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Coming Soon... (maybe): Brave New World 1.10

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Posted (edited)

As anyone who spends any amount of time in our Discord is aware, I've been quietly working on what has turned out to be possibly the biggest update for Brave New World so far. While we do have some fun new features in store from every major contributing coder we have (Seibaby, Think, DN, and GrayShadows) as well as the much-requested "vanilla" translation courtesy of Deschain, a lot of this is just rebalancing based on my observations from watching countless players stream on Twitch - as well as my own experience from my aborted developer commentary run.

What's new in 1.10.0:

Spoiler

 • Repurposed the Auction House in Jidoor as an "Advanced" Beginner's School so that the one in Narshe
   doesn't overwhelm players with information that's unlikely to be retained until it becomes relevant

 • Added a "vanilla" dialogue patch for people who bitch about the normal dialogue (Deschain)

 • Added a new hack to smooth out (and overall slightly lower) the random encounter rate (Seibaby)

 • Shops can now display the "full" stats of of equipment prior to purchase (dn)

 • Can now toggle between "max HP" and "ATB" view in battle by holding Select (GrayShadows)

 • Can now swap weapons/shields during combat, but doing so will cost a turn (GrayShadows)

 • Greatly improved how the game handles resistance to multi-elemental attacks (Think)

    --> Immunity to a multi-elemental attack now requires immunity to BOTH elements; if only one
        element is cancelled, the damage is halved
(TBD: weak+immune behavior)

    --> Resistance (half damage) to only one element has the same effect as immunity to only one

    --> Absorption of either element will trump all else, even a weakness to the other

 • Updated the "Tank & Spank" hack so that party members at non-critical HP can now only be covered if
   they are in the back row
(Seibaby)

 • Characters in the back row are now less likely to be targeted by enemy attacks (Think)

 • The "Defend" and "Row" commands now only consume half of a turn (Think)

 • The "Rflect" status no longer operates on a timer; it now behaves like the "Image" status wherein it
   has a 1/3 chance of being broken whenever it's activated
(Seibaby)

 • Updated the "Status Display" hack with consideration to the above; the Rflect status is now indicated
   via the ATB bar and Rerise is now shown in the targeting menu with Safe and Shell
(dn)

 • White/Black/Gray magic will now display their "dot" when used by enemies in battle, thus indicating
   that it costs MP
(and is thus preventable with Mute/Rasp) and can be absorbed by Runic (dn)

 • Removed the unique item counter at the bottom right of the info panel in the inventory screen as it
   was taking up space and sometimes causing text overlap
(GrayShadows)

 • Lowered character HP/MP growth at high levels

    --> HP gains now cap at 60 per level (reached at level 30)

    --> MP gains drop to 1 per level after level 30

 • Tweaked the base stats for several characters, most notably buffs to all of Gau's attack stats

    --> Gau's batpwr buff effectively acts as a starting weapon; the Bone Club still maxes him out,
        but the jump is now somewhat less drastic

    --> Buffs to Gau's vigor and magic help balance him later on; combined with several rage edits,
        these changes keep his physical and magical damage more even throughout the game instead of
        the latter dominating the early half and the former overtaking it when you get the Bone Club

    --> Everyone else's batpwr was adjusted mostly for aesthetic reasons; only Cyan/Sabin/Edgar see
        any kind of noteworthy gain
(+16)

    --> Slightly raised Sabin's and Cyan's base HP (again not significant, just aesthetic)

    --> Lowered Cyan's magic since its only practical use is on cure spells, which he isn't meant to
        be very good at
(note: the Kazekiri and Mutsunokami wind attacks are now stamina-based)

    --> Raised Locke's stamina (Kirin/Atma Weapon Locke is apparently a thing now)

    --> Umaro's changes are all inconsequential: the Bone Club still maxes out his batpwr, a speed
        buff to one of his special relics offsets his speed nerf, and he doesn't use magic at all

 • Edited the Vigor/Stamina damage variance reduction formula to have a better effect at higher values

    --> More specifically, it no longer provides diminishing returns past 90; the effect of the
        change is present at all values, but the results are insignificant below 60(ish)

 • Simplified how evasion works for magical attacks; rather than a hitrate, the Printme now just lists
   the relevant evasion stat (stamina or m.evade) for attacks that can be avoided

    --> The accuracy of magical attacks is now 100% - (target's evade/128)%, so any avoidable attack
        that previously had a hitrate of 120%
(i.e. the basic elemental spells) is now less accurate

    --> Generally speaking, I tried to make it so that the only attacks that are avoidable are the
        ones that look like they might be, so Storm/Flare/Meteor are back to being unblockable

    --> Remember that enemies don't have magic evasion; only your party can dodge magical damage

 • Further to the above, magic evasion is now displayed as "m.evade" instead of "m.block" (dn)

    --> Also reverted the name of the "Stone" status to "Petrify"

 • Changed who learns which spells (and when) again, mostly the grey ones

    --> Life ---- to Ifrit (was on Ramuh); Celes learns it now at level 18
    --> Demi -- to Ramuh (was on Kirin)
    --> Drain -- to Kirin (was on Ifrit)
    --> Rasp --- to Siren (was on Maduin)
    --> Bserk -- to Siren (was on Fenrir)
    --> Sleep -- to Stray (was supposed to be there already instead of Mute)
    --> Mute --- to Maduin (was on Siren/Stray)
    --> Warp --- to Zoneseek (is still on Fenrir)
    --> Stop ---- to Carbunkl (was on Zoneseek)
    --> Slow ---- to Shiva/Golem (was on Carbunkl)

    --> Terra learns Slow later (she no longer has it for the first Ultros fight)
    --> Celes learns Ice 2 at lv. 12 (for Dadaluma, hint hint) and Dispel at lv. 15 (#24, hint hint)

 • Raised Zoneseek's EL bonus to Magic +1/MP +20 (MP was only +15 before)

 • Swapped the equip bonuses on Carbunkl (now Auto-Regen) and Starlet (now +25% MP)

