zedorfed66

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Everything posted by zedorfed66

  1. Small yet important patch: v3.6 ups the potent of Cure Plus stellar magic. The spell power is upped from 150 to 225. With this change it heals slightly more than Thera Roots the moment you get it. Shania's Cure Plus is still alpha with the spell power of 250. Idk why they made Cure Plus stellar so weak, but it's fixed now. There are positives to using Thera Roots too since they give more turns so it's good like this. I'm currently leveling to 64 in Natan's dungeon to face the boss and everything seems good so far.
  2. Hi NGPlus community. It's me again with another difficulty modification. This hard mod is called "Grace" and it's for the NTSC-U version of Shadow Hearts: From the New World. This mod ups enemies' HP, Str, Mag and Agl values. You'll need to be higher level than normal in order to progress in the game. You will receive more Exp, Cash and Soul power to help in that. In order to beat the game it's recommended to do all possible sidequests. Sidequests are suggested to do at around lvl 60. When you have done all sidequests you should be around 72 levelled. After that it's final dungeon time. Final boss is suggested to be fought at lvl 77 the earliest but the benefits between lvl 77 and lvl 99 aren't that great. You can level up further if you feel it's too hard but it can definitely be done 77 levelled even if you don't use any Seals. v3.6 has everything modded including the Purgatory special dungeon. Yes, it's finally done! Basically you need to play through the game once in order to get there since you need to take Snaps of the final boss. Purgatory is suggested to be entered around 77 levelled or a bit earlier and it's recommended to be lvl99 at the Purgatory finale. To use this mod you need to patch your game image with the one from the zip file using "ppf-o-matic" tool. I hope you will like this mod. If you have any questions about anything that has to do with it or just want to discuss it go ahead and comment, I will be here. Here's the download link for the mod: http://www.mediafire.com/file/kumslgzmzp94d3a/shadow_hearts_ftnw_grace_3_6.zip These are the outdated versions but I will include them here anyway: http://www.mediafire.com/file/756kzem83eeaq2k/shadow_hearts_ftnw_grace_3_55.zip http://www.mediafire.com/file/qt1m09yez098qzr/shadow_hearts_ftnw_grace_3_5.zip http://www.mediafire.com/file/31ttdxqmwydz3sp/shadow_hearts_ftnw_grace_3_45.zip http://www.mediafire.com/file/dyvcw4f9byict21/shadow_hearts_ftnw_grace_3_4.zip http://www.mediafire.com/file/siuqwr3c2p85dn2/shadow_hearts_ftnw_grace_3_3.zip http://www.mediafire.com/file/qxbrtoo1om4w5qt/shadow_hearts_ftnw_grace_3_0.zip http://www.mediafire.com/file/o8x8zata9dbl5by/shadow_hearts_ftnw_grace_2_5.zip http://www.mediafire.com/file/90ho6rce18uiwyr/shadow_hearts_ftnw_grace_2_1.zip http://www.mediafire.com/file/scmmrcq37uvrh85/shadow_hearts_ftnw_grace_2_0.zip http://www.mediafire.com/file/blwimlxpba4uorb/shadow_hearts_ftnw_grace_1_3.zip http://www.mediafire.com/file/ks4gn37thtwcehv/shadow_hearts_ftnw_grace_1_2.zip http://www.mediafire.com/file/z3vz3v0jpszg43b/shadow_hearts_ftnw_grace_1_1.zip http://www.mediafire.com/file/0w80mq96ehc8fko/shadow_hearts_ftnw_grace_1_0.zip
  3. Small patch: v3.55 ups Ninja village enemies agility by some and lowers Sushi house foes agility. With this change the 1st part of Sushi house (5 battles) are doable at the start of sidequests at around lvl 60. When it comes to the battles after that it's suggested to level up a bit further. Ninja village is suggested to do at the end of sidequests at around lvl 72. These are calculated changes and I still need to to finish the other optional dungeons to get 100% confirmation.
  4. Another really small update: v3.5 ups Daoros & Killer's agility and magic. Idk why I had their speed set so low before. That's exception boss cause they're fighting together. Most other bosses should be fine. Malice Killer needs more buffing since I'm planning to make him beatable only after the optional dungeons. For now he remains beatable right after Garland Residence. After I've gone thru the sidequests I'll set his stats higher in new patch.
  5. v3.45 is a small update which modifies Delget's stats (the boss in Aito Cave). He now has increased strength and magic but his speed is lower. This makes the Pitfight where you need to kill him in less than 3 turns manageable (wow such progress). It also creates variety when you have beast that is extra strong. His lower speed also fits the scene just before the boss. Also he is one big boy so he needs the power. I may be updating this mod even if I see only small misses instead of waiting for large chunk of changes. I think it's better that way.
  6. Another small update that I forgot to do with v3.3. v3.4 slightly increases final dungeon enemies hp and exp, cash and soul power. With this change they have more health than the last optional dungeon monsters and they're also worth more. Janus remains the same he was in v3.3.
  7. Back again with new version of the mod. In v3.3 everything has been tested except few bosses that I suspect to be correct anyway. Final dungeon enemies power was increased and the Janus enemy that always appears alone was made a dangerous mini boss that gives more exp, cash and soul power compared to the rest of the monsters. All Purgatory enemies have now been modded to give more exp, cash and soul power. All of the values have been checked in code to be correct. All that remains now is the Covenant mod treatment, making unpurchasable items weapons amors and accessories unsellable. Also I'll be checking the few remaining bosses as I go along with my playthrough.
  8. Back so soon huh? I felt bad for making ppl wait so I released version 3.0 which in itself is not 100% tested yet but most things should be exactly how I want them to be. Almost all bosses have been tested and random encounter enemies are like they should be. The enemies give more cash and soul power compared to the exp multiplier but still not too much so optimality is rewarded while playing. If you play through the Purgatory dungeon in this version I recommend going through the doors in this order: Dark, Earth, Light, Water, Wind, Fire. In this order the enemies give more exp cash and soul like they're meant to. I'll be changing the rest of the Purgatory enemies for next version along with other possible changes. Thanks and see ya!
  9. Hello people, I don't know if there are anyone interested in this mod anymore but I've been working on the new version for long time and it gets better everyday. I've had to start over couple of times when I've had new realisations but it's going forward everytime I work on it. It's looking really good at this point but I'll still have to run through it to make sure everything works well. The new version is probably gonna have survival elements when it comes to cash and soul power and the more optimized gameplay will lead to better results. both random encounters and bosses should provide good challenge while grinding doesn't feel like a chore since I've made sure there's not too much of it like in the incomplete version i released before. I can't give any deadline but I'm working on the mod approx 1 hour everyday.
  10. Shadow Hearts NTSC-U - Imbroglio v3.20

