thzfunnymzn

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About thzfunnymzn

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  • Favorite Games
    Brave New World
  1. thzfunnymzn edition of Brave New World

    Development for Lol New World is closed. It's imperfect, and I never did migrate it to the new 2.1, but it's perfectly playable, with an enormous amount of interesting ideas to be worthwhile despite its imperfect state. I've especially gotten good comments on the new tools for vig Locke and mag Setzer. The topic is left open for anyone who does play to provide feedback. Future development may re-open, depending on the feedback received.
  2. thzfunnymzn edition of Brave New World

    Original post updated with the latest "Lol New World" version. There are some known balance and other issues, but it's fully playable, and I doubt we'll see an update anytime soon. So, for now, enjoy!
  3. thzfunnymzn edition of Brave New World

    To anyone reading these forums: Lol New World is still in development. Primarily being discussed & finalized on the Discord server. My coder is also making some progress. I'll shortly create a (concise) change log and update the original post. EDIT: Updated with most recent changelog, as well as most recent version of the hack.
  4. thzfunnymzn edition of Brave New World

    Pretty much that. "lol" is simply because my name is "funny"man, so the joke was that my little mod would be called "lol new world." I lack the originality to think up a name myself, so "lol new world" it is. You can consider the vig Thamasa patch to be "rofl new world".
  5. Affectionately called: Lol New World This edition of BNW - affectionately called Lol New World - is really a "continuation" mod by an old, old veteran of the Brave New World community. It's not an official continuation of any sort. It's just an old veteran, who loves designing things too much, taking his own spin on what he sees as future development of BNW's design and balance, while trying to keep the spirit of "the mod that improves FFVI's mechanics while preserving the spirit of FFVI". As I'm a bit of a mad scientist, some things about this mod will be experimental, push boundaries, and perhaps be just plain crazy, in ways that another designer perhaps wouldn't do. However, LNW is still very much is BNW. Edgar aside, I don't think you'll really notice the changes until at least after the Magitek Factory. (Not that I'm averse to early game changers, mind you. Just nothing has happened yet, that I'm able to do, that keeps within the spirit of "FFVI with improved gameplay / mechanics / balance"). The initial impetus for this mod was simply me deciding that BNW's stamina stat is becoming far too much of a 3rd attack stat, including holding special hatred towards a couple of stam-based attacks (Atma Weapon). Therefore, as of the alpha version of LNW, many of the changes revolve around trying to push stamina into a more clearly defined defensive role. Said role revolves mostly around statuses, whether that be through an improved status evasion, a new unique Cover Shield (Paladin Kite) in the game's second half, or modifying some characters' unique stam-based mechanics to be more defensive in nature (like Relm's Interceptor). However, it comes along with an aggressive removal of many stam-based attacks, including your odds of counter-attacking no longer being based on stamina. ... The alpha version, as of right now, is imperfect, and in my eyes, incomplete, through further development is stalled while awaiting player feedback. Course, I'm Mr. Scope Creep, so many of the changes in this alpha are also just throwing in things that seem like good ideas, such as a re-work of Mog's Dances (which ties into stamina, actually), giving Strago a Merton-lite lore affectionately named "Antipode", critical hit chance based on one's speed stat (thanks to the coder, Sir Newton Fig, for that idea), limiting the total number of any given item you may have, etc, etc. Lol New World is open for ideas and further development, though I don't promise any sort of time table. Coders and playtesters are always welcome. The Patch Lol New World mod for BNW, forked off of the 2.0 version. Applies over a vanilla FFVI rom. Sadly, as of right now, Lol New World does not contain some features of 2.1 or later versions. Development is being done to integrate them into Lol New World. Also, sadly, as of right now, Lol New World is incompatible with Nowea Hard Type. https://drive.google.com/file/d/122GNi0BwZb85m5XUacuDYddM0rFwic2s/viw?usp=sharing Changelog
  6. Relm Arrowny: Age Is Just A Number

    Updated for 2.0. Biggest change, really, is adding in a list of good Sketches (as well as Sketches to avoid). I considered separating mag Relm from spd Relm, as "build spd Relm" is a fine strategy. However, like with Shadow's or Gau's espers, I considered it instead to be more of a continuum, so I simply opted to explain the choice in more detail within her Sage build.
  7. Strago Magus: Get Off My Lawn!