 • Adjusted the MP costs of many spells, summons, and lores

    --> Break ------ 36 MP (was 25)
    --> Quake ----- 45 MP (was 36)
    --> Bio --------- 18 MP (was 12 - see below)
    --> Dark ------- 42 MP (was 32 - ditto)
    --> Warp ------ 10 MP (was 3)
    --> Stop ------- 15 MP (was 9)
    --> Carbunkl - 24 MP (was 12 - see the "Rflect" hack mentioned above)
    --> Fenrir ----- 48 MP (was 24)
    --> Shoat ----- 48 MP (was 36)
    --> Seraph --- 80 MP (was 64)

    --> Ramuh ------ 32 MP (was 48)
    --> Ifrit ----------- 32 MP (was 48)
    --> Shiva --------- 32 MP (was 48)

    --> Blow Fish ---- FREE  (was 8)
    --> Tsunami ----- 42 MP (was 56)
    --> Black Omen - 64 MP (was 75)

 • Reworked the "poison" line of spells to be more individually useful

    --> Poison is slightly weaker (-6 power) and the status now respects stamina
    --> Bio is more expensive
(see above), stronger (+6 power), and may set Sap (not Poison)
    --> Dark is more expensive (see above) and much stronger (power: 72 -> 90)

 • Mute is no longer multi-target, but is more effective than before due to resistance being much less
   common and enemies using spells more frequently
(the latter also makes Rasp more useful)

 • Edited several esper summons, notably buffs to Maduin and Bismark and Stray now revives allies

    --> Siren ----- Now respects stamina (instead of never missing)
    --> Stray ----- Now a full-party Life spell (instead of Slow/Sap/Muddle on all foes)
    --> Maduin -- Power: 90 (was 60; still ignores defense)
    --> Bismark - Power: 120 (was 90)

 • Major changes to Blitz: stamina options are stronger, but only physical blitzes now ignore defense

    --> Mantra ----- formula edited to rely less on Sabin's current HP and much more on stamina
    --> Aurabolt ---- is now stronger and learned much earlier, but no longer ignores defense OR row
    --> Sonic Boom - is stronger and now stamina-based, but no longer ignores defense
    --> Fire Dance --- is stronger
(power: 48 -> 60) and is now learned later
    --> Suplex --------- now sets Stop instead of Slow (as Sabin can now learn the Slow spell)

 • Several Bushido changes: stamina(ish) options are weaker and only Dispatch/Dragon now ignore defense

    --> Tempest ---- is now stronger on average (3/8x -> 1/2x), but no longer ignores defense
    --> Dragon ------ is slightly weaker (-5 power) and is learned sooner
    --> Eclipse ------- is learned much sooner and reverts to being magic-based (instead of stamina-based)
    --> Empowerer - no longer ignores undead reversal and is weaker; while still a (mostly) full heal
                                from the front row, it's now noticeably less potent from the back

 • Made changes to (or that affect) many rages, including giving Gau a better healing rage (Soldier)
   right out of the gate and balancing end-game physical damage around 3x damage bonuses instead of 4x

    --> Adamantite - 2/3 to Attack (was Cyclonic); 1/3 to Cyclonic (was Mega Volt)
    --> Brainpan ----- 1/3 to Rerise (was Attack/Stop)
    --> Buffalax ------ New Rage (replaces Dragon)
    --> Cephalid ------ Attack (1/3) to +Sleep (was +Slow)
    --> Chimera ------- 1/3 to Magnitude (was Fireball)
    --> Chickenlip ----- 2/3 to Attack +Muddle (was Net); 1/3 to Snare (was Attack +Slow)
    --> Doggo ---------- (i.e. Spike) 2/3 to Attack (was Lode Stone); 1/3 to Blight (i.e. "Virite")
    --> Eye Goo -------- 2/3 to Lode Stone (was Attack); 1/3 to Glare (was Lode Stone)
    --> Flan -------------- 2/3 to Life (was Storm)
    --> Grizzly ----------- (i.e. Ursa Major) 2/3 to Cave In (was Magnitude); Attack to 3x dmg (was 2x)
    --> Jinn -------------- Attack (1/3) to +Sleep (was +Blind)
    --> Kudzu ------------ Raid is now always used (useful for refilling Gau's MP)
    --> Locust ----------- (i.e. Cicada) 2/3 to Gale Cut (was SleepX); 1/3 to Mirage (was Gale Cut)
    --> Magic Pot ------- 2/3 to Cure (was always attack); Attack to 4x dmg (was 2x)
    --> Onion Kid ------- 1/3 to Attack (was Discord)
    --> Raven ---------- Attack (1/3) to instant death (was +Sleep)
    --> Rhydon -------- (i.e. Rhinotaur) 2/3 to 2x Attack (was Cure 2); 1/3 to Sun Bath (was 3x Attack)
    --> Sewer Rat ---- (i.e. Wild Rat) 2/3 to Bio (was Poison); 1/3 to Poison (was Bio)
    --> Shokan -------- (i.e. Orog) Attack to +Mute (was +Zombie)
    --> Soldier -------- 2/3 to Cure 2 (was Remedy)
    --> Templar ------ (i.e. Defender) Attack (2/3) to 3x dmg (was 2x); 1/3 to Remedy (was Sun Bath)
    --> Titan ---------- (i.e. Colossus) Swapped 2/3 (now 3x Attack - up from 2x) & 1/3 (now Starlight)
    --> Tyrano ------- New Rage (replaces Allosaurus)
    --> Tek Armor -- 1/3 to Barrier (was Tek Laser); Attack to 2x dmg (was 3x)
    --> Troll ---------- Swapped 2/3 (now Brown Note) & 1/3 (now Attack)
    --> Vagrant ---- (i.e. Hobo) swapped 2/3 (now Flash Rain) & 1/3 (now 2x Attack - down from 3x)
    --> Werewolf - (i.e. Cerberus) Blink now sets Haste (in addition to Image)

