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Showing content with the highest reputation since 05/06/17 in Posts

  1. 14 points
    As an update to everyone, I received word from FFTA, one of the other former Administrators of Insane Difficulty earlier tonight. Whatever happens from here on out, just know that this man was not to blame. He tried purchasing the site himself, but Archael would not have it. If he comes back here, I intend to welcome him back with open arms, and I expect all of you to do the same. He loved Insane Difficulty just as much as anyone else, and he tried just as much as the rest of the Administration to save it.
  2. 13 points
    Thought y'all might want to know about this. I made a FF6 randomizer that has compatibility with Brave New World v1.9. It's called Beyond Chaos Gaiden.
  3. 12 points
    UPDATE: the beta cycle for 2.0 has at this point drawn nearly to a close. There are a few outstanding issues and undelivered updates (listed in purple in the below changelog), but for the purposes of anyone who's been waiting for a finalized version, the current beta patch is pretty much that in all but name at this point (with an extra-special thanks to Bropedio for making it all happen). If you're interested in playing it, please check the pinned messages in the #Brave-New-World channel in our Discord server. What's new in 2.0:
  4. 11 points
    I love Gau. He is great fun to use and his Rages bring a lot of options to the table. However, players often find it easier to stick with a few core rages and just use them because... well... details for 64 Rages is a lot to remember. The printme has all the info the player needs to know everything about all the Rages but the info is spread across multiple tables and tabs.So I've decided to do something to remedy it. I've taken the information from the printme, along with some information regarding some locations of the formations, and put it all in one single table. In addition, I've included a column where you can mark the Rages as collected or not and also sorted the Rages by attainability. These can be used to narrow down selections to only those available or help with making sure you have the ones you want.I hope that players can use this to make Gau just a little bit more accessible by reducing the information barrier that the Rages have.Anyway... I like spreadsheets. Here it is. Enjoy and happy Raging Edit: Updated to 1.9.0
  5. 10 points
    So I did a thing with things and made a BNW Bestiary tool. Disclaimer: this is with unlockme data, so if you want to avoid spoilers (enemy HP), avoid this. Best opened with Excel. YMMV with Open Office or Libre Office. The idea is to be able to select a particular area and see the enemies and the formations within said area. As far as I’m concerned, this is finished. However I’m still open to some ideas. To save space, when there are multiple enemies within a formation they’re given a quantity rather than displayed multiple times. Also, areas that don’t follow the 3/16 and 5/16 encounter rates are given a special tab. Lastly, areas are sorted (for the most part) by the way they’re organized within FF3usME and I named each one myself, with some help from BTB. The exception to this sorting is, I grouped some of the more obscure overworld encounters together, and added a few “areas” that don’t actually exist in the editor, namely Doom Gaze and Phunbaba. Spreadsheet: http://btb2.free.fr/temp/BNW_1.9_Bestiary_1.4.xlsx Notes/Log:
  6. 10 points
  7. 9 points
    current version: 1.658 The main ideas were to make the battles more dynamic and give each character more, well, character. As a result of that every character has now access to an individualized job list of 21 out of total 31 jobs (freelancer is NOT available) while each job level now has a permanent impact on a character's stats. For example klutz Bartz can not be a chemist and Lenna hasn't in her to go Berserker. More dynamic battles are achieved via !Brave, !Def and field elements. Move a future turn to now with !Brave or take two turns at a later point with !Def while modifying the field elements to your liking with each skill or ability used. Changed field elements affect damage, healing and status effect chance. major features: all party members can be renamed at any time difficulty can be adjusted via in-game menu elements play a larger role extending to every item, ability, status effect and monster rebalance of equipment, spells, abilities and enemies instead of helm, armor and relic you can now equip 3 relics relics add a mix of resistances, weaknesses and power bonuses to same-element attacks spells scale with weapon power keeping them relevant until the end spell lists have been altered, e.g. Fire1/2/3 was reduced to just Fire and there are now new spells replacing the missing spells items are not consumed but introduce a cooldown on !Item, !Mix, !Drink and !Throw auto-heal some HP after battle victory (trade-off for disabled potions) ATB does not proceed until the currently active actor is finished with their turn, but then moves instantly to the next event most importantly - a New Game Plus mode!
  8. 9 points
    I noticed you kept making comments about why BNW isn't this or that after this comment of yours: "I cheated/turbo'd through to include some fixes on additions to the mod that I believe are a mistake" You do realize that anything you typed after saying that in terms of criticism against BNW is null, because you've modified the game to no longer be BNW? I'm sorry, but I agree with BTB: I think you attempted something from Vanilla in terms of a challenge run and applied it to BNW, and my addition to that is you did it without having even attempted to try the game normally first. What the hell did you expect? This mod is so significantly different from Vanilla, and your comments about your playthrough seemingly reflect that you were expecting Vanilla despite somehow knowing that the game was different. You went in with the readme and printme and assumed it'd have everything you need, and you'd be right if you didn't slap on a silly restriction out of the gate. I honestly can't take any of your criticism seriously against the game because of your challenge and personal modifications, because it doesn't reflect against normal play of the mod, and demanding changes to it in reflection of the experience you've had because of it just makes you seem... well, stupid. You personally seem really dumb for having done that. Your depressive statements about not knowing what the Stat Hat, Leo's Crest, or Slim Jim does? Did you even think to equip the Stat Hat? Leo's Crest? Did you see what either did? Did you attempt to take them into battle? You would have clearly seen what Leo's Crest did if you went into battle with it on Celes, or at least the biggest part of what it is. The Stat Hat, all you needed to do is unequip your helm and check the stats you got on it. Slim Jim? Did you attempt to use it in battle? Of course it doesn't look anything different from a dried meat being used in a menu. Did anything click there that made you think: "Hmm, maybe that has in-battle effects?" At this point I'm going to stop. You did something brave, but incredibly stupid, and went through this entire effort to post this demanding that there be changes because you dove into shallow water head first and suffered the consequences. Perhaps try the mod normally without restrictions first, then I may take anything you said here as serious feedback.
  9. 9 points
    Hello everyone, I'm Elric, some of you may know me as the creator and lead eventer of FFT - Journey of the Five, from my various Fallout 4 mods, or as one of the admins of FFH. Raven told me about this site so I decided to join up. It's nice to see a new friendly community pop up.
  10. 8 points
    Another patch from the old forum - I got mad that Terra and Celes didn't have pants. Here are alternate sprites that have pants. Two versions of each - one my own, one with extra modifications from Bauglir. https://drive.google.com/drive/folders/0B1p7kkoK6jG-eHVqSWpMbk40YjQ?usp=sharing
  11. 8 points
    Honestly, if you did exactly what you did with BNW to vanilla, I'd expect similar responses to what you got here. Doing a blind challenge run as your first playthrough while expecting a different game/to know everything you need already, causing you to break your challenge rules and complain every time something popped up that didn't match what you thought would happen, and then getting mad at everybody that points out your mistakes is kind of an easy way to get people on your bad side. Especially when people have to repeat themselves because you obviously missed the point the first five times it was said, or twisted it to mean something else. I mean, I found this whole ordeal pretty hilarious at first, but now it's getting pretty sad that you keep trying to argue everything/make us look bad. If my first visit to NG+ found your NRB post, I still would have laughed at how much of a fool you were making of yourself, even if I never played BNW. Vanilla is a square hole and BNW is a circular hole, but yet you keep doing this and bitching that it's not fitting:
  12. 8 points
    All, As many of you who know me are aware, I live in a city that is presently taking it up the ass from mother nature with no lube and minimal reacharound. For those of you unfamiliar with how hurricanes work, a second landfall is very uncommon, while a THIRD is basically nature saying "fuck this city in particular". This thread is for anyone wishing to donate to relief, but isn't quite sure where to donate to. J.J. Watts, a local sportsball player and all-around nice guy has set up a fundraiser page to collect donations, and that is where I suggest sending your money if you want to see it go towards ongoing relief in the affected areas instead of just the initial impact. Thank you all.
