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BTB

Brave New World 1.9.0 is now available!

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Ahhhhhh that's what I'm talking about! Whelp, thus again I wait in the lurking shadows, drooling more so than ever, holding in my patience furthermore. Despite not playing the mod I'm really getting a kick out of reading and envisioning each new update. 

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Might want to consider playing the next update, and then maybe, a few years down the road, consider another go, if stuff has changed enough. Or wait for that magical 2.0 that will appear in the year 21XX. Little balance stuff just keeps happening: I remember Zzonk's FFI mod being under constant balance tweak development for 9 years, so I wouldn't hold my breath on little "balance tweaks" ending anytime soon, though the core game will remain the same.

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I can't find that FF1 mod anywhere, got a link?

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Should be on romhacking.net. Look for Final Fantasy Zzonk, hack of the original NES game. Could also dig through the GameFAQs forums of the old NES FF1 for it as well.

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On 7/3/2018 at 10:39 PM, BTB said:

Nah, you didn't come off as offensive.

I have been quietly working on a new update these last few weeks and it's looking to be a major one. I'm hoping to have a tentative changelog to post in the near future, but no clue how long it will take given that I wish to include a number of patches that are currently in testing.

Is there any sort of ETA on this? Are we talking weeks or months?

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We learned our lesson a long time ago about giving out ETAs. There's a lot being done and no expectation for when it'll be done at this point.

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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!

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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...

Edited by peon
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3 hours ago, peon said:

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...

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.

Edited by SirNewtonFig
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