    --> Absolute 0 - (Nastidon) is stronger (power: 100 -> 120)
    --> Brown Note - (Onion Kid, Troll) is stronger (power: 42 -> 60)
    --> Discharge ---- (Anemone; renamed from "Wavecannon") is stronger (power: 60 -> 75)
    --> Starlight ------ (Titan) is weaker (power: 75 -> 60)

 • Rebalanced the main winning Slot spins: Blackjack is (still) the most powerful, Solitaire is now the
   weakest since it also blinds your opponents, and Trifecta (3 chocobos) is your sap-setter

    --> Blackjack - is stronger (power: 36 -> 45) and no longer sets Sap
    --> Trifecta ---- is stronger (power: 75 -> 90) and may set Sap (instead of Stop)
    --> Solitaire --- is weaker (power: 90 -> 75)

 • Raised the power of all vigor-based Tools

    --> AutoCrossbow - batpwr to 180 (was 160)
    --> Drill --------------- batpwr to 200 (was 180)
    --> Chainsaw ------- batpwr to 255 (was 240)

 • Set Ninja Stars to maximum ultimate power (were previously 240)

 • Elixirs now remove most bad statuses (as a Remedy would)

 • Removed several pieces of equipment; per one such removal, Mystery Veils are now sold at Tzen

    --> Omega Weapon --- was functionally (and graphically) identical to the Atma Weapon
    --> Storm Blade ------- was redundant with the Elec Sword as mechanical foes were weak vs. both
    --> Cards --------------- Setzer now begins the game with Darts
    --> Poison Rod -------- was just kind of shitty
    --> Plumed Hat ------- effectively replaced by the Green Beret
    --> Head Band ------- effectively replaced by the Bandana
    --> Tiara -------------- Mystery Veils are now sold at Tzen
    --> Silk Robe -------- Relm just shows up naked now >.>

 • Renamed several pieces of equipment; also swapped the names of the Dali and Monet Brushes

    --> Rune Blade --- (was "Rune Edge")        motive -- I removed the only other sword named "blade"
    --> Ichimonji ------
(was "Nodachi")           motive -- Mishrak kept bugging me about it
    --> Viper Darts ----
(was "Doom Darts")     motive -- they no longer trigger instant death
    --> Dark Cowl ------
(was "Dark Hood")      motive -- consistency (the other "Hood" is Relm/Gau only)
    --> Protector --------
(was "Back Guard")    motive -- promotes defense over back/pincer prevention
    --> Fury Belt ---------
(was "Rage Belt")      motive -- avoids confusion with Gau's "Rage" ability
    --> Quartz Charm ---
(was "Death Ward")  motive -- it no longer blocks instant death

    --> Bracelet -------
(was "Star Ring")        motive -- too many relics are rings
    --> Talisman ------
(was "Jewel Ring")      motive -- what are we, a bunch of hobbits?
    --> Fairy Charm --
(was "Fairy Ring")      motive -- seriously, that's too much fuckin' bling
    --> Spirit Stone ---
(was "Spirit Ring")     motive -- even Mr. T thinks y'all need to chill out

    --> Dali Brush <-----> Monet Brush      motive -- seemed more thematically appropriate

 • Reworked the stat boosts on elemental blades and shields to all provide magic bonuses

    --> Flametongue --- Mag+3/Vig+3  (Vig+3 was Spd+2)
    --> Icebrand -------- Mag+3/Stam+3 (Stam bonus was +2)
    --> Elec Blade ------ Mag+3/Spd+3  (Mag bonus was +2)
    --> Flameguard ---- Mag+3/Vig+3  (Mag bonus was Stam)
    --> Thunderguard - Mag+3/Vig+3  (Mag bonus was Spd)

 • The Scimitar and Falchion now enable counter-attacks to encourage pairing them with other weapons

 • The Demonsbane no longer deals Holy damage so that it doesn't beat out the Avenger vs. undead foes

 • The earlier claws are now available sooner and the later ones are stronger

    --> Spirit Claws --- can now be bought at the start of Sabin's scenario
    --> Poison Claws - can now be bought at the end of Sabin's scenario
(at Nikeah)
    --> Frostgore ------ is slightly stronger (batpwr: 140 -> 150)
    --> Stormfang ----- is much stronger (batpwr: 160 -> 180)

 • Changed the random spellcasts on the Spirit Claw (Stop -> Slow) and Frostgore (Doom -> Ice)

    --> Spirit Claws now allow Sabin to set Slow on the Soul Train since Suplex no longer does so

 • Overhauled the "magical" katanas: stat boosts are now +Spd/+Stam (stamina is now the "common" stat on
   all katanas)
, the Ichimonji(/Nodachi) is improved, and the "wind" blade attacks are now stamina-based

    --> Hanzo --------- Stam+2 (was Vgr)
    --> Ichimonji ----- Spd+3/Stam+3 (was Vgr/Mag); now has the Zantetsuken's insta-kill/crit effect
    --> Kazekiri -------- Spd+5/Stam+5 (was Vgr/Mag); wind attack is now stamina-based (power: 60)
    --> Mutsunokami - Spd+7/Stam+7 (was Vgr/Mag); wind attack is now stamina-based (power: 120)

 • Reworked the stat boosts on Shadow's ninja daggers to compliment the above-mentioned katana changes

    --> Sakura --- Spd+3/Mag+5 (Mag bonus was Stam)
    --> Kagenui -- Mag+7 (was Stam)
    --> Orochi ----- Spd+7 (removed Stam+5)

 • Added the "strong vs. flying foes" property to the Kunai and Ninjato (i.e. the ninja knives that were
   designed with the sole intent of being thrown at enemies in the first place)

 • The Kusarigama has been reworked into a Zozo-era ninja weapon (sold at Jidoor in place of a second
   katana)
that does 2x damage to humans (i.e. Dadaluma) and can set Stop/Slow (as the Kagenui)

    --> Per this, the Ichimonji (formerly Nodachi) now first becomes available at Albrook