    Thanks for playing through my Covenant mod! All the best for the new year for you and the rest of the community! <3
  11. Hello and welcome! This is my difficulty modification for the first Shadow Hearts I named 'Imbroglio'. It changes enemies making them have more health, agility, strength and magic. In addition there's been changes to different character abilities. Also, characters learn their 3 last skills way later (when Alice learned 'Arc' before at 35 levelled now she learns it 70 levelled instead). NOTE: I lowered the required level for the 3 last character abilities starting with v1.1. From there on Alice learns Arc 63 levelled (level requirements are x 1.8 of the original). The mod is currently v3.20 with lots of different changes. See the other messages on this thread where I have listed changes. In this mod you are required to be higher level than before in order to progress in the game. Increased experience and cash from enemies will help in that. You have better chances at the final boss the higher level you are and the more sidequests you have completed. It is recommended to do the final boss maxed out (99 lvl). I wasn't able to find the values for the scaling enemies from the code so those remain unchanged unless some helpful person will be able to help me in that. Fortunately those are only the Fusion battles and the Malice lowering battles (and also the scaled Fox Face if you dare facing him). Give my mod a go if you feel like it. You need to have the original disc image of Shadow Hearts NTSC-U. Then patch that image with the file from the zip using 'ppf-o-matic' tool. Here's the download link: http://www.mediafire.com/file/pjgt3ituu7und2q/shadow_hearts_ntsc-u_imbroglio_3.20.zip ______________________________________________________________________________________________ Here are the previous versions if you want to try these instead, however the newer version is improved. http://www.mediafire.com/file/segzg7cpdte0am8/shadow_hearts_ntsc-u_imbroglio_3.15.zip http://www.mediafire.com/file/9tgdrwzeh75syoc/shadow_hearts_ntsc-u_imbroglio_3.1.zip http://www.mediafire.com/file/bco0n5alyhfjdco/shadow_hearts_ntsc-u_imbroglio_3.0.zip http://www.mediafire.com/file/kcgc88ahhvqb65p/shadow_hearts_ntsc-u_imbroglio_2.0.zip http://www.mediafire.com/file/b4i3qdspqr3bypd/shadow_hearts_ntsc-u_imbroglio_1.3.zip http://www.mediafire.com/file/qkbhz4zgzzsmvcb/shadow_hearts_ntsc-u_imbroglio_1.2.zip http://www.mediafire.com/file/4aku2ftbd7dvdm8/shadow_hearts_ntsc-u_imbroglio_1.1.zip http://www.mediafire.com/file/see5y0jrhxgjsr8/shadow_hearts_ntsc-u_imbroglio_1_0.zip
  12. Shadow Hearts NTSC-U - Imbroglio v3.20