  13. 8 points
    So one of the admins said "start a thread" re: the recent change to the Discord rules that prohibit outright pornography (defined as images containing genitals or breasts) in the NSFW channel. So I'm doing that. My perspective is that it was a useful channel have for a couple of reasons. Sometimes, you're having a conversation in another channel where something very NSFW comes up; in those cases, the channel can serve as a useful way to carry on that conversation without stifling anybody, while at the same time giving people the ability to manage the content they have to deal with. The other thing is that there were some conversations that were inherently unsafe for life, but fun to have, even if you couldn't accept shitting up other channels with them. Dr. Letha's contributions to the channel are a good example of this - they were fucking hilarious examples of pornography gone wrong. I don't think anybody actually masturbated to them, but being able to see them posted has improved my life. I don't think we should encourage any of our Discord channels to be environments where you go to have a fap or a schlick. But I also don't think that's what the channel was really used for, anyway. Aside from one guy who was banned for his abuse of the channel, anyway. New rules aren't a good way to keep that kind of culture in place. Cultural pressure is. I'd rather have a general understanding that it's cool for people, mods or not, to tell people to stop shitting up a channel with something that isn't in the spirit of things, and get backed up by mods if it doesn't stop (and the mods turn out to agree). It'd be healthier for the community if we all learned that continuing to knowingly piss other people off isn't acceptable, even if it's by doing something that's technically allowed. Let's not let trolls claim "I'm not touching you!" That said, turning off automatic embedding in NSFW would be a good idea. I've got no problems with that. Not everybody wants to see Letha's carnival show of body horror but I think we can all cope knowing it's there. But seriously turn it back on in general, I'm not sure why that was disabled. I'm not making a poll because this isn't a democracy - make an argument and maybe you'll convince somebody with it, but I don't think weight of numbers is likely to do it on this one. EDIT: Oh hey, apparently this worked. If you're the sort of person who just reads OP and responds, the status quo is restored, but remember - don't be a shitheel about it. Keep your porn collection between you and your preferred image board.
  14. 8 points
    Quick edit with mouse all over the place to make you all cringe, for bonus points.
  15. 8 points
    Jesus, where do I begin...? These changes seem really random and not focused in any way whatsoever. What is your goal here? What kind of mod is this? A difficulty mod? A content mod? Okay, so definitely not a difficulty mod. With these changes, you might as well not even mod any of the enemies, as changes this small will amount to literally nothing. ...Why? This seems more like a really shallow randomizer than a mod, at this point. So, not a difficulty mod, not a quality mod... What else is there? Every ability costs 13 AP? Why? What kind of sense does that make? That literally penalizes the player and actively discourages if not completely shuts down any kind of depth with abilities. All spells have both a positive and negative effect on them now? Why? So when I cast Cure, it poisons me or something? Okay, so you're trying to nerf the damage curve. I can get on board with this. Eidolons have multi-element? Why? All physical and magical attacks inflict poison and darkness? Why? All the base character names have been modified? Fucking why? Every ability costs 255 AP to learn? What the actual fuck? Why? What purpose does this serve? This actively encourages grinding. Reduced HP and MP I can agree with. Okay, so here's the thing. Unless you found a way to change the type of value HP and MP are, you can't have doubled the HP of all enemies, and here's why. 65,535 is the max HP that an enemy can have, and there are a few bosses that already have that maxed. This is a maxed out 16-bit value, and unless you are able to change that datatype without fucking everything else up, this is literally not possible to do. Look, it was not at all my intention to come here and shit on your work, but this is a mod that has come from a completely unfocused and scatter-brained vision. I would be shocked if you told me you actually tested this before releasing it and said you were pleased with the changes. If you want to link to it here, that is fine, but this mod will not be hosted on NGPlus. While there are many reasons for this, three changes combined are enough to make this call. You've increased the exp curve immensely, lowered the amount of EXP and AP you get per battle, as well as made it so that you need 255 AP for every goddamn ability in the game. That is incredibly poor design. That's not fun, that's a pointless grind that makes no sense whatsoever. You need to go back to the drawing board with this and figure out what exactly you want to make, and for the love of god, playtest it too. I know some people might think I'm being too harsh, but sometimes you need to hear the truth, no matter how harsh it is.
  16. 8 points
    Thank you BTB, I'm happy to see such support from everyone. As the coordinator of this effort, I want anyone considering making a donation to know that all of the money donated will go towards giving DN a head start on his effort to make a new life for himself. The idea is that this small gift will be a show of support in troubling times and ignite hope where things may feel hopeless. I'm keenly aware that cyberbegging and online scams are a thing, and I want to make it clear to anyone who is considering making a donation, but who feel wary of such issues, that we will not be handing over cash. The money will go towards a bus or plane ticket first and foremost, to get DN to a safe place where he'll have the best opportunity to start a new life. Any money left over after that will be used to buy the necessities of life, such as food, clothes, hygiene products, a prepaid phone card, etc. It is unfortunate this is the way this must be handled, because everyone needs money, but I want to make sure everyone feels comfortable with donating. To that end, I encourage all donations, whether they be anonymous or not, however big or small. Everyone's financial situation is different and we all have different priorities. Nobody will judge you on the size of your donation. Even just a few words of encouragement is helpful to someone in DN's situation. Thank you for taking the time to read this and thank you for your support!
  17. 7 points
    The purpose of this mod is to revitalize this old gem of a game. While not a hardtype mod, the difficulty is somewhat increased due to the removal of the bonus roulette, which was present after boss fights in the original game. As a result, your stats will remain at their initial values - 100 STR, 100 INT, 100 AGL - unless you increase them through consumables such as Elixirs and wines. This is a long-term project and now the focus is to lay a solid foundation for the mod. The difficulty rebalance will be done in later versions, after players provide feedback on how hard or easy is v1.00, and once I have a definite idea of how I'm going to tackle this aspect. Project Design, Hacking, Programming: the_E_y_Es Programming, Tool development: Valendian Additional Programming: Rosto Download version 1.03 Apply the patch on Vagrant Story(U).bin Features include: Teleportation is free Analyze spell hitrate is 100% Heal spell restores 75 HP, ignores armor 2-Handed weapons are stronger Break Arts are more powerful Staff Break Arts now use INT instead of STR Crossbows get a 10% hitrate bonus to melee New hitrate for Exorcism/Banish Manabreaker gem no longer blocks friendly spells Traps can kill Ashley Bonus roulette removed Training dummies removed Escapeway area removed New enemies New enemy attacks New Polearm grip And much more. Homepage: vszenith.wordpress.com
  18. 7 points
    Hack to allow preview of equipment in shops. Headered Unheadered ASM for synch: https://www.dropbox.com/s/6vvay7b6k4zdkza/gear_stats_BNW.asm?dl=0
  19. 7 points
    Personally the new script is hit and miss for me. I don't really care for the extra jokes and references but I do like the character changes, Celes for example is a lot better IMO. The game already had a bunch of pop culture references in it already and it feels kinda bloated with all the new stuff. It feels a lot more shoved in my face as well, doesn't help that the humor doesn't really mesh with me either. For me the ideal thing would be to remove the extra jokes (references, stuff like that fart joke, the silly item names like the slim jims, ect.) but keep the frankly much better character additions (Mishrak has already given great examples). Unfortunately I do see anything like this happening because for one BTB has already stated he has no interest in rewriting the script. And two nobody can even mention the script without some purist screaming "They touched the script! Burn the witch, nail the script to their charred remains and push them off a cliff!". I hardly think I'm making much of an argument either. I dunno why I even typed all this, just wanted to give my two cents on the subject I guess.