 • Overhauled Setzer's "casino" weapons: removed all stat boosts, "always hits" (except from Dice), and
   the ability to dual-wield darts in favor of making them better weapons

    --> Darts --------- slightly weaker than before (-10 batpwr), but stronger than the Cards were
    --> Tarot --------- now deals holy damage in addition to the "undead-slayer" effect
    --> Viper Darts - uses MP for critical hits (rather than instant death)

    ~~~ tentative: Dice probability hack

 • Rods are more expensive (especially the Doomstick) and only the basic elemental ones can be broken

    --> Fire Rod ------ 2500 GP  (was 4000)
    --> Ice Rod ------- 2500 GP  (was 4000)
    --> Thunder Rod - 2500 GP  (was 4000)
    --> Quartrstaff ---- 5000 GP  (was 4000); can no longer be used as an item in battle
    --> Doomstick ----- 15000 GP (was 4000); can no longer be used as an item in battle
    --> Punisher -----------------------------------; can no longer be used as an item in battle

 • Larger rods (Quartrstaff and higher) now all possess physical evasion *only*

    --> Thus, the Doomstick gains evade and loses m.evade while the Punisher just loses the latter

 • Lowered the batpwr on the Punisher (180 -> 150) as it was too (physically) strong when dragooning

 • Added a new colosseum-exclusive weapon for Strago/Relm that's basically a one-handed Mutsunokami

 • Brushes now hit twice to increase the likelihood of random spellcasts (lowered batpwr to compensate
   for the extra "damage")
; also added magic evasion (10) to all brushes and reworked their stat boosts

    --> Light Brush - batpwr to 60 (was 100)
    --> Monet Brush - batpwr to 80 (was 120); Mag+3/Spd+3 (Mag+3 was Stam+5)
    --> Dali Brush ----- batpwr to 100 (was 140); Mag+5/Spd+3 (Spd+3 was Stam+3)
    --> Ross Brush ----- batpwr to 120 (was 160); Mag+5/Spd+5 (Mag was +3)

 • Further to the above, the Ross Brush now randomly casts Rflect (instead of Haste)

 • The Magic Bone (a formerly hidden/theft-exclusive weapon for Gau) can now be won at the Colosseum

 • The Morning Star is stronger (batpwr: 100 -> 125) and is now usable only by Celes and Terra

 • Adjusted the prices of a lot of store-bought armor: the Light Robe in particular along with several
   early-game upgrades are all cheaper, while a few key items
(namely the Oath Veil) are more expensive

    --> Targe ----- 1000 GP (was 1500)

    --> Hair Band -- 150 GP (was 250)
    --> Bandana ---- 200 GP (was 500)
    --> Iron Helm --- 500 GP (was 1000)
    --> Green Beret - 1000 GP (was 3000)
    --> Mythril Helm - 2000 GP (was 2500)
    --> Gold Helm ---- 4500 GP (was 5000)
    --> Mystery Veil -- 5000 GP (was 7500)
    --> Magus Hat ---- 6000 GP (was 7500)
    --> Oath Veil ------ 20000 GP (was 12500)

    --> Hard Leather - 300 GP (was 250)
    --> Karate Gi ------ 400 GP (was 500)
    --> Ninja Gear ----- 2500 GP (was 2000)
    --> Mythril Mail ---- 4500 GP (was 5000)
    --> Gaia Gear ------ 5000 GP (was 6000)
    --> Gold Armor ----- 9000 GP (was 7500)
    --> Light Robe ------ 15000 GP (was 20000)

 • Slightly adjusted the stats of several helmets and suits of armor, most notably a +10 magic defense
   increase for the Magus Hat/Circlet and +5 to physical defense for all "heavy" armor from Gold onward

    --> Leather Hat -- def +5
    --> Hair Band ----- m.def -5
    --> Bandana ------- m.def -5; Spd+2/Vgr+2
(was just Spd+2)
    --> Magus Hat ----- m.def +10
    --> Circlet ----------- m.def +10

    --> Ninja Gear ---- def +5; Vgr+3/Spd+3 (Spd was +2)
    --> Gaia Gear ----- Vgr+3/Stam+5 (Stam was +2)
    --> Light Robe ----- def -5; m.evade +10
    --> Mythril Vest ---- def +5
    --> Diamond Vest -- def +5
    --> Gold Armor ------ def +5
    --> Diamond Armor -- def +5
    --> Crystal Armor ------ def +5

 • Bandanas are now sold in South Figaro and can be worn by anyone

 • Strago no longer comes equipped with a Magus Hat

 • The Royal Jacket no longer blocks fire damage

 • Removed the +25% MP buff from the Minerva and added it to the Radiant Gown

 • The Mirage Vest can now be equipped by anyone (instead of just "light" armor users)

 • Umaro can now equip the Skull Cap (it's the only helmet he can use)

 • Gogo can no longer wear robes (he must wear hides or vests)

 • Mythril Helm(s) & Kotetsu(...s?) can now be purchased in the WoR (both are for sale at Nikeah)

 • Reworked the coverage of status protection relics; the Ribbon now only blocks instant death (and is
   now the only thing to do so aside from Seraph)
and only the Ghost Ring blocks every *other* status

    --> Fairy Charm ---- Blocks: Sleep/Muddle (Sleep was Bserk)
    --> White Cape --- Blocks: Imp/Mute/Bserk (Bserk was Sleep)
    --> Amulet --------- Blocks: Sleep/Muddle/Bserk (Sleep was Petrify)
    --> Spirit Stone ----- Blocks: Blind/Poison/Petrify (Petrify was instant death)

    --> Ribbon ---------- Now only blocks instant death/Petrify; added 20/20 evade/m.evade
    --> Quartz Charm - (previously "Death Ward") no longer blocks instant death

 • Raised the (physical) evasion of the Sprint Shoes and the magic evasion of the Magic Cube

 • Raised the physical and magical defense of the Guard Ring and Wall Ring (+5 to each stat)