    Sorry for another quick reply. I looked up the items of Shadow Hearts and it's only the Silver Hand that kills it all making user hit everytime. The other applied things only work so efficiently cause you hit everytime using that item. I might change that item's name and make it give mana for all party members for example. I'm sorry for being so clumsy and realizing this just now.
  13. Shadow Hearts NTSC-U - Imbroglio v3.20

    Yeah I've heard before how op the items in sh1 can be. I havent used those myself. I used 3rd keys cause they're purchasable. I might make some adjustments at some point. Thanks for the feedback and enjoy Covenant!
  14. Shadow Hearts NTSC-U - Imbroglio v3.20

    Wow you've really blasted through sh1 fast i know where ur coming from with not wanting to play ftnw. It IS kinda different. It still has demand though and I like it too so I'll be working on that. I really put lots of effort into this sh1 mod. Maybe even more than for Covenant by now so I'll gladly take any critic about these mods and especially the Covenant one. Happy new years to you and the rest btw! Hopefully next year's gonna be better than 2023 was.
  15. Shadow Hearts NTSC-U - Imbroglio v3.20

    Haha glad you got things under control! Hope you'll enjoy the rest of the journey. I use PCSX2 v1.2.1 on all Shadow Hearts games and they all run well. I appreciate all feedback. They give me outlook from other people's perspectives and not just mine. They also may make me think if I should change stuff even if I think the mod is in good standing. I'm currently working on my Shadow Hearts 3 mod but I've been sawing back and forth thinking on how to handle the dungeon exp and other enemy stats stuff. But I'm making progress everytime I work on it.
  16. Shadow Hearts NTSC-U - Imbroglio v3.20

    I'm sorry about the frequent updates lately but I gotta do this. I feel nerfing Margarete's Diving Bomber wasn't a good idea since it's her only powerful all-enemy ability. So v3.20 reverts that ability back to og damage. The element remains non-element though so it's useful vs all foes.
  17. Shadow Hearts NTSC-U - Imbroglio v3.20

    Small fix: forgot to put mention of Paralyze chance in Thunder Roar description. It's fixed in v3.15.
  18. Shadow Hearts NTSC-U - Imbroglio v3.20

    Hiya! Small but important update on this mod. v3.1 switches places between Zhuzhen's 'Corpse Arm' and 'Thunder Roar'. He now learns Thunder Roar at lvl 23 and Corpse Arm at lvl 70. Corpse Arm is now his earth element damage/party heal ability while Thunder Roar regains the wind element and previously Corpse Arm's chance of getting enemy paralyzed. Corpse Arm's paralyze chance was removed with this change. This change also adds variety with Zhuzhen not having same element party damage as Keith at the start of Blue Castle. Keith's 'Bat Dance' remains at same power as in v3.0 so he still has earth and wind option early. This change takes effect immediately so there's no need to start over or anything. Have fun!
  19. Shadow Hearts NTSC-U - Imbroglio v3.20