  20. 7 points
    I feel like we're partially losing sight here of what Stamina is even about, and asking it to be a better DPS stat is kinda missing the point of what it's even for in the first place, which is as a tanking stat against magic damage and statuses, while also offering some character specific utility. (Like Mog stumbling on Dance less.) Like for me, the reason I enjoy Stamina Strago is because it lets me put him in the front row without having to worry about him dying letting him get full damage from his Rod hits, combine that with a Black Belt and he throws out a decent amount of free counters besides while I have him do other things. I think part of the point of Unicorn Edgar is that he can be a good team tank, and with the newer inherent Cover bonus spears give he still gets both of his relic slots while other party members have to give up a slot for a Knight Cape or Hero Ring in order to do so, and besides that he gets the Gungnir which also gives him +50% hp at no downside, with the only other source of of +50% hp in the game having obvious big downsides that you have to build around to make it work. Also remember part of the point in this hack is you can never have your cake and eat it too, being immortal is going to come at a cost if you go all in on it, and in this case that cost is doing rather mediocre damage, in fact it could be argued trying to attack with your tank should feel like a wasted turn, because you did that instead of using any of his utility options so someone else who does have the better damage doesn't have to do it and can attack instead. Like have Edgar set slow instead of someone else, or have him open fights with Noiseblaster or Mute, that sort of thing, and leave the damage dealing to others that don't have to do the "Status Chores" because Edgar can already take care of them. I'm going to say something crazy here and actually state that Unicorn Edgar's low damage might really be a good thing, see I notice Edgar has this huge amount of status utility that doesn't rely on any of his stats that I don't think is really getting fully capitalized upon because he's usually regulated to a damage role of some kind. (In fact in BTB's own utility list Edgar has the highest total amount of utility available out of anyone.) Like suddenly what tool you use doesn't really have to do with trying to get out more damage anymore, you use Flash because you want to Blind enemies or Bio Blaster for the AoE Poison, not because of the damage itself. So yeah crazy rant over, now I really feel like I wanna try out Unicorn Edgar on my next playthrough. (Along with a front row Stam/Speed Relm that focuses on Brush healing. lol)
  21. 7 points
    Look, I'll tl;dr the general response you've been getting for you, but even condensed it's gonna be a couple paragraphs. Being time-invested, nice, and intelligent is neither sufficient nor necessary for being treated well here. Helpful, to-the-point content of speech is generally appreciated. These things help, but you can be a lazy, unfriendly moron and still be popular. Look at Nowea, for example. Respect for others and for established social dynamics, whether they're in a position of authority or not, is necessary, at least. This is true of every social group. You are arrogant. Your speech is neither helpful nor to-the-point. You are, at best, superficially polite. You cannot reason your way out of that characterization. It is a subjective opinion, and it was one I was hesitant to form (for instance, I upvoted several of your earlier posts just to counter the dogpile of negative rep a little). But it's an opinion that seems to be popular. It's one that can be changed just as it was formed - slowly, and by demonstration, not by argument.
  22. 7 points
    I just want to point out that JKnox did in fact create another account simply to double-dip on the negative repping. He had the same exact IP address. That is different from the same domain and pinpoints it was the exact same computer that created both accounts. My career is web development so I have a strong understanding of these things. Having been a part of this community for about 4 years now I can guarantee that it is not a toxic (except @Kyrios, he's a toxic piece of shit ) place. If it was I would've been banned long ago on Insane Difficulty for calling out people's bullshit. I enjoyed the community and people so much I created this place when Insane Difficulty was broken beyond repair and it was unable to be fixed. You and JKnox seem to be the only ones thinking this place is toxic. And most here know me enough that it takes a lot of stupid shit (on either side) being said in order for me to call someone out on it. Half the time the community polices itself and staff doesn't need to do anything. Stop with the insults and let's put this shit behind us.
  23. 7 points
    > 23000 more gp is needed if players are expected to buy the 3 available espers without random battles. ...Why would the game expect you to play it without random battles?
  24. 6 points
    Download Brave New World Here (New to Brave New World? Want to know what it's all about? Check out the Readme here or our list of Frequently Asked Questions.) It's that time again, my friends! After a beta cycle that went on much longer than we were expecting, Brave New World 1.9.0 is officially released today. The major features of this update include tying the game's cover and counter-attack mehcanics to stamina (the 'ol tank & spank) courtesy of Seibaby and one of the holy grails of FF6 modding in the form of GrayShadow's in-battle spell patch. There's also a lot more goodies in the Unlockme, including boxart courtesy of Shane at RetroGameCases and a little something special to snap into from our good friend Bauglir. As always, many of the changes in this update are largely inspired by the feedback I get from players who stream on Twitch or post videos on Youtube. I take something away from every playthrough I watch, and more and more with each passing update, Brave New World truly is the work of the amazing community that surrounds it. I can honestly say that the humble project Synchysi and I began work on over six years ago would never be what it is today without all of you, and for that and much else I am eternally grateful. I don't know what the future holds for this mod, but I am certain that you all will be a huge part of it. What's new in 1.9.0: Brave New World is now available as a reproduction cartridge courtesy of our good friends at Retro Circuits. And if liking things on Facebook is your bag, baby, then by all means go nuts.
  25. 6 points
    I'm very interested in making a version of the script that includes the best of what BNW has to offer (some of the writing for Celes is particularly good) while reducing the density of memes, references, and fourth wall breaks. I enjoyed so very much about this mod. The mechanical design is stellar, from the HP scale to the proportion of enemies that can dispel you to the variety of options available to each character... it goes on. However, I strongly dislike rape jokes and anything adjacent to rape jokes. Also, for me the sudden shifts in the script's tone are more jarring than they are funny. I do think real-world references are appropriate in a few places. The Beginner's Hall can break as many fourth walls as it likes, as that's basically necessary for its purpose. The Ultros sections thrive on absurdity. Nearly any scene that plays the 'wacky hijinks' music could accommodate a few weird jokes. And so on and so forth. So I think such a project could be very interesting and also produce a version of BNW that would be accessible to a wider audience.