 • Removed the evasion bonuses from the Protector (Back Guard) and raised both defense stats to 20

 • Removed +7 Magic bonus from the Gem Box and the +7 Vigor boost from the Soul Box

 • Added stat boosts to the Fury Belt (+5 Spd) and Blizzard Orb (+5 Stam); also modified their in-game
   descriptions to be less cryptic about what they do

 • Corrected the value of the Power Glove (was 5000; rare items should all valued at 1)

 • Changed/moved the contents of many chests, including adding the Dice to a WoR chest (so that they are
   no longer missable)
as well as the Viper Darts (formerly a colosseum-exclusive)

 • Edited several enemy steals; bosses now hold theft-exclusive (but common) items instead of rare ones

 • Changed many trades at the colosseum and replaced the more obnoxious opponents with easier ones

    --> All rare consumables now trade directly down to Phoenix Tears or Ninja Stars

    --> Force and Genji equipment is no longer interchangeable; both now have their own trade loops

    --> Sage Stones are now part of the Rogue/Nirvana trade loop (you can now acquire three of them)

    --> It's no longer possible to acquire more than one Skull Cap (Royal Jacket <-> Snow Muffler)

    --> Ribbons now trade into the Aegis Shield/Mirage Vest exchange (replaces the Quartz Charm)

    --> The Kagenui trades back and forth with the new stamina-based weapon for Relm/Strago

    ~~~ List of opponents to get the boot OR list of those remaining...?

 • Overhauled enemy status resistances again: only the "major" ones (Sleep, Muddle, Bserk, and instant
   death/Petrify) are now commonly resisted while the others are near-universally effective

    ~~~ Unsure where Stop is going to fall in that as of yet

 • Overhauled enemy elemental resistances and weaknesses

 • Improved standardization of enemy defenses: foes with inherent Safe/Shell now always take ~25% damage
   from defense-respecting attacks while most others will take 40% ~ 60%
(with the occasional 80%)

 • Improved standardization of enemy speed... (needs elaboration)

 • Corrected enemy evasion values (all foes with an evade stat had a bit less than was intended)

    --> Enemies that previously had 10 evade (~8%) now have 13 (~10%)
    --> Enemies that previously had 25 evade (~20%) now have 32 (~25%)

 • Lowered the HP of many enemies and several bosses who were deemed to have more than necessary

 • Rewrote random enemy behavior with a focus on more obvious conditional triggers - including benefits
   for hitting elemental weaknesses - and no more counter-attacks to specific commands other than Fight

 • Rewrote several boss fights, some significantly so

    ~~~ Wallchanges bosses, Battle on the Bridge, Phunbaba, and more

 • Bosses now award experience, and consequently a good deal of EP (due to the 10 spell point award)

 • Added a save point just prior to a particular optional boss in the final dungeon

 • Battles in the Narshe mines (WoB) now maintain the area's BGM

 • "Searching For Friends" now only plays when you are aboard the Falcon (Poco Loco)

 • Lifeshaver is now ground-based and thus respects the "float" status (arguably a bugfix)

 • Ground-based attacks no longer remove the "clear" status from invisible targets (Seibaby)

    --> This fix should allow Phantom to be of some actual use to Celes in the early WoR

 • Fixed several other minor bugs (along with a handful of typos in the dialogue)

    --> EP gains are no longer erroneously displayed prior to gaining espers (Think)

    --> The Excalibur now allows an off-hand weapon

    --> Discord now properly displays a "miss" on immune targets

    --> Shadow's name no longer appears as "Scrapper" at the Colosseum

    --> Powerslaves no longer hit themselves

    --> Master T is now vulnerable to poison

    --> Doom Gaze no longer awards spell points when fleeing

    --> Leap is no longer usable in the final battle

 • Completely redesigned the Printme for better presentation and easier reading

 • Re-bundled LIPS (ROM patching utility) with the Brave New World download

Edited by BTB
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This sounds pretty fantastic, I'm especially glad to see all the new stuff Sabin is getting since I always considered him to be the weakest character in WoR.

Also happy about Dark getting buffed so X-Strago can magically turn his MP into dead monsters.

2 questions though, if the Omega Weapon is gone, will the Atma Weapon be buffed to be as strong as Omega?

And I think I saw you say somewhere that you were making FC into a multi-party dungeon in the next update. Are you still planning on doing that?

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The Atma Weapon is already just as the Omega . The only current difference between them is a +25% HP boost.

And the FC thing definitely isn't happening yet.

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Re boss experience.  In a quasi LLG I played a while back, I set the rule to not grind the Veldt, so I would turn on experience for boss fights to get the EP but not the Exp.  It forced me to be quite parsimonious about which spells I learned and strongly encouraged me to vary my party so all characters could get some EP.  I realize this is just one anecdote, but something to consider.

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Posted (edited)

Is there any way currently in 1.9.0 or a way to implement being able to view the allocation of our current esper levels? I've been sloppily leveling my characters on my first playthrough of bnw and have lost track of what I've put into them so far. If stat growth that isn't HP/MP is purely tied to esper levels then I can probably figure out how I've been doing things by fully unequipping my characters and looking at the base stats in the printme.

Hopefully the dancing mad soundtrack mod will be compatible with 1.10. I know insidious had to make a patch to fix and EL bug with 1.9. I guess that'll depend on how the original bug was addressed and if 1.10 has significant changes to how it was coded.

I can't wait for the dual party forbidden continent. That'll really give me a reason to build more characters before transitioning to the WoR. If 1.10 is just around the corner I might put off my 1.9.0 game until it releases and focus on FFT KO for now.