    Hi again NGPlus! I've come up with new version of this mod. v3.0 is very important update as it will make Zhuzhen, Margarete and Keith potent characters in later battles and bosses with the abilities that will damage enemies and heal the party. These abilities are different elements so they will inflict more damage on certain enemies while healing some characters more and some less. I will go more on details below. There are lots of other changes too. So details? Here we go! ______________________________________________________________ Zhuzhen: 'Thunder Roar' - Zhuzhen learns this ability 70 levelled. It will be Zhuzhen's damage/party heal spell. It is Earth element so it will damage Wind element more and Earth less. It heals Halley more and Keith less. Margarete: 'Bazooka' - Margarete learns this ability 68 levelled. It will be Margarete's damage/party heal spell. It is Wind element so it will damage Earth element more and Wind less. It heals Keith more and Halley less. Keith: 'Apsaras' - Keith learns this ability 67 levelled. It will be Keith's damage/party heal spell. It is Water element so it will damage Fire element more and Water less. It heals Zhuzhen more and Margarete less. Ailment removal was taken off from this ability. Halley: 'Healing' - This will be his ultimate single target healing spell that has its' healing power doubled. It is Fire element so it will heal Margarete more and Zhuzhen less. Alice: 'Arc' - Alice learns this ability 63 levelled. It has been changed the way it doesn't heal whole life but partially based on Alice's Int stat. It is Light element so it will heal Dark element more and Light less. The good thing about this ability is that it can't miss since you don't target enemy with it. Yuri: Amon's 'The End' - I've added party heal to this ability in addition to the damage so Amon will be more usable. This ability remains Almighty so it will damage all enemies and heal everyone the same amount. It has damage increased as well. ______________________________________________________________ Other changes from previous version: - Margarete's 'Diving Bomber' is now Almighty attack and it has its' damage decreased. - Keith's 'Bat Dance' has its' damage increased and mp requirement doubled. Keith's 'Gift' has its' death success decreased. I forgot to change that in previous version. - Halley's 'Shock Max' has its' damage increased. - Yuri's lvl 3 Earth and Water element fusions have their healing power doubled. Seraphic Radiance's 'For Tomorrow' has its' damage and healing increased. Sandalphon's 'Revive' has its' healing power increased - I tuned Europe's enemies' magic stat too high so they go down a bit. However their strength goes up. 1.7 x agility was too high in late so it's x 1.5 now. Some dungeons' enemies have higher HP than others though they give more exp and cash. I've taken careful look at exp and cash amounts and they should reflect more on how demanding the battles are. ______________________________________________________________ I hope I didn't forget anything. I will come back with new version if I see something I want to change. I try to make these mods as perfect as possible cause this is my favorite series. I want to thank everyone who give my mods a go, it means a lot to me. See ya!
  20. Shadow Hearts NTSC-U - Imbroglio v3.20

    I'm sorry for praising this version of the mod so high. I set the values of some late bosses too high and the random encounters in europe have too high magic stat in general. I'm gonna come up with new version of this mod at some point that's gonna be way better. I'm gonna tune the europe enemies strength up and lessen the magic. I'm changing Zhuzhen Margarete and Keith into characters that're able to take on later bosses with Yuri all having their pros and cons with different character combos. I'm doing the testing on final boss right now and I see I had it tuned too high. There will be lots of changes for the better in next version overall.
  21. Hi and thank you for playing my mod. That old FtNW mod is grindfest and you've probably been constantly lower level than intended. I've seen plenty of problems in the past mod as I've worked on it and are working to make it much better overall. But I've also started working on new version for my updated Shadow Hearts 1 mod. The existing updated mod is great as it is but there are some things I wanna better in it. Most notably giving Zhuzhen, Margarete and Keith group damage / party heal to one of their later abilities to make them actually considerable characters to use in later battles/bosses. What a concept, right?!
  22. Shadow Hearts NTSC-U - Imbroglio v3.20

    Hi yaaas, it's Zed with new version of Imbroglio! This new release (v2.0) is the definitive edition and better than v1.3 in every way. So give it a go! Here's the update summary in a nutshell: - Probability of side effects from Fusion and character abilities decreased to 40% of og (etc. instakills and others) - Changes to random encounter enemies and bosses, making them better (especially giving them more magic power as the story progresses) - Exp and Cash gain is more even now (Up to Zhaoyang village og exp & cash, from Fengtian sewers to Kowloon Fortress 2x, from Kuihai Tower to Blue Castle 4x, from Rouen to Nemeton Monastery 6x. Optional dungeons same 6x, The Float 7x for having a bit more demanding enemies. Last portion of Float is weird so that goes with 5x exp and cash with enemies having less health) - Halley's 'Healing' ability gains more healing power. Seraphic Radiance's 'For Tomorrow' more healing and attack power. Sandalphon's 'Revive' healing increased from previous version. Good! Now I'll start working on better version of SH:FtnW. It'll take a long time so I'm not sure if and when that's coming out though!!!
  23. FF8 Remastered - Extreme v7.6