  26. 6 points
    I would encourage you to read this interview with Ted Woolsey. http://www.playeronepodcast.com/forum/index.php?/topic/145-transcript-of-ted-woolsey-interview/ So Ted Woolsey made pop culture references and tried hard to capture much of the juvenile humor in the original FF6 script. Yet much of this was expunged because he had to rewrite the script four times in 30 days basically by himself. It has plenty of errors, still plenty of pop culture references and is deeply flawed. I do very much wonder how many pop culture references were in that first revision. None of your examples explain why specifically they’re bad, only that you dislike them. Those are two very different things. I’ll concede that some of BTB’s crass humor doesn’t sit well with me at times but overall, I’m willing to look past it for Locke’s lines at the Opera House, Celes’ dialogue during Locke’s scenario, Cyan’s dialogue that was rewritten to be proper old Shakespearean by a studied linguist @Bishop and the beautiful new Setzer scene in WoR Kohlingen. But you never actually made it that far so you didn’t see those. I’m of the opinion that you picked up BNW having already passed judegment and simply found the first really obvious reference and came here to be internet mad about it. None of your examples violate canon or change character personalities or anything of that nature.
  27. 6 points
    I can neither confirm nor deny that.
  28. 6 points
    I just wish to inform that I have now made downloads available to guest viewers of the site -- i.e. you don't need to register to download. If you bump into any issues, just holler.
  29. 6 points
    As many of you are now aware, one of our own is currently going through some rough times. He has lost his home and is currently living in a shelter in his hometown of Hot Springs, Arkansas trying to find his way to Seattle where he can try to get back on his feet. Our good friend Madsiur of FF6hacking has graciously allowed us to use his Paypal donation system to help arrange for an outreach of our two communities to help D on his way. If you are able to help and wish to do so, we are very grateful: (donations closed - thank you all for donating!) I understand that many of us are strapped for cash in these tough times, but at the very least a kind word will go a long way right now. Thank you all for being such a great community. -BTB
  30. 6 points
    NGPlus Rules So, like all communities, of course we have rules. Our rules are pretty few and far between, because quite frankly, the rules are the same everywhere. These rules are necessary, as they make the forums a better place for everyone. If you cross them, you're going to have a bad time. If you continually cross them, not only will you have a bad time, but you're going to find the banhammer dropped square on your head. So, since we don't want to ban everyone who walks through that door, do us both a favor and follow these, alright? Rule One — Be Respectful This rule is simply summed up as "Don't Be An Asshole" but I figured it was better to be a little more tactful. This website does not belong to you. You are a guest here. This is our home. Just as you wouldn't walk into someone's home and be an asshole, don't do it here, because the reaction will be the same. We are not obligated to uphold anyone's notions of "free speech" or even "fairness." The Administrators and Moderators will have the final word. Period. If you are told to do something by a Moderator or an Administrator that you feel is wrong, simply reach out privately, either to the one in question or one of their peers. Generic trolling will get you banned. If you're gonna flame someone, be creative about it, and make sure it was warranted to begin with. A little humility goes a long way here. Think before you chime in with your opinion on a given exchange. There will usually be some history behind it, so take the time to observe what might be actually going on and put the conversation into context before you decide who is "right" and who is "wrong." Above all, take into account who is posting — context is everything. Jumping in half-cocked will only make you look like an ass and piss off the people who actually know what's going on. Rule Two — Contribute To The Community Contribute to the site. Some people contribute by being helpful when someone posts a question. Some people make threads that stimulate discussion, or by uploading relevant and useful facts and information. Some people contribute by posting news from the gaming world. Others contribute by providing resources, others by simply making us laugh. Just add to the site. It really is that simple.
  31. 6 points
    Hi all. Bishop here. Bishop is an old family name (we arrived in the colony of Connecticut in 1689), I am not actually a bishop. I am, however, actually a Catholic priest. (I may give thorough answers to your questions about religion; or I may ignore them if I am coming here to escape the fact that I am an introvert tasked with guiding people through all the most emotionally fraught moments of their lives. Depends on my mood.) I rarely visit chat but like to catch up on the forum regularly. I once organized a 1.3 "draft" that created six rather fun challenge runs, but I might be better known for breaking BNW.
  32. 6 points
    Just giving everyone a heads up that I've slightly changed the way reputation works. Members will no longer be able to see who gave them reputation (both positive and negative). I wanted to keep the rep system in place because I think it's a good thing, but at the same time removing the who gave it part is a nice precaution to avoid any possible drama in the future.
  33. 6 points
    Nice new site. Clean and easy to navigate. Oh and the distinct advantage of being able to register... always a plus. Thank you guys for trying to fix things however it goes.
  34. 5 points
    Hello everyone! This is my first post here on NG+, but I'm excited to be able to share this project with this community. I've been out of the modding scene for the past few years aside from some minor projects, mostly due to work and real life stuff consuming the vast majority of my time and energy. I was working on FFTA2 for the most part until I stumbled upon the FFXII (PC) modding community. To that end, I was able to work with some of the many talented folks who are working hard on making tools and doing research on XII's inner workings. With their help, I was able to create the first difficulty/rebalancing mod for FFXII, called The Struggle for Freedom (SFF), designed for The Zodiac Age on PC, for English-speaking communities. XII, and Ivalice in general, hold a very special place in my heart. FFT was one of the first RPGs I ever played, and XII was the first numbered FF I ever finished. Even when I was younger, I always thought XII had a lot of potential and wanted to mess around with it. Why did First Aid have to suck? Why did all Black Magick have to feel the same? And why do those three invisible items added in IZJS not have models? And further, why can't every character feel unique, like they do in other FF games? Those are all some of the founding things I wanted to change with this mod, among many other changes. Here's what the biggest changes are: Enemies have 2x HP and a 1.3x boost to their other stats, making them hit harder, faster, and actually able to survive for a bit longer, without making enemies super tanky and feeling like a drag. Many enemies now use abilities that people have never even seen them use before because of the added survivability. If you use the default version of the mod, each character is assigned a set role and License Board to give them a unique role within the party. Vaan is fast and excels at evasion and combos, Fran is able to wield offensive magicks, Balthier is the best item-user, etc. There are two versions of each board for each character- a Struggle Board, and a Freedom Board. Struggle Boards are linear and have set growth, similar to FFX's Sphere Grid and FFXIII's Crystarium, and Freedom Boards are more open, similar to XII's original License Boards. For those not wanting set roles, there is also a version of the mod included that has the original 12 jobs and the PS2 version of the License Boards. Espers are now far more useful and, if you use the default SFF boards, are assigned to each character. Each character gets two Espers, each having very different playstyles and abilities that compliment their summoner, and Espers have completely revamped AI to take advantage of their skillsets. For example, Belias excels at helping Basch tank by using Bubble/Decoy on him while Belias uses magick, and Adrammelech uses Hastega/Slowga/Blindga and Thunder magicks to aid Vaan. Many abilities have been completely revamped to either fill a new niche, or to be more useful. Equipment- primarily weapons- have been greatly rebalanced. The three invisible items now have models and are more balanced to be on par with other late-game weaponry, and are now available through the Bazaar (albeit requiring rare Loot). Most late-game weaponry within each category is competitive with each other. For example, the Arcturus has enhanced Range compared to other Guns, the Fomalhaut has an increased Critical Hit Rate compared to other Guns, and the Mithuna has the highest raw Attack of all Guns. Character stats have been revamped to better fit a character's role. For example, Basch now has some of the best VIT/HP in the game as befitting his role as a tank, whereas Vaan is the fastest, and Fran has the highest Magick. What will happen in future versions? Currently, FFXII modding is still very much in its infancy. There's many things we can't do just yet, and even things like editing text is very time-consuming. To that end, there are some minor text inaccuracies and other very small bugs that are being slowly but surely snipped for future versions. We're also working on a Treasure Chest Editor, which will hopefully be done within the next few weeks. Once that's completed, treasure chests will be a 100% spawn, 100% set item, and will no longer respawn, much like traditional FF treasure chests. Those chests will have set items, generally the rarest item that would have normally been found in that chest to begin with. AI is currently not editable for enemies. Hopefully, in future versions, we'll be able to make enemy AI more interesting. I think that covers most of the bigger things... I would definitely add, however, to read the Readme/Master Guide included with the mod download prior to playing. It has a variety of useful information, as well as accurate info about Abilities/Equipment/Items that can't be found in-game at the moment due to text modding limitations. SFF isn't perfect, but I hope that it'll allow people to enjoy XII in a new way. A lot of love went into making SFF, and I'm excited to share it with others who love Ivalice as well. If anyone has any questions or feedback, feel free to ping me on Discord (eternal248#1817) or shoot me a message here. I try to be as responsive as possible, and I'd love to hear from you guys! This is my first post here, so if I've done anything wrong, just let me know and I'll fix whatever I need to. Thank you! Download it here.
