tonberry King's HP to original. Jumbo Cactuar, Bahamut & Ultima Weapon's HP to x2 from x3.

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Hey guys,

I hope everyone has been healthy and safe in these special circumstances. There's one thing I'd like to point out.

Please d/l the latest patch instead of the previous ones. You may be wanting the Tonberry GF as early as possible if you wanna get the Card Mod ability.

Bye and take care!

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Hey again.

I guess I was a bit of an edgelord with the HP Junction nerf from before. v1.5 changes the Junction power to HP stat from /3 to /2. The game should feel better with this change.

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I just updated this mod to v1.55. This version swaps Quezacotl's 'Card' command with Eden's 'Mad Rush'. So to get 'Luck+50%' on Quezacotl you'll need to learn Mad Rush first. I should've made this change way before but better late than never.

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i updated the mod to v1.7. This version changes Jumbo Cactuar's HP to original from x2. I also changed Tiamat's HP from x3 to x2 since I'm pretty sure I upped it too much. I may change it when I reach the boss in my playthrough. Another small change is HP Junction Magic that would up by 2 remains the same. This may help early game some if one chooses to Junction Cure to HP for example. I've been thinking of replacing / removing the level up Bonus Junction abilities but I'm not sure yet.

 

Here are the changes from original in v1.7:

- All enemies' Str & Mag + 100 at level 30.

- All enemies' Agl + 1 per level.

- Boss HP multipliers 1 to 3 depending on boss.

- HP stat Junction power halved starting from 3, rounded up.

- HP+% Abilities Junction power halved.

- Quezacotl's Card ability switches with Eden's Mad Rush. Quezacotl's Card Mod ability switches with Carbuncle's Luck+50%. Quezacotl learn's Luck+50% after learning Mad Rush.

Edited by zedorfed66

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v1.75 changes Ultima Weapon's HP from x2 to original. I did the same to Omega Weapon just to play safe. I may end up changing Omega's HP when I get to him but we'll see.

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Back again. v1.9 changes lots of things in effort to remove some game breaking stuffs.

Changes in this update:

- The 'Card' ability completely removed from the game. I've made up my mind and I don't like the idea of having low level challenges on this mod since it removes the challenge from the mod pretty much entirely. Eden gets back her Mad Rush that replaces the Card ability that I assigned her in v1.55. Quezacotl still has his Mad Rush and Luck+50%.

- The Shumi Village card game now doesn't give the item to learn 'Card' ability but instead gives 1 Energy Crystal for 5 Shumi cards.

- Heros and Hero Trials now grant Protect, Shell & Haste on 1 character. Holy Wars and Holy War Trials now grant Protect, Shell & Haste on all party members.

- 'Bonus' abilities now no longer grant bonus stats when leveling up. Therefore I suggest not using them.

- 'Devour' command still works and is learnable from Eden GF, but PuPu cards no longer teach the ability.

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Another update: v2.0 halves Elemental Attack Junction power and Elemental Defense Junction power is now /4 of the original. Another change is you will learn Devour command from PuPu card again (wasn't happy with changing that) however now only the HP stat can be increased using Devour.

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In v2.1 Forbidden Medicine Refine no longer grants Stat increase items, but gives Hero Trials instead.

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v2.15 changes Devour the way now successful Devour will grant perma HP from all 6 monsters instead of just from Ruby Drakes.

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v2.3 ramps up the difficulty by quite a bit, especially in late game.

The changes: Vit & Spr Junction strength weakened by half, also Vit+% & Spr+% abilities strength weakened by half (same treatment as HP Junction). Another change is Vit 0 status ailment no longer applies when using Meltdown magic and Doomtrain summon.

 

I'm pretty content with the changes I've made up to this point and there shouldn't be much, if any to change from here on out.

Summary of everything that's been changed up to v2.3:

- All enemies' Str & Mag + 100 at level 30.

- All enemies' Agl + 1 per level.

- Boss HP multipliers 1 to 3 depending on boss.

- HP, Vit & Spr stat Junction power halved.

- HP+%, Vit+% & Spr+% Abilities Junction power halved.

- Status Attack & Element Attack Junction strength halved, Element Defense Junction strength / 4.

- 'Card' ability completely removed from the game. Quezacotl replaces 'Card' with Mad Rush. Quezacotl swaps 'Card Mod' with Tonberry's Luck+50%. Luck+50% becomes available after learning Mad Rush.

- The Shumi Village card game no longer gives the item to learn 'Card' ability but instead gives 1 Energy Crystal for 5 Shumi cards.

- Heros and Hero Trials grant Protect, Shell & Haste on 1 character. Holy Wars and Holy War Trials grant Protect, Shell & Haste on all party members.

- 'Bonus' abilities no longer grant bonus stats when leveling up.

- Permanent stat increase items are no longer Refinable using Forbidden Refine. The Refine grants 'Hero Trial' items instead.

- 'Devour' command now only grants permanent HP to characters, and that applies from all 6 monsters.

- 'Vit 0' ailment on enemies removed.