Edited by fatpolomanjr
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You have to finagle it a bit, but one way you can figure out your EL spread is by removing all gear from a character (don't forget relics!) and then comparing what their current stats are vs their base stats. (character base stats are listed in the printme.)
For HP and MP you have an extra step, first you look at the HP/MP you would have at your level (also in the printme), then you add the character's extra base HP/MP to that number, and then compare that number against your current HP/MP. (Or subtract it by that number to see how much extra you're getting.)
Quick example of what I'm talking about, lets say I have a level 25 Terra with 890 HP and I wanna figure out how much of that is from EL, First I look at what HP I'd have at level 25 normally (680) then add her base HP to that (+60 for a total for 740) then subtract that from what her current HP is, 890 - 740 = 150, so I know she's getting an extra 150 HP from ELs which can be from 5 Unicorn ELs or 5 Phoenix ELs.

This can be made easier if you have access to the character planner in the unlockme. (named BNWCP)

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A few other thoughts after a second read:

- What is the insta-kill rate for Demonsbane vs. undead foes?  Could lower that rather than take away it's holy elemental property, or give the Avenger some bonus property to make it more enticing.  Inherent counter is fitting for its name, but doesn't have to be that.

- Brushes seem like a little extra tweaking is needed as hitting twice is an annoyance for instances where the spell casts twice.  What if they instead just have the increased proc property (ala veils) and ignore defense (if this isn't already the case).  

- The Nirvana/Rogue/Sage loop makes sense, but it made me think more generally about who gets to use each.  Nirvana=Edgar, Sabin, Cyan; Rogue=Locke, Shadow; Sage=Locke, Mog, Strago.  However, there are eight human males (Ed, Sa, Cy, Lo, Sh, St, Se, Gau) plus Mog (Gogo is gender fluid), so maybe each relic should get 3 unique users.  Nirvana and Sage stay the same, while Gau and Setzer go Rogue (Locke loses it).

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No haste proc on the Ross brush makes the name seem less appropriate. Picasso brush, maybe?

Stoked for this to drop. Great stuff, devs!

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Posted (edited)

5 hours ago, SuperHario said:

- Brushes seem like a little extra tweaking is needed as hitting twice is an annoyance for instances where the spell casts twice.  What if they instead just have the increased proc property (ala veils) and ignore defense (if this isn't already the case). 

As annoying as it potentially is, this is probably the very first time in BNW's history where I feel like it's worthwhile to pursue Brush tactics with Relm in a serious manner (outside of extreme speed-run strats, * cough * Mishrak * cough *  : p ). X-Fight on Brushes can pair with the increased spellcast rate on Radiant Gown later in the game to increase total chance of seeing the buff come out at 75%. (Prior to Gown, X-Fight gives a 44% of seeing the spellcast).

5 hours ago, SuperHario said:

- The Nirvana/Rogue/Sage loop makes sense, but it made me think more generally about who gets to use each.  Nirvana=Edgar, Sabin, Cyan; Rogue=Locke, Shadow; Sage=Locke, Mog, Strago.  However, there are eight human males (Ed, Sa, Cy, Lo, Sh, St, Se, Gau) plus Mog (Gogo is gender fluid), so maybe each relic should get 3 unique users.  Nirvana and Sage stay the same, while Gau and Setzer go Rogue (Locke loses it).

This is a very interesting aesthetic. I, however, am utterly scared of a Rogue Setzer. Also, I'm not sure how are resident X-Locke lovers would feel about Sage Locke losing the Rogue Cloak. (Probably doesn't hurt his healing that much, but it's the elemental usage that I'm concerned about). Also, Gau's got Blizzard Orb, so Rogue Cloak is kinda redundant on him. Then again, I guess Blizzard Orb could be equipped by someone else or soemthing, iunno.

It's an interesting though, but I doubt it'll get anywhere.

Edited by thzfunnymzn
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12 hours ago, thzfunnymzn said:

X-Fight on Brushes can pair with the increased spellcast rate on Radiant Gown later in the game to increase total chance of seeing the buff come out at 75%. (Prior to Gown, X-Fight gives a 44% of seeing the spellcast).

OK, but you've said yourself that with respect to statuses, if you want protection, you must wear the relics and not rely on stamina.  Likewise, if you want the buff, you're likely to just cast it or wear a relic.  I've always used brushes as a free heal or to break muddle/sleep and viewed the proc as bonus.  That's why I feel like just giving brushes the increased proc rate off the bat is an easier solution.  The increased proc rate on radiant gown is still relevant for elemental rods.

If brushes need to be improved further, make them hit with full power from the back row or effectively make them remedies such that they cure most status ailments.

12 hours ago, thzfunnymzn said:

This is a very interesting aesthetic. I, however, am utterly scared of a Rogue Setzer. Also, I'm not sure how are resident X-Locke lovers would feel about Sage Locke losing the Rogue Cloak. (Probably doesn't hurt his healing that much, but it's the elemental usage that I'm concerned about). Also, Gau's got Blizzard Orb, so Rogue Cloak is kinda redundant on him. Then again, I guess Blizzard Orb could be equipped by someone else or soemthing, iunno.

Agreed on a Rogue Setzer with the free Slots and pause buffering to get nearly guaranteed spin of choice.  Could he become the Sage Stoner and Mog goes Rogue (since Dance is uncontrollable, it won't be quite as potent, and rod-swinging Mog definitely likes this).  Sage Setzer doesn't have X-Break or Quake, but X-Rerise is pretty nice, and gives a reason for The Bank to draw upon his account, especially with Starlet getting the +25% MP boost.  If this is done, Setzer would need one more high power black magic.  Best implementation of this is giving brushes Remedy-like ability (could different brushes cure different ailments?), and swapping out Remedy on Starlet for something, probably Meteor (shooting stars=meteors).  Bahamut can drop Meteor since you must get Startlet in order to have Relm; and could add something different to Bahamut if desired.

I forgot Blizzard Orb gives +25% Magic, I just checked the PrintMe and it wasn't in there.  A better option might be to give Gogo access to the Rogue Cloak (isn't found in the Triangle Island Cave?), instead of Gau.

So new setup would be Nirvana=Ed, Sa, Cy; Rogue=Sh, Mo, Go; Sage=Lo, St, Se.

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Posted (edited)

Huh, I didn't realize the Radiant Gown still gave a bonus to brush proc rates.