  35. 5 points
    This isn't meant to be comprehensive. Just a list of some common questions and concerns I've seen new players have. If anyone can think of other questions, feel free to ask them in the thread and I'll answer them/add them to the list. Hope this helps! How is BNW different from Vanilla? The biggest difference is that the characters are more individualized. Espers are now restricted by character, so everyone has their own spell list and access to specific stat boosts which allow them to be built in a number of different ways. Every major bug (i.e. the evasion bug, sketch, vanish/doom) has been fixed as well as most of the minor ones, and every mechanical aspect of the game (i.e. all enemy scripts, damage formulas, etc) has been addressed while largely retaining the look and feel of the original. Nothing has gone untouched. Things that weren't useful before now serve at least some purpose. Brave New World operates by a different set of rules than the original game and should be treated as a completely new one. While it looks the same and feels similar, it is very different under the hood. Is this a hard type / difficulty patch? Definitely not. BNW is considerably harder than Vanilla was, but kaizo-style/arbitrary difficulty is minimized. There are very few party-wide 1HKO attacks, and those that exist are usually avoidable or able to be mitigated in some manner. The two kaizo-ish instances in particular (the Whelk Shell and stealing from monsters) are entirely preventable as the game explicitly warns the player about them. There's also a general lack of situations where the player is required to have a specific ability or item to progress; after Kefka at Narshe, pretty much every play style is viable. Most of what makes BNW hard comes from either not knowing enemies or playing it like it's vanilla FF6 rather than a separate and different game. Do I have to min/max? Not really. The game rewards it, but only marginally. The balance is such that a player can finish all the content with however they build their characters. It really doesn't matter. On that note... Can I brick/mess up a character? Nope. There is a character respec option in the World of Ruin, but even so an un-ideal distribution of stat bonuses will not make it much harder to complete the game. Do I need to grind levels/gp? Nope. Level progression follows the exp curve just fine if all the player fights is the randoms they encounter normally. Players may run into GP issues if they want to stock up on lots and lots of things and/or buy every piece of equipment they see - it's always a good idea to consider what to buy carefully before spending a lot of GP. Worst case, the game does have a few decent spots to grind GP and there's quite a lot in chests. What about the script? Is the story still the same? The story is still the same, and a legitimate effort was taken by the developers to clean up some of the dialogue issues (e.g. dialogue that didn't belong to anyone but was still spoken) while leaving the best of Ted Woolsey's work intact. Some liberty was taken to add references and homages to other games/music/movies/pop-culture/etc., where it is appropriate and doesn't detract from the story. Note that the Beginner's School is a deliberate 4th wall break (as it was in vanilla FF6) and so the dialogue there is generally not indicative of the rest of the game. Do I need to know everything in this huge Readme/Printme? Nope. They're both designed to be reference materials, much like a normal manual for a new game. Their original intent was actually so the developers could document their changes. Use them to look up things, such as the stats on a piece of equipment or who can equip what esper. DO go to the Beginner's School though, as well as the "Advanced" school in Jidoor (formerly the Auction House). Why do enemies have so many death counters? Actually, very few enemies have death counters. Some enemies DO counter melee attacks (physical and not long-range), so they look like death counters when those attacks are fatal. Are status ailments actually useful? Absolutely. Most enemies have some weakness to at least one debilitating status affect. Most bosses, while immune to most status ailments, can be afflicted by Slow or Sap if they don't have inherent Haste or Regen, respectively. Conversely, enemies love to throw these at the player; it's very important to protect against them or the party will find itself incapacitated pretty quickly. This includes status ailments that were not particularly potent in vanilla FF6, namely blind/darkness. The Goggles, they do something! On the same token, buffs are also very useful and should not be neglected; proper buffs can make or break a fight, and in some cases completely nullify an enemy's ability to do any real damage to the party. Shadow bailed, where's my stuff? Check the inventory! He's automatically unequipped in every situation but one: if the player returns to Narshe after recruiting him at Kohlingen. This was an oversight on the developers' part that wasn't addressed due to how unlikely it is to occur. My character isn't gaining ELs! Make sure an Esper is equipped! What platform(s) can I play this on? Most/all major emulators are supported: ZSNES, SNES9X, BSNES/Higan, RetroArch. Console is also supported either via flash carts or repro carts. (Do note that ZSNES has some minor visual bugs that are not related to Brave New World, but rather FF6 itself; these are detailed in the Readme.)
  36. 5 points
    So, progress report time! I've been quiet for awhile as I've been working on overhauling enemy AI from the ground up - a process which ate up about a year of BNW's initial development time. I am glad to say that has been COMPLETELY finished and I am very excited to see how the results play out in beta testing! I have updated the changelog for now; presently, we are waiting for just a few more hacks from outside sources, and all I have left to do is finish updating enemy stats (about a day's work, though I dunno when I'll have that day) before I have a working ROM to fire off to Synchysi. Things are definitely starting to come along!
