Deschain

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Posts posted by Deschain


  1. 42 minutes ago, Roto said:

    There's a third option that I took, insomuch as I used a Warp Whistle stolen off the Giant cause I didn't wanna walk all the way down. Whoops! Gonna try goin back up and walking down like a schlub!

    Edit: hey guess what jackass scene broke Zozo with a Warp Whistle! Thanks, I didn't even consider going back up there because there's nothing but Terra to see there anymore. Whoops!

    Very nice! And just so you know, because of you the modders are disabling warping in that room, so you're basically (in)famous now!


  2. When you get Ramuh & Co, there are two possible ways to leave the room:

    1) Talk to the PCs standing at the exit, which triggers a long cutscene of everyone talking while climbing down the tower, and ends with talking to the entire party by the Zozo exit.

    2) Accidentally walk past them, fail to trigger the cutscene, walk down the tower manually.

    Sounds to me like you went with option #2! :) If that's the case, you'll have to go back up to the top of the tower to the room where you found Ramuh and talk to the PCs there.

    If it's not that, then I have no idea.


  3. On 7/31/2020 at 6:24 AM, Hapanpappa said:

    Hmm, well I certainly didn't interpret "more like vanilla dialogue" as "the dialogue is exactly the same as in BNW save for fourth wall breaks", but maybe I'm reading into it wrong... I mean I'm seriously allergic to this game's vanilla script after playing BNW so I automatically disregard anything that even alludes to it.

    Yes the vanilla patch in the translation folder does EXACTLY what you're looking for :)


  4. Note that if you continue to dislike the script, there is a vanilla script translation included in the "translations" folder that removes all fourth wall breaks like that and makes the script more like vanilla dialogue (but still with all the strict improvements of BNW's script."

    For example, the "NO! Bad player!" line if you leave is simply replaced by "The Esper is here somewhere."


  5. The 2x Cave Stuff, 1x Drifter encounter in the cave to Figaro jail might be too deadly. You just have Celes and Sabin, neither of them are particularly fast, Flash Rain hits for ~225-250, Aqualung hits for ~200, Pointy Stick one-shots. I have a stam Sabin with dual Hell Claws/Power Glove and he can't one-shot any of them, and Vigor Celes with Blood Sword/Falchion/Power Glove can't either, and they are too slow to take them out individually with disables.

    (This is a good example of an encounter that gets very deadly if fought carelessly. Cave Stuff does not use Aqualung unless it has taken damage, so only one enemy at a time should be using AoEs if fought optimally.)


  6. Calling on beta testers to be on the lookout for wonkiness with RNG. I have no hard data, but it feels like the RNG is streakier in 2.0 than it was in previous patches.

    Some things to be on the lookout for (although I'm sure there are many others):

    Enemies targeting the same character multiple times in a row with an attack that's supposed to be randomly targeted.

    Mog dancing the same steps multiple times in a row.

    Gau using the same rage attack multiple times in a row.

    Really hard to test this because, you know, randomness is random. But there have been a number of similar reports in the Discord (like Cecil getting Vanish 9 times in a row), and I know vanilla's RNG is streaky and Think's RNGood patch is supposed to fix it to make it less streaky, so it makes me concerned that his patch is being overwritten or interfered with somehow.


  7. ^This happened to me too, but I liked it

    Not sure if a bug, but when you kill the Bombs in the burning house with a sweeper, they die one by one, which is kind of neat the first time, but mildly annoying the 10th time you sweep six of them
    (What kind of sweeper? Aqualung OHKOs them and they won't explode if you take them down to 0 HP)

    Chimera enemy might need an Mpower nerf, Aqualung hits the party for ~300, Fireball hits the party for ~250 and sets sap on everyone, and he pretty much spams those the entire fight, while being very hard to kill (immune to Fire which is Terra's main attack, had to resort to using Break which her which is such an MP drain) and immune to Stop. Back attacks are particularly deadly, would open with Aqualung + Fireball and be either a wipe or near a wipe before the party got a turn.
    (If only Terra had a spell that might make those fights easier...)

    I fucking love early Holy Wind.
    (I'm guessing it helps with Ultros 3?)

    Ultros 3 may need an Mdef buff? Locke with just a Thief Glove and an Elec Sword was swinging for 1000 + 1500 procs, Morphed Fire 2 was hitting for 2500, Strago Fire Rod was hitting for 2k, he went down in like two rounds.
    (Intended. Most players are not really able to go all-out offense with all three characters like that, and using Strago's rods for damage is something very few new players think to do.)

    Random thought: What if there were an option in the config menu for text boxes to be full immediately instead of scrolling?
    (I do not think this is mechanically possible)


  8. It doesn't seem to be the airship itself that's broken: saving ANYTHING in USME seems to break events. I just took RC5, edited the formations after 60 to mostly be pincers, saved it, and the resulting rom softlocks at the first red save point in the Narshe mines and after the cutscene after the whelk fight.

    Edit: Turns out editing anything in USME breaks all event scripting lol

    Edit by Synchysi: For clarification, usME breaks most custom event scripting within a certain range. Vanilla events are still intact, aside from where they were directly modified - which is why even seemingly vanilla events will crash the game.
    (Added to bug list)

    • Upvote 2

  9. I was playing BNW with my sister, who has never played FFVI before, and in WoR she didn't go to Mobliz before getting the airship. She actually went there quite late. So what happened is, she went in, fought Phunbaba 1, investigated the house to the west, and then left Mobliz.

    The problem is, the trigger for making Phunbaba 2 happen only activates if you step on it after fighting Phunbaba 1. BUT the tile is on the way out of the city, so unless you know it's there, you won't trigger it without leaving and coming back.

    I made a very miniscule patch that moves the event tiles such that if you have the airship, you fight Phunbaba 1, and you go to the west house, you will trigger Phunbaba 2, so you don't have to leave and come back. This is a big plus for people who have never played the game before, who wouldn't know that you have to leave and come back to trigger Phunbaba 2.

    https://cdn.discordapp.com/attachments/151099327580864513/493448755392020481/Phunbaba_event_move.ips

    However, this patch is for vanilla, and I couldn't get the level editor to work with BNW. If someone who knows anything about level editing wants to make this patch for BNW, all it requires is moving event 0 in WoR Mobliz to (15,20) and event 1 to (28,16). This placement guarantees you will hit both tiles., no matter when you go to Mobliz.

    • Upvote 1