zedorfed66

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Everything posted by zedorfed66

  1. FF8 Remastered - Extreme v7.6

    v3.9 doubles the Exp & AP gained from random encounters. In fixed version Minotaur & Sacred are now locked to level 30.
  2. FF8 Remastered - Extreme v7.6

    v3.8 changes Ifrit, Diablos & Odin hp to og. Iguions, Seifer 1, Biggs & Wedge 2, Laguna's Ruby Dragon fight & Propagators now scale to player's level in the fixed version mod.
  3. FF8 Remastered - Extreme v7.6

    v3.5's changes botched the difficulty a bit. In v3.7 I'm returning some stuff to their previous states and adding some new. Changes: -Enemy strength and magic stat + 2 / level. -Strength and Magic Junctions are no longer halved which is why also the high level Potions heal for 5000 instead of the 4000 of the previous update. -Enemy level is now doubled starting from the Fake President. This is what I wanted to do so there are more reasons to level up. The Sorceress gatekeepers before the final dungeon are now locked to level 90 and all the bosses in final dungeon are locked to level 100 with the exception of the very first boss and Catoblepas. -Almost all of the storyline bosses have double the hp now. I will be playing through the game more and possibly upping some of them to x3 in the future if I see need for it.
  4. FF8 Remastered - Extreme v7.6

    For some reason the Glacial Eye enemy didn't have its agl upped, v3.55 fixes that.
  5. FF8 Remastered - Extreme v7.6

    v3.5 is another big update on the mod. Now there are 2 versions of the mod: Fixed level and Max level. The versions prior to 3.5 all are max level versions with bosses scaling to the party's average level. This is the more casual version while the new fixed version has bosses on fixed levels that are harder if you haven't been leveling enough. This patch halves the effectiveness of Str and Mag Junction stat and Str+% & Mag+% Junction abilities. With the nerfed magic power now X-Potions, Elixirs and Megalixirs restore 4000 HP instead of 5000. With the required levels for the bosses upped by 1.5 multiplier now the enemies get to their 2nd and 3rd level x 1.5 later. This also affects what drawable magic is available from them. For example now Cerberus has 'Triple' drawable when he's 30 levelled when before he had it at level 20. With both versions the final bosses are now locked at lvl 90 and Omega Weapon lvl 100. All enemies get +1 Str, +1 Mag and +1 Agl per level. The enemies that had their hp x3 are now x2 and those that were hp x2 now have their original hp.
  6. FF8 Remastered - Extreme v7.6

    v3.1 is an important continuation to the previous update. This patch multiplies bosses' max levels by 1.5. So for example Biggs and Wedge in the Dollet Communications Tower can now be max 15 levelled instead of 10. This helps to prevent being overleveled at the storyline bosses. I also changed the final bosses. Now they're locked to level 100 but with 3 x hp at lvl30 and +1 agl / level.
  7. FF8 Remastered - Extreme v7.6

    v3.0 is an important patch to this mod. I've changed lots of things to make the mod better and more enjoyable. Changes: All enemies' str & mag + 50 at lvl 30. All enemies' agl + 1 / level. Except the final boss that remains at +2 / level. All random encounter enemies' hp x 2 at lvl 30. Exceptions Tonberry and Cactuar which remain at their original hp. All soldiers remain at hp x 3. Other changes: BGH251F2 (Missile Base boss) hp to original. BGH251F2 (2nd fight) hp x 3. Minotaur & Sacred (Brothers boss) hp x 3. Diablos boss hp x 2.
  8. FF8 Remastered - Extreme v7.6

    v2.9 changes later enemies and bosses agility back to +1 / level. Also, now all bosses except Red Giant are immune to Gravity. Since some bosses also show up as random encounters they are immune to Gravity as well.
  9. FF8 Remastered - Extreme v7.6

    I've been doing some more testing and I'm not happy with how fights can go wrong with bad RNG even in normal encounters. v2.75 changes all enemies' agl scheme back to original, except Omega Weapon and final bosses which remain the same as before (Omega agl + 1 / level, final bosses +2). Another small change is Brothers boss (Minotaur & Sacred). Now their HP multiplier is 2 instead of 3.
  10. FF8 Remastered - Extreme v7.6

    v2.55 changes X-Potions, Elixirs and Megalixirs. Now they restore 5000 HP instead of full health. I'm hoping this'll be my final patch on the mod but we'll see. Here's all the changes up to this point: - All enemies' Str & Mag + 100 at level 30. - All enemies' Agl + 1 per level except final bosses + 2 per level. - Boss HP multipliers 1 to 3 depending on boss. Final bosses HP multiplier 5. - Most bosses are immune to Gravity. - HP, Vit & Spr stat Junction power halved. - HP+%, Vit+% & Spr+% Abilities Junction power halved. - Status Attack & Element Attack Junction strength halved, Element Defense Junction strength / 4. - 'Card' ability completely removed from the game. Quezacotl replaces 'Card' with Mad Rush. Quezacotl swaps 'Card Mod' with Tonberry's Move-HP Up. Move-HP Up becomes available after learning Mad Rush. - The Shumi Village card game no longer gives the item to learn 'Card' ability but instead gives 1 Energy