  37. 5 points
    I recently completed my first playthrough of BNW, and I think I owe it to the modders to provide some feedback on this huge project. Thank you for putting together a compelling mod for one of our favorite games. Since I played this at my leisure and didn't take notes along the way, this review will just be whatever comes to mind as best I can remember in order, along with scattered thoughts on the design decisions. First, let me start by saying I am a "big" fan of FFVI. Not enough to spend a few years modding it, but I've played the SNES release several times, and the GBA release once. It's one of my all time favorites, so I was very intrigued by the idea of a "fixed" FFVI, without the gamebreaking bugs and perhaps some actual challenge. It has been a few years since my last playthrough of vanilla, so I went in forgetting a few details, like Shadow's location in WoR. I also tried to keep spoilers for the mod to a minimum, though I saw the thread on Magimaster, and may have ended up overpreparing. WoB up to Zozo is pretty much the same. The tutorials are good, though I quickly forgot some of the things that Stamina and Vigor do. I actually went through the entire game treating Vigor as "physical attack" and Stamina as "status resistance, regen increase". Edgar's Figaro discount is missed, especially since there isn't too much of interest to buy, except for Tinctures, which brings me to my first criticism. Tinctures are too expensive. As stated in BTB's great article, magic was the be-all end-all of vanilla, and great effort was taken to make other forms of attack more viable. The high cost of Tinctures (1000G for a measly 50MP) treats magic like it is still the be all end all, and it makes it difficult to experiment with spells, since you only get 1-3 per Tincture. Only at the tail end of the WoR was I able to set aside enough money to max out on tinctures and go ham with Terra. I suggest either lowering the cost of tinctures, making ethers available for purchase, lowering the MP cost of black spells, or some combination of the above. Serpent River is the first part of the game where I got wiped, namely due to Albatross just demolishing you if you use the wrong attack. Since you can have two of them in a formation, and have no way of knowing what will set them off, I feel the fireball attack is a bit too punishing. The battle for the Espers has some potential for challenge, but at this point (and through the rest of WoB) Locke was kind of OP and could carry almost any team through an encounter. One of the things I looked forward to a lot in this mod was seeing the dialogue changes - if certain lines would be clarified, or if any expanded material could make it in to build the world up even more. I was pretty disappointed to see that even the conversations during the march to Tritoch didn't really have anything new or improved. The moment where you get the espers in Zozo is the first high point in the game. It's interesting to see who learns what. I also think it is interesting that some characters end up with only tier-2 magic. ELs are well explained, but as a system I think they are unintuitive. At first I tried to save them up, but as the difficulty ramped up, I just spent them on whatever I thought the character should be doing, always prioritizing speed when it was available. This seemed to work pretty well, and most of my characters ended up "well rounded" as opposed to the single-esper-centric "builds" I see in the character threads. There are a few things to say about speed. It could be my imagination, but adding speed levels does seem to make the ATB noticeably faster, and keeps the battle moving at a good pace. Enemies are the complete opposite, though - I have absolutely no idea how their speed works. I would set slow on every boss, and couldn't tell any difference. It is noticeable when affecting player characters. This implementation of ATB is a bit sketchy, too. While doing top-level menuing, monster ATBs continue to fill, but if you go into a submenu like items or spells, their ATBs pause. This can situationally be very advantageous, and I found myself abusing it in a number of fights. At times it felt like abusing the ATB this way was the intended method of dealing with some bosses who acted too frequently. The Magitek Factory is fun as ever, though I got wiped by a robot on that last screen after you get off the minecart (lol). I think the encounter with Kefka here is a good place for some dialogue changes if possible. Maybe make it more clear what the hell Celes does to bail them out. I think you could afford to spoil the player a bit more with exotic weapons/armor at this point, especially in the imperial storehouse. Everything else in WoB feels pretty much like vanilla until you get to the FC. And OH BOY. The FC. FC is the first low point in the game, that feels completely inferior to vanilla in pretty much every way. The random encounters are difficult but manageable - I'd say they are the limit of what could be considered "fair". But then you get to Atma, which is a bad gear check. Mind Blast is a truly random game over. If you're like me and couldn't find whatever item apparently gives Shadow access to Rerise, you're in even more trouble. Atma should be hard, as the final boss of WoB, but it took a LOT of tries to finally beat it. My team was Terra, Edgar, Locke, Shadow. I suppose I could have gone all the way back to the airship and picked up Setzer for Rerise, but I shouldn't have to do FC twice, and I imagine a lot of players will choose Terra and either Edgar or Locke for story reasons. Atma is a problem. What follows, however, is even worse. As mentioned before, I was very excited to see script changes which expand on the world and characters, and for some reason, the escape from FC is the only place that seems to have been a priority and it is awful. I can't begin to imagine what inspired that fanfic.net-esque emo exchange between Celes and that cutscene boss. The implication that Kefka gave her some power is also misplaced and never brought up again. Allowing Celes to use Shock is the only redeeming factor in the entire sequence. Believe me when I tell you that between the frustrating battles and cringey story changes, FC makes a very strong impression that leads to a lot of players not appreciating the rest of the mod as much as it deserves. I got super unlucky with Cid in the WoR, and thought his death was now forced after three failed attempts to save him. I wasn't feeling as sympathetic for Celes coming right after her self-loathing on the FC. Getting off the island and heading towards Tsen had some actual danger for Celes, which was nice. It feels more like a requirement to grab Sabin here rather than skip ahead for the 3 character finish lulz. And it's worth picking him up, because Celes' "seriously?" comment when Sabin is fooled by Gerad is great, and the kind of enhanced personality I was looking for from both of them. In general WoR was pretty brutal, and felt a bit unfair. Most of my characters entered in the low 20's, which gets you one-shot by quite a number of enemies. Stumbling onto Doom Gaze or any Dragon without picking up some elemental shields or powerleveling is game over. This is where the design philosophy of "take away the free stuff" falls apart. With so many characters and no shared experience, you have to rotate weak members in and out. As a result, you feel very weak throughout much of the WoR (and you are). Bosses take forever with these gimped parties. FOREVER. Hidon was the absolute worst boss in the game, much worse than even Atma Weapon. I generally went through the WoR with story oriented teams - Sabin and Gau rescue Cyan, Strago and Relm go after Hidon, etc. Even with Terra or Edgar around to babysit, oftentimes it felt like these were just flat out the wrong characters for those bosses. It felt like the bosses were redesigned around battle engine concepts, without consideration of player habits. It also seemed like they were balanced around the old experience sharing, not the new system where you can easily walk in on the red dragon at lv25 or less. Fanatics Tower was an improvement over the original. It was actually the second to last place I visited in WoR, thinking it would be like vanilla with the reflect gimmick, and that I could barely handle random encounters in other places in WoR. It turned out to be surprisingly easy, even the Magimaster. Gem Box is something I wish I picked up right away. The Colosseum, while more fair than vanilla, was also a lot less interesting, and very few bets felt like straight upgrades. I wasted quite a bit of time on battles just to find out that certain items just get swapped for a comparable item for another character. For some reason, a lot of nice gear could be exchanged for phoenix tears. I mentioned it in another thread as well, but Schemp is the funniest thing in the game, and just a brilliant application of scripting. The Dream Stooges attacking each other was a great touch as well, but the crass language doesn't fit and ruins the novelty of the battle. BTB's article talks about vanilla's Moogle Charm being an admission that the battle system isn't very good, and while that is true, it did serve another purpose - saving time. You're sure to run into a dragon or two that you can't beat until coming back later, and it is not fun to grind all the way through Narshe or Phoenix Cave a second time. There is also one part in Cyan's soul where you ride magitek armor, and the encounter rate is insane. A lot of frustration in WoR could be avoided by bringing it back. The esper system breaks down a bit as WoR goes on as well. It's very exciting to find new magicite, but equally as disappointing to find out that it only applies to one character. Kefka's tower was great. I entered with everyone between 28-34. Random encounters had that same feeling of "upper limit of fair" that FC did, and the encounter variety was fantastic. The bosses were all well balanced here - challenging, but didn't take ages to beat. I was surprised that Kaiser Dragon was very easy. When I sketched it with Relm and saw Ultima, I thought perhaps it was going to gear-check me and throw an Ultima at the very end, but fortunately it did not. Speaking of Ultima, it was great to finally get it in Terra's hands and start tearing up those last few encounters. It also made her feel very important in the final battle with Kefka. The final battle with Kefka is nearly perfect. Aside from Lode Stone being a little annoying on the first tier, all of it was balanced perfectly, and Goner is finally as scary is it should be when you have less than 2000HP. It felt great to finally cut loose and start using the X-Potions and Elixirs. Freely using Terra's magic in KT really highlights the need for better MP recovery options throughout the game. (continued in next post)
  38. 5 points
    My problem with Dadaluma is that two crucial pieces of information are more or less completely opaque: 1) Slim Jim giving haste is only possible to see if you bring Scan or have stolen one and used it, and it's perfectly reasonable to assume that Slim Jim just does regen + jump because that's already a lot of things for one attack to do. (Yes, I know it doesn't actually CAUSE the jump, but that's what it looks like to someone who doesn't know what Slim Jim does.) 2) Up until this point, counter-attacks have been very simple. Blitz Albatross, get Fireballed. Tools Tusker, get Gored. Then all of a sudden, Dadaluma has an extremely complicated script with multiple interacting counterattacks and incrementing variables and shit, with no indication of it. My solution: An NPC in Zozo says "I've noticed Dadaluma gets lethargic after he eats..." Another NPC in Zozo says something like "I've watched Dadaluma fight. He responds to every attack with exactly the same counter!" or "I've watched Dadaluma fight. His attacks are a lot more threatening than his counters!" Now the relevant information is not completely hidden, and it's up to the player to figure out what it means. And if they don't talk to the NPCs, well, that's on them! And it has the added benefit of not changing the fight in any way, just giving the player some extra information going into it. If this were added, then when someone inevitably complains about Dadaluma being too hard, we can be like, "Did you talk to all the NPCs?" rather than "Just figure it out!" and it feels a lot better as a player, knowing it was their fault they missed it, rather than the game just hides it.