    New small update. v7.6 renames enemy skill "Catastrophe" into "Power Up" and removes its' Haste effect. GIM47N's Snipe Laser damage increased and Elite Soldier's Meltdown changes into Demi.
  24. Hello NGPlus. I present to you my Final Fantasy VIII hardtype called 'Extreme'. This mod works on the Steam release of FF8 Remastered when played on English language. There's been lots of stuff changed along the way. Here's the change log of the most recent version (v7.6): _____________________________________________________________________________________________________________________________________________________________ Enemies: - Enemy stats increased. - Enemy abilities' power increased. - Enemy status defenses increased as follows: Death, Petrify, Zombie, Gradual & Petrify +45% Poison, Blind, Mute, Doom, Sleep +55% Berserk & Confusion +35% Slow & Drain +65% Stop +25% Expulsion +10% Exceptions: Gerogero is immune to Death and Doom. Jelleye, Tri-Face, Ochu and Chimera are immune to Drain and Gravity. Forbidden is immune to Gravity. Propagator is immune to all ailments except Darkness, Silence, Poison and Death. - There's changes in lots of enemies abilities making them more dangerous. - Enemies that reached lvl 2 at lvl 20 before now reach it at lvl 30 & lvl 3 at lvl 50. Lunar Cry enemies get to lvl 2 50 levelled and lvl 3 70 levelled. Ruby Dragon lvl 2 at lvl 60 & lvl 3 at lvl 80. - Areas with lvl 1 enemies now scale to party's average level. - Final dungeon enemies now scale 15 levels above party's average level. - Boss levels multiplied by 2. Exceptions: Fake President & Gerogero lvl 26, Brothers lvl 36, Mobile Type 8 lvl 88, Final dungeon bosses lvl 100. - Enemy Elem Def: Propagator Thunder susceptibility 150% - Enemy EXP & AP: Belhelmel, Tri-Face and Adamantoise EXP & AP x 1.5. Blitz, Blood Soul and Jelleye EXP & AP doubled. Tonberry gives 0 EXP and 0 AP. Cactuar gives 60 EXP, 20 Extra EXP and 3 AP. _____________________________________________________________________________________________________________________________________________________________ Junctions: - All Junctions & +% Ability Junctions power halved. - Elem Atk Junction power 50% of original. Elem Def Junction power 20% of original. - Stat Def Junctions altered as follows: Holy: 40% protection for Death, Poison, Berserk, Zombie, Sleep, Curse, Confusion & Drain Life: 65% Death, Zombie & Drain Full-Life: 130% Death, Zombie & Drain Esuna: 40% Poison, Petrify, Darkness, Silence, Berserk, Sleep, Slow, Stop, Curse & Confusion Dispel: 25% all ailments Reflect: 40% Poison, Petrify, Darkness, Silence, Berserk, Sleep, Slow, Stop & Confusion. Aura: 130% Petrify, Slow & Stop Pain: 80% Poison, Darkness, Silence & Curse 80% protection on single ailment: Bio, Slow, Stop, Blind, Confuse, Sleep, Silence, Break, Death, Drain, Berserk & Zombie. _____________________________________________________________________________________________________________________________________________________________ Limit Breaks: Squall: Lionheart power 100 -> 33 Quistis: LV?Death can miss on enemy with death resistance Degenerator can miss Acid CL3 & CL4 Vit0 -> Removed Bad Breath CL4 Vit0 -> Removed Mighty Guard CL3 & CL4 Aura -> Removed Zell: Dolphin Blow power x 2 Finishers power x 3 My Final Heaven power 50 -> 225 Meteor Strike damage percentage up Selphie: Sets with Aura -> Wall Sets with Demi -> Rapture Set 15 The End -> Rapture Sets with Level 1 Magic -> Lvl 2 Sets with Level 2 Magic -> Lvl 3 Rinoa: Angel Wing Spell Power multiplier 5 -> 3 Irvine: Flame Shot power 40 -> 20 Canister Shot power 60 -> 30 Quick Shot power 7 -> 3 Armor Shot power 80 -> 40 Hyper Shot power 120 -> 80 _____________________________________________________________________________________________________________________________________________________________ Items: - Potion now heals for 300 HP, Potion+ 600 HP, Hi-Potion 1500 HP, Hi-Potion+ 3000 HP, X-Potion 6000 HP, Mega-Potion 3000 HP, Elixirs & Megalixirs 5000 HP. Auras grant Protect & Shell. Hero Trials & Heros grant Protect, Shell & Haste. Holy War Trials & Holy Wars grant Protect, Shell & Haste on all. Remedy+ heals all ailments. Remedy and Esuna all except 'Doom '. Elixirs and Megalixirs all except 'Stop', 'Doom', 'Petrify', 'Gradual Petrify', 'Confusion', 'Berserk', 'Zombie' and 'Vit 0'. _____________________________________________________________________________________________________________________________________________________________ Magic: - Meltdown changed into physical magic that can crit and can be used in Triple for example. Vit 0 status removed. - Demi now takes away more than half of current HP. _____________________________________________________________________________________________________________________________________________________________ GF: - GF Ability changes: Quezacotl: 'Move-HPUp', 'MadRush' and 'Counter' learnable instead of 'Card', 'Card Mod' and 'Mid Mag-RF'. 