 

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v2.35 is a small fix. I just noticed Tonberry learns his Luck+50% immediately instead of being a learnable ability. Therefore trying to replace it with another ability wouldn't remove Luck+50% but instead add new one which would force the last learned ability off the list. Therefore with v2.35 Quezacotl's 'Card Mod' replaces Tonberry's 'Move HP-Up' making Quezacotl learn 'Move HP-Up' after 'Mad Rush'. I'm sorry I hadn't noticed this sooner but it's fixed now.

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v2.5 adds Gravity immunity to most bosses. Final bosses' HP multiplier is now x5 instead of x3. Final bosses' agility is now +2 per level instead of +1. And last but not least I've removed permanent HP increase from Devour command. So now Devour only works as an AP/No Exp tool. I felt it was unfair to leave Devour as an ability that would only increase 10 HP per use, and I also didn't wanna make it increase more. I think using Card Mod is sufficient enough in making the mod less of a brick wall experience.

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v2.55 changes X-Potions, Elixirs and Megalixirs. Now they restore 5000 HP instead of full health.

I'm hoping this'll be my final patch on the mod but we'll see.

 

Here's all the changes up to this point:

- All enemies' Str & Mag + 100 at level 30.

- All enemies' Agl + 1 per level except final bosses + 2 per level.

- Boss HP multipliers 1 to 3 depending on boss. Final bosses HP multiplier 5.

- Most bosses are immune to Gravity.

- HP, Vit & Spr stat Junction power halved.

- HP+%, Vit+% & Spr+% Abilities Junction power halved.

- Status Attack & Element Attack Junction strength halved, Element Defense Junction strength / 4.

- 'Card' ability completely removed from the game. Quezacotl replaces 'Card' with Mad Rush. Quezacotl swaps 'Card Mod' with Tonberry's Move-HP Up. Move-HP Up becomes available after learning Mad Rush.

- The Shumi Village card game no longer gives the item to learn 'Card' ability but instead gives 1 Energy Crystal for 5 Shumi cards.

- Heros and Hero Trials grant Protect, Shell & Haste on 1 character. Holy Wars and Holy War Trials grant Protect, Shell & Haste on all party members. X-Potions, Elixirs & Megalixirs restore 5000 HP instead of full health.

- 'Bonus' abilities no longer grant bonus stats when leveling up.

- Permanent stat increase items are no longer Refinable using Forbidden Refine. The Refine grants 'Hero Trial' items instead.

- Stat increments from 'Devour' removed.

- 'Vit 0' ailment removed.

Edited by zedorfed66

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I've been doing some more testing and I'm not happy with how fights can go wrong with bad RNG even in normal encounters. v2.75 changes all enemies' agl scheme back to original, except Omega Weapon and final bosses which remain the same as before (Omega agl + 1 / level, final bosses +2). Another small change is Brothers boss (Minotaur & Sacred). Now their HP multiplier is 2 instead of 3.

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v2.9 changes later enemies and bosses agility back to +1 / level. Also, now all bosses except Red Giant are immune to Gravity. Since some bosses also show up as random encounters they are immune to Gravity as well.

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v3.0 is an important patch to this mod. I've changed lots of things to make the mod better and more enjoyable.

Changes:

All enemies' str & mag + 50 at lvl 30.

All enemies' agl + 1 / level. Except the final boss that remains at +2 / level.

All random encounter enemies' hp x 2 at lvl 30. Exceptions Tonberry and Cactuar which remain at their original hp. All soldiers remain at hp x 3.

Other changes: BGH251F2 (Missile Base boss) hp to original. BGH251F2 (2nd fight) hp x 3. Minotaur & Sacred (Brothers boss) hp x 3. Diablos boss hp x 2.

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v3.1 is an important continuation to the previous update. This patch multiplies bosses' max levels by 1.5. So for example Biggs and Wedge in the Dollet Communications Tower can now be max 15 levelled instead of 10. This helps to prevent being overleveled at the storyline bosses. I also changed the final bosses. Now they're locked to level 100 but with 3 x hp at lvl30 and +1 agl / level.

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v3.5 is another big update on the mod.

Now there are 2 versions of the mod: Fixed level and Max level. The versions prior to 3.5 all are max level versions with bosses scaling to the party's average level. This is the more casual version while the new fixed version has bosses on fixed levels that are harder if you haven't been leveling enough.

This patch halves the effectiveness of Str and Mag Junction stat and Str+% & Mag+% Junction abilities. With the nerfed magic power now X-Potions, Elixirs and Megalixirs restore 4000 HP instead of 5000.

With the required levels for the bosses upped by 1.5 multiplier now the enemies get to their 2nd and 3rd level x 1.5 later. This also affects what drawable magic is available from them. For example now Cerberus has 'Triple' drawable when he's 30 levelled when before he had it at level 20.

With both versions the final bosses are now locked at lvl 90 and Omega Weapon lvl 100. All enemies get +1 Str, +1 Mag and +1 Agl per level. The enemies that had their hp x3 are now x2 and those that were hp x2 now have their original hp.

Edited by zedorfed66

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