  39. 5 points
    There's a large amount of "It Depends" with those stats. It's very dependent on what the character's doing, their equipment, their opponent, whether they'll hit the damage cap, etc. Pumping speed as someone's primary stat is typically best for healer/support characters, as they aren't as reliant on vigor/magic for being good at what they do. In addition, characters like Gau don't even have a vigor/magic option and it's 100% viable to just put every EL he has into speed. This doesn't work quite like an MMO where you just "raise stat to <x> for softcap then raise a different stat"
  40. 5 points
    Download Brave New World Here (New to Brave New World? Want to know what it's all about? Check out the Readme here or our list of Frequently Asked Questions.) I don't normally do big update announcements like this for minor releases, but the community-driven nature of this update cycle has let to version 1.8 being a lot more spread out than we're used to, and 1.8.5 had a number of very significant bugs that needed patching. I want to thank everyone for their patience in dealing with the deluge of hotfix patches for the last few months while we got everything sorted out for a proper release, and I'd like to give an extra-special thanks to Seibaby for providing several new hacks for this update and earning his "Gold" BNW donor status. So, what's in the box for 1.8.6? Aside from the bugfixes, the major highlight is several new hacks concerning speed and/or theft. One of the biggest complaints we've had since the implementation of Think's nATB system was the significantly increased difficulty in escaping from fights. A rewriting of the ATB initialization code now allows your characters' speed to contribute much more significantly to getting first strike in battle, and a side effect of this makes running from unwanted fights much easier on average. Conversely, nATB also pushed speed to being a DPS god stat by removing the soft cap on its effectiveness, necessitating a rewrite of the speed code itself to lessen its effect at high levels and bring the slower characters a bit more up to par. Theft is addressed by allowing the speed of the "treasure hunter" to increase the odds of getting a rare steal rather than the old flat 1/8 chance as well as allowing successful theft attempts to qualify as a free action and thus give the "treasure hunter" a free turn immediately afterward. The other major hack to make it in allows Gau to Leap anywhere he finds enemies that he can rage, thus making it far less annoying to hunt down that one last rage that just won't fucking show up on the Veldt. While this does allow Gau early access to a few key rages at certain points of the game, it's largely a QoL change that will hopefully win over a few more fans to his camp. Finally, the addition of X-Fight to Shadow's Kagenui in the previous version proved... much more effective than I was counting on, in part by finally bringing to light the fact that the X-Fight damage penalty never stacked with the dual-wield damage penalty like it was supposed to. This turned Shadow into a one-man wrecking crew (even moreso than usual), at least for the players who were aware of the hotfix to fix the incorrect stats on the Kagenui, which otherwise had a whopping battle power of zero. As always, I'll close with a reminder to everyone that Brave New World is now available as a reproduction cartridge courtesy of our good friends at Retro Circuits. Feel free to contact them with questions about their products or even just to chat; they're great folks and I'm glad to have the pleasure of dealing with them. What's new in 1.8.6: (Oh, and if liking things on Facebook is your bag, baby, then by all means go nuts.)
  41. 5 points
    No, you got downvoted because your logic is flawed, your points were silly, and when pressed, you tried to defend yourself by saying it was an "opinion." Who cares if it's an opinion? We know it's an opinion; that does not mean you shouldn't be defending it. It being an opinion and not fact does not save it from being criticized, which you took to poorly. No, you were warned because you were one step away from insulting someone over a simple disagreement in game tactics. And it wasn't even a warning, it was me asking you to take a step back. Your negative rep came from three posts before this one where you threw your hands up like an infant and stormed out. You're not being bullied. If you don't want to be treated like a child, then stop acting like one.
  42. 5 points
    I wasn't 100% sure what I wanted to make and was simply browsing around and it just hit me "Wallpaper". @Hart-Hunt likes Mega Man [Citation Needed] so I decided to try my hand at making a Mega Man X wallpaper for him. A lack of artistic talent was definitely a hurdle that I had to overcome, but who needs talent when you can steal assets
  43. 5 points
    Introducing: Final Fantasy 6: Tensei Latest Update: 27 November 2017 A large-scale hack, FF6: Tensei is an attempt to rebalance both the game and the world. With a smaller cast of characters -- nine playable main characters, with three hidden secondary (non-plot) characters, compared to the original games twelve-and-two -- a revisited and revised equipment list, and a massively overhauled ability system, FF6: Tensei is be a brand new experience to fans of the original game, while still maintaining a familiar, nostalgic framework. It's built around the basic story structure of the original game, with the same major story beats, but with a number of updates to individual characters that help the story take on a new form -- with a few additional surprises along the way. New features! Random Stat Increases at Level Up: Instead of using the Esper system, characters have a chance at a stat increase at each level -- the higher the stat, the greater the chance it'll increase, favouring a character's primary stats over their secondary ones. Of course, if you're unlucky, the wrong stats will increase -- or no stats at all. Stat Bits, Golden Apples, and Soma Drops: On the other hand, you can permanently increase your characters' stats through items! But be careful, there are only a few in the game... Unless you know where to look. Costumes: An entire set of battle sprite-changing gear! Will your characters go around dressed as a Soldier or a Merchant? Will they dress up as an Imp or a Moogle for Hallowe'en? Or will they be perfectly lazy and be a white sheet Ghost? New Town and Dungeon Maps: Some will be altered only a little, some will be redrawn completely... And some that are otherwise unchanged may have a few new surprises. New Spell List: With the rebalanced ability system, the spell list will be divided evenly between Black, White, and Time magic -- but only certain characters can learn given spells, and most won't have access to the spell list at all. New Abilities: Sabin now uses the Mantra ability to protect his allies; Leo wields Breaks to debilitate enemy spell-casters. There's an entire new set of ways to heal and to harm. Third Slot Abilities: With magic restricted to certain characters as their primary ability, the third ability slot remains empty -- that is, until you start finding relics to expand your skill-set. Will you use the Gear Brace and grant your characters the Magitek ability? Or will they use the Blaster Gem to Ravage their foes with elemental physical strikes? New Characters/Revised Character List: The cast is smaller, some familiar faces are nowhere to be found, and some new people are joining your team -- General Leo will be a permanent playable character, and newcomer Amelia -- Relm's mother -- is the resident dancing geomancer. Defined Character Roles: By limiting characters' access to certain skills, there's a certain level of strategy involved in planning your team, as each character's ability is useful in different circumstances. Hidden Characters: Say goodbye to Gogo and Umaro, and say hello to a few old friends... But just who is it who wandered through the Dimensional Rift? Spoilers, love. Spoilers. Brand New Script: A necessity with the other changes, much of the dialogue will be either heavily revised or completely new. I'm attaching an old 'preview' image that has a little bit of my in-progress Walkthrough (which I'm writing as much as an outline of the game, as a planning tool, as it is an actual walkthrough) over top of my Items spreadsheet, as well as a screenshot showing off one of the basic new features -- an expanded Skills field menu, with an additional working entry. (... And possible even more entries in the final game, depending on how I develop a couple of characters' skills.)