EDIT: Turns out I had things flipped – it was the MP boost that had been removed a ways back, and the brush boost was added. Goes to show how little I use Brushes for their rider effects...

Edited by SirNewtonFig
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5 hours ago, SuperHario said:

OK, but you've said yourself that with respect to statuses, if you want protection, you must wear the relics and not rely on stamina.  Likewise, if you want the buff, you're likely to just cast it or wear a relic.  I've always used brushes as a free heal or to break muddle/sleep and viewed the proc as bonus.  That's why I feel like just giving brushes the increased proc rate off the bat is an easier solution.  The increased proc rate on radiant gown is still relevant for elemental rods.

If brushes need to be improved further, make them hit with full power from the back row or effectively make them remedies such that they cure most status ailments.

Err...

Elemental Rods have "increased spellcast rate" built in. "Increased spellcast rate" cannot stack, so equipping a Rod with Radiant Gown does not give you any higher of a spellcast rate.

This is why Brushes were given innate X-Fight. X-Fight does increase the spellcast rate right, but in such a manner that it can stack with "increased spellcast rate". X-Brush means that, since the brush is hitting twice, you get two chances for the spellcast to go off. So, effectively, instead of a 25% chance that increases to 50% with Radiant, it's a 44% chance that increases to 75% with Radiant. This should be enough to make the spellcast actually relevant, though you'd probably want spd Relm to truly capitalize on using brushes.

5 hours ago, SuperHario said:

Agreed on a Rogue Setzer with the free Slots and pause buffering to get nearly guaranteed spin of choice.  Could he become the Sage Stoner and Mog goes Rogue (since Dance is uncontrollable, it won't be quite as potent, and rod-swinging Mog definitely likes this).  Sage Setzer doesn't have X-Break or Quake, but X-Rerise is pretty nice, and gives a reason for The Bank to draw upon his account, especially with Starlet getting the +25% MP boost.  If this is done, Setzer would need one more high power black magic.  Best implementation of this is giving brushes Remedy-like ability (could different brushes cure different ailments?), and swapping out Remedy on Starlet for something, probably Meteor (shooting stars=meteors).  Bahamut can drop Meteor since you must get Startlet in order to have Relm; and could add something different to Bahamut if desired.

I forgot Blizzard Orb gives +25% Magic, I just checked the PrintMe and it wasn't in there.  A better option might be to give Gogo access to the Rogue Cloak (isn't found in the Triangle Island Cave?), instead of Gau.

So new setup would be Nirvana=Ed, Sa, Cy; Rogue=Sh, Mo, Go; Sage=Lo, St, Se.

Aesthetically, I'd honestly rather have Rogue Setzer than Sage Setzer. Mechanically, Sage Setzer wouldn't need any magic shuffling: X-Rerise and X-Bio are fine. Honestly would give me an excuse to ask for Blackjack to be nerfed again, since anyone who wants to leverage mag Setzer's offense could just be told to use X-Bio.

Aesthetically, I also prefer Sage Stone on Mog rather than Rogue Cloak. (Mog doesn't strike me as a rogue type). Mechanically, I can't put my finger on it, but Rogue Mog strikes me as a bad idea. Probably b/c I think it'd lead to all mag Mog's just being Blues / Suite Dancers and b/c of the loss of X-Magic utility (Haste, Float, Slow, Sap, Poison).

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17 minutes ago, thzfunnymzn said:

Elemental Rods have "increased spellcast rate" built in.

Ah, forgot this too.  I thought auto-crit was their only innate boost.  It's been a while since I've played, maybe 1.10 will be my next run.

RE Rogue/Sage Mog/Setzer.  I don't really care either way, agreed that Sage Mog has more utility but Bank Setzer really has a hard time making use of all that MP; X-Setzer (SeXter, erp?) gives him a much more defined reason to exist.  As far as who fits the 'Rogue' character type, I'm not too fixated on the idea of 'classes' as any character can be spun to fit just about any persona.  Mog is Rogue b/c he's uncontrollable when he dances; Setzer is a Sage Cleric with all his white magic and inherent magical Slots ability.  In fact, he fits the role of Sage much more than Locke, who fits the role of Rogue being a thief, but I just didn't think getting rid of X-Locke would fly since he has such a deep magic selection.   In this scenario Rogue=Sh, Lo, Go; Sage=St, Mo, Se; note that the Sages now all have poison magic in common, so maybe this provides some justification as to why they can use it.

I'm just try to propose ideas that make (varying degrees of) sense, whether that be aesthetically, thematically, storyline-wise, to improve gameplay, whatever you want to call it.  I know they're not all going to be used, I just like putting them out there to see what sticks.  I did notice a few naming changes for 1.10 that I've mentioned in the past, so my proposals are not being ignored entirely, and I think that even if my ideas aren't used they're at least stimulating others thoughts to come up with their own innovations.

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Posted (edited)

39 minutes ago, SuperHario said:

Ah, forgot this too.  I thought auto-crit was their only innate boost.  It's been a while since I've played, maybe 1.10 will be my next run.

RE Rogue/Sage Mog/Setzer.  I don't really care either way, agreed that Sage Mog has more utility but Bank Setzer really has a hard time making use of all that MP; X-Setzer (SeXter, erp?) gives him a much more defined reason to exist.  As far as who fits the 'Rogue' character type, I'm not too fixated on the idea of 'classes' as any character can be spun to fit just about any persona.  Mog is Rogue b/c he's uncontrollable when he dances; Setzer is a Sage Cleric with all his white magic and inherent magical Slots ability.  In fact, he fits the role of Sage much more than Locke, who fits the role of Rogue being a thief, but I just didn't think getting rid of X-Locke would fly since he has such a deep magic selection.   In this scenario Rogue=Sh, Lo, Go; Sage=St, Mo, Se; note that the Sages now all have poison magic in common, so maybe this provides some justification as to why they can use it.