    Updated the guide to reflect 2.0. Blue Mage is updated to reflect X-Dark strats, but the nerf to Raze's damage means that I'm seriously recommending the player lean into Rod fighting for neutral st damage prior to learning Black Omen / Dark. I've updated the stamina build for 2.0 (beefy regen ticks, Wind Breaker), but I'm still rather harsh on it overall.
  8. Terra Branford: The Power Of Love

    Ah. Yeah, Zantetsuken's not bad, but it ain't no Apocalypse. I can then see why you wouldn't care for vig Terra.
  9. Terra Branford: The Power Of Love

    Just play it conservatively. Don't Morph, just swing Apocalypse. Apocalypse is that good.
  10. Terra Branford: The Power Of Love

    The end result, of course, being the reverse of what you expect; vig Terra + mag Celes tends to be the better combo. Tbf, vig Celes works out perfectly fine. It's just mag Terra can't do anything that HP/MP Terra can't, and Maduin's not a great magic esper.
  11. Terra Branford: The Power Of Love

    Hate to say it, but you did something wrong, and/or it's a psychological thing. It's affects me too, so I say that without any rudeness or judgment. Apocalypse is just straight up better than Ultima, except for the AoE (tier 2). Just as strong, comes earlier than the 11th hour, much lower MP cost, stats+5, can counterattack (black belt). And that's ignoring the dual-wield berserk strats, which just skyrocket vig Terra to absolutely absurd levels. Also, so long as you give her HP and MP ELs (Phoenix), she's still got HP and good armor, she's still got Cure 3 and Life 2, and she's still perfectly able to equipment swap to magic equipment to rip a T3 element into any boss foolish enough to try having high physical defense. Mid-game, she's got elemental blades while mag Terra is playing pretend with Break, Rising Sun / Wing Edges for any idiot who decides to fly, and Rune Edge as perfectly good & inexpensive damage. It's not how one thinks Terra should work, I agree. It's very strange thematically; Celes is who you think of as more "fighter" oriented. But it is what is. vig Terra is just one of the best builds in the game. Also, pretty much anything mag Terra can do, HP/MP Terra can do better (or just as good). Terra's and BNW's design just aren't set-up for mag Terra.
  12. Terra Branford: The Power Of Love

    I'll think. Terra's the strongest character in the game, so it's hard to go wrong with her. I'm still not perfectly sold, but for consistency, if I'm mentioning Unicorn Edgar, I should mention Maduin Terra. (And if I stick with not mentioning Maduin Terra, I need to fold Unicorn Edgar back into being an "alternate mention" under Edgar's magic build).
  13. Mog: Mascot With Attitude, Kupo

    staff, plz delete this post
  14. Terra Branford: The Power Of Love

    Right. Maduin Terra can hit 9999 at mid-WoR levels, while her non-magic builds are still struggling with ... still a very mighty 7000 - 8000 damage. Yeah, biggest use for Maduin build seems to be punching through Tier 2. Considering how bad tier 2 is, that's not exactly a bad thing. However, these guides are meant to guide new players. "Maduin Terra, big magic damage" is a trap. Even a non-mage Terra can get 8500+ damage with Ultima in endgame (Morph). Hence, I avoid mentioning "mage Terra" as an actual build, relegating it to simply an "endgame respec" option under Cleric / Sage build. Yes, it's not ideal, b/c we expect "big magic damage build" from Terra, but guiding new players down good paths takes precedence, and Sage Terra really needs to be building Unicorn and Carbunkl, using Maduin as filler once she's good on her HP and MP. So ... that's what I did. .... Which probably means I should be MUCH harsher on my evaluation of Unicorn Edgar, now that I think about it.