  44. 5 points
    No, that is not how objectivity works. You don't just get a majority of subjective opinions and suddenly the poll magically changes the content from subjective to objective. You're wrong about that (regardless if everyone on the board dis/agrees with me) and try looking at a definition of the word "objective." What you're talking about is a majority of people's opinions (in your made up poll) favor the Woolsey translation. Although going by your thinking, if most users on insanedifficulty came down on you before that would mean they were objectivity right after you being wrong, right? I actually liked the earlier heavily cursing versions of BNW, since this is a game primarily about war and genocide caused by a mutated psychopath. For example, you have a protagonist who at one point, possibly, tries to kill herself. Many could argue she was justifiable since everyone else on that island thought the entire world was destroyed besides the small island they lived on. That situation is among multiple other dark scenarios (another protagonist joins a malicious cult of the god that helped "kill" his only other blood relative) throughout the game. This game did have rays of hope/light sprinkled throughout the game, but most of what happened was dark and depressing. Regardless of my opinions on the matter, Woolsey did the same types of things that you accuse the script changers of doing. What's a submariner in the context of this game? A sailor on a submarine, an underhanded baseball pitcher, or Namor? The closest thing we have to a submarine in this game is a diving helmet. People travel the seas in this game by the current, ship, or wooden raft not submarine. There was just no writer preceding Woolsey. Classic lines also doesn't mean unchangeable gold. You get the same understanding of the story and closer to the script without the censorship from the 90s. Also, does someone like Kefka, who is a nihilist and later a destructive god, really seem like someone to talk like that? Hell no.
  45. 5 points
    I'm pretty out-of-the-loop on a few things -- one of them being the closure of Insane Difficulty. Needless to say, when I headed over there to find a specific ROM hack, today... this very one, in fact... I was more-than-a-little-surprised to see that the site was gone. Funnily enough, I actually found out, through a Seiken Densetsu 3 thread on GameFAQs, that the site was genuinely offline, rather than just experiencing an interruption. (At least, that's what Google tossed my way, when I searched for information.) Anyway, I was neither a major contributor nor did I really give much feedback on many of the hacks... but, I'm still sad to see that the site went. It was pretty abrupt and I guess I understand why. Still, I'm optimistic that New Game Plus will do its best to fill the void. It already seems like a pretty nice place with many nice people -- not to mention, several familiar faces. Plus, if I feel really nostalgic, I can always check the Insane Difficulty archived site hosted right here. Heh heh. Best of luck and warm wishes, New Game Plus people!
  46. 5 points
    It is now official, there'll never be a public release of a 1.0 for this hack. v1.029 added optional patch "skippable_spell_animation": skip spell animations via holding X before the animation starts adjusted Xan Bie's stats adjusted Lightgazer's stats adjusted Landumber's stats and specials adjusted Fiegmund's stats and specials Ninja Master's final weapon "Kongo Rakan" now forces targets into counterable state if a spell hits a weakness Nightblade's final weapon "Deathstroke" now increases Lv2/3 tech damage while below 300 HP Grand Divina's final weapon "Ganvantein" now adds saber effect for elemental spells cast at allies altered maxMP by level slightly added diminishing returns for maxMP, values below 20 stay as is, former 38 max MP gets reduced to 25 reduced handaxe item from Lv2.5 to Lv1.5; same as cost-identical darts fixed a bug that made Lv2/3 techs drain all MP if a Sage Stone is equipped on easy difficulty and below enemies have halved chance to land status effects with their regular attacks My oldest backup of anything related to this hack is dated 2014/07/22, so 3 years and 2 months total. Thought it was longer.
  47. 5 points
    Here are some mods from ID that I gathered not too long ago. I hope this helps! Castlevania - Symphony of the Night - HardType v4.8 Chrono Cross - Time's Anguish v3.7 Final Fantasy VIII (PC) - Requiem v2.2.9 Final Fantasy IX (PSX) - Unleashed v2.0.9 Final Fantasy X (PS2) - International - Punishment v1.5 Final Fantasy Tactics Advance X v1.0.3.1 Suikoden 2 - H1.5 Xenogears - HardType v4.1 Xenosaga - Episode I - HardType v2.1 Xenosaga - Episode II - HardType v3.9 Xenosaga - Episode III - HardType v1.3
  48. 5 points
    For everyone's convenience, here's a single patch containing all the bug fixes and other changes slated for inclusion in the upcoming 1.8.6 release. Apply over a fresh Brave New World 1.8.5. ROM (not included). Archive contains both headered and non-headered patches. Brave New World 1.8.6 pre-beta (updated to version 2) Contributors: dn, Seibaby, Think0028, Nowea The following bug fixes are included: Fix for the Quartrstaff/Doomstick crash issue. Fix for the Y-Equip Relics patch incompatibility issue. Fix for the Dice/Fixed Dice glitch/crash issue. Correct stats for the Kagenui. Fix for the issue with X-Fight and Dual Wield damage penalties not stacking (no standalone release yet). The following balance tweaks are included for beta testing: Speed Tweak (character-only version) Initial ATB tweak Master Thief Quicksteal
  49. 5 points
    Dn is a cool dude. I'm glad to have the chance to help give him a shot. I don't want to see anybody become go homeless. I have the means to, so I have helped. I also don't want to see anyone give more than they are responsibly able to. If you can give, give. If you can't or don't want to, your kind words can help give support in someone's time of need. Greetings from Germany, save the cancer, kill the animals
  50. 5 points
    I've been working on a FF6 Advance editor since 2013 and a first version was released in 2014. A new WPF version is slowly being developed and I got the font editor, monster and item data editor and dialogue editor near completion (overall 90%+ finished). I'm making a poll to see what you would like seeing first. Elements have the easy (E), medium (M) or hard (H) mention regarding knowledge on them and time to code. Nothing music related is include because music editing can already be done with another tool.