I'm just try to propose ideas that make (varying degrees of) sense, whether that be aesthetically, thematically, storyline-wise, to improve gameplay, whatever you want to call it.  I know they're not all going to be used, I just like putting them out there to see what sticks.  I did notice a few naming changes for 1.10 that I've mentioned in the past, so my proposals are not being ignored entirely, and I think that even if my ideas aren't used they're at least stimulating others thoughts to come up with their own innovations.

You and me both are in the same boat of throwing out ideas and seeing what sticks. And I like the conversation you've stimulated.

Bank Setzer does have a defined reason to exist: bulk. Setzer's heals and offense are all either quite powerful or independent of the stats he can build, so it's feasible to simply build his HP until he's a giant undying blob. He won't burn MP particularly quickly unless it's a boss fight where one needs to spam Rerise and/or RegenX, true, but being a bulky healer is still a definitive role. 1.10 is introducing the Viper Darts to give him an attack to burn his MP on, though I'll grant that Sage Setzer is a bit more of an interesting way to do such.

Sage Setzer wouldn't need any further work to be a viable option for Setzer, whereas Sage Mog has needed constant work to be a useful option for Mog (his utility works, but his wind/earth offense is sketchy). X-Magic with Rerise, Bio, Doom, and Cures is a solid selection of magic.

X-Locke definitely ain't going anywhere. As for sharing poison magic in common, there is currently one thing all three Sages share in common: their offense is designed to be "Gobbles up huge amounts of MP but does huge damage". Dark, Fire 3, Break, Quake, all fit this theme. (Life 2 is also expensive).

Honestly, I'm semi-open to the idea of Rogue Setzer, but not with the current balance of Slots. Otoh, I think Sage Setzer is overall more interesting than Rogue Setzer. Rogue Setzer is mostly "moar numbers" with Blackjack / Go Fish, while also boosting Cure 3 (and Bio, but lolz). ....Rogue Setzer might've been interesting back when Slots were random?

Edited by thzfunnymzn
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Since everyone is throwing ideas out here, what would you think of Relm getting a brush that procs Image? Also I'm still throwing out my vote for the Gungnir to either get a +Stam bonus or get the "strong vs floating enemies" bonus.

Speaking of which, since you're taking out 5 weapons and adding the new wind rod, are there another 4 new weapons you'll be adding?

On 7/27/2018 at 7:58 PM, BTB said:

The Atma Weapon is already just as the Omega . The only current difference between them is a +25% HP boost.

And the FC thing definitely isn't happening yet.

Oh, got it, I thought Omega determined its BP from your HP and you MP and that Atma only used your HP.

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Posted (edited)

The removal of items was because they were (generally) redundant.  They won’t be replaced probably. 

Also Image brush would probably be more strong than it ought to be.  Other examples of this were Rerise and to a lesser extent Regen and Haste. 

By itself it’s not a huge deal but adding it to the healing potential a brush has is a bit much. 

Edited by Mishrak
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All of this looks really nice I don't have much to say, there is just one thing that bugs me a little :

Quote

 --> Eclipse ------- is learned much sooner and reverts to being magic-based (instead of stamina-based)

Why reverting Eclipse to Magic ? Considering Cyan's poor synergy with Magic, with no EL option to increase his Magic or MP (note : I don't ask for a Magic build option for Cyan tough) and the fact that you're going to lowered his Magic wouldn't that make Eclipse useless ? Considering that in current version it's already not an extremely good move in my opinion.

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Posted (edited)

Well, I personally broke Poison Rods for the wallchange type bosses. I'll miss them when they're gone. 

Edit: By the way, why change the Red Jacket's fire immunity? 

Edited by velsper
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3 hours ago, Nesouk said:

All of this looks really nice I don't have much to say, there is just one thing that bugs me a little :

Why reverting Eclipse to Magic ? Considering Cyan's poor synergy with Magic, with no EL option to increase his Magic or MP (note : I don't ask for a Magic build option for Cyan tough) and the fact that you're going to lowered his Magic wouldn't that make Eclipse useless ? Considering that in current version it's already not an extremely good move in my opinion.

Good question! I switched the Mutsunokami and Aero procs to being stamina based, and I didn't want both those and Eclipse keying off the same stat since they're his only two forms of AoE damage and one would basically overtake the other. And of the two, Eclipse is the one with a status debuff (blind).

If you look around the Printme, even in 1.9, you'll notice a trend of AoE blind attacks in particular not doing the greatest damage because the debuff itself is already pretty strong.
 

56 minutes ago, velsper said:

Well, I personally broke Poison Rods for the wallchange type bosses. I'll miss them when they're gone. 

Edit: By the way, why change the Red Jacket's fire immunity? 

Fire immunity was way too common for my liking and the only reason it was on there in the first place was in consideration of Merton. It was a fairly redundant effect on both Sabin (Tiger Mask) and Edgar (Force Armor) to begin with, anyhow.

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I’ll miss the poison rod breaking as well actually. That was a helpful strat at least. 

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Is there any chance of reintroducing the hand equips during battle. I know they dissappeared with the optimize euip option, i was just wondering if a solution had been found for this? It is literally the only complaint I have about this hack.

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5 minutes ago, F-Bomb said:

Is there any chance of reintroducing the hand equips during battle. I know they dissappeared with the optimize euip option, i was just wondering if a solution had been found for this? It is literally the only complaint I have about this hack.

The equipping issue comes down to how the game handles the dual-wield and two-hand effects. Because BNW has them on weapons it makes it so that the swaps don't properly swap those effects around. If that part gets fixed then it'd be possible to implement. I believe BTB has talked about allowing it to be done but it taking a turn for the swap to happen

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How exactly has the random encounter rate been smoothed out? Will it have on average more or less random encounters?

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9 minutes ago, Echoherb said:

How exactly has the random encounter rate been smoothed out? Will it have on average more or less random encounters?

I'll let @seibaby explain it

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Hello there BTB, it has been a long time since I touched this gem so I must ask: this update will take too long before being release? I got a lot in my table but this one takes priority

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