'Counter' becomes learnable after learning 'Mad Rush'. Brothers: 'Mid Mag-RF', 'ST-Atk-J', 'ST-Def-J' and 'ST-Def-Jx2' learnable instead of 'Defend', 'Elem-Atk-J', 'Elem-Def-J' and 'Cover'. Carbuncle: 'Elem-Atk-J' learnable instead of 'Counter' Alexander: 'Card Mod' learnable instead of 'Elem-Atk-J'. Cerberus: 'Card', 'Elem-Atk-J', 'Elem-Def-J' and 'Cover' learnable instead of 'Alert', 'ST-Atk-J', 'ST-Def-J' and 'ST-Def-Jx2'. Bahamut: 'Defend' learnable instead of 'Move-HPUp'. Eden: 'Alert' learnable instead of 'MadRush'. - GF level exp requirement doubled. - GF Summoning Power decreased by quarter. - GF HP increased by quarter. - Doomtrain's 'Vit 0' effect removed. - Siren's and Doomtrain's ailments can miss on enemies with resistances. _____________________________________________________________________________________________________________________________________________________________ Misc: - Playable characters' Base Strength increased by 1 /level & Base Magic by 1 /10 levels. Attack Magic power increased by 1.5 for low level magic, by 1.75 for mid level and by 2 for high level. Cure, Cura & Curaga power increased by 1.25. - 'Defend' grants Protect on whole party. - 'Revive' has Mega Phoenix properties granting little life to all unconscious party members. - Most Refines have been nerfed but also some buffed. Some Refines grant different Magic/Items. - To upgrade weapons players will now need the corresponding Weapons Magazines and they will be taken away upon upgrades. - Lots of enemies have Magic Stone Pieces and Magic Stones Muggable instead of the original items on lvl 1 and lvl 2. - Magic Draw Resistance halved. - 'Cover' effect removed. - 'Bonus' abilities no longer grant bonus stats when leveling up. - Stat increments from 'Devour' removed. - Permanent stat increase items are no longer Refinable using Forbidden Refine. The Refine grants 'Hero Trial' items instead. _____________________________________________________________________________________________________________________________________________________________ To get this mod to work patch "main.zzz" and "FFVIII_EFIGS.dll" (located in the game directory) with the files from zip using "delta patcher". New patches for this mod must be applied on the original main.zzz and FFVIII_EFIGS.dll files. I'm very sorry about that. I didn't get it to work otherwise. I will be updating this mod as I go along. See my other messages on this thread to find out what was changed with the updated versions. _____________________________________________________________________________________________________________________________________________________________ Here are the download links for the mod: Max level mod (bosses often scale to party's average level while having a max level) http://www.mediafire.com/file/ym7z8tjshw8ef8w/ff8_remastered_en_extreme_7_6_m_main.zzz.xdelta.zip Fixed level mod (bosses often don't scale to party's level and have fixed levels instead) http://www.mediafire.com/file/15xvpn6vogjzvmo/ff8_remastered_en_extreme_7_6_f_main.zzz.xdelta.zip FFVIII_EFIGS.dll patch (changes Angel Wing's spell power multiplier from 5 to 3) http://www.mediafire.com/file/n5f5iuxcifjpdt5/ff8_remastered_en_extreme_FFVIII_EFIGS.dll.xdelta.zip Here are the previous versions: http://www.mediafire.com/file/7dota8abfp37x5r/ff8_remastered_en_extreme_7_5_m_main.zzz.xdelta.zip 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  25. FF8 Remastered - Extreme v7.6

    Something got me back to check up on things. I thought I should change some stuff with the GFs. v7.5 doubles the exp requirement for GF levels. With that change i upped GF HP by a quarter. GF summoning power remains quarter from the og. GF SumMag+% is now og with GF HP+%. These changes take effect immediately in game. GF levels get halved with the doubled exp requirement so if your GF happens to be lvl 100 it's now lvl 50 and can be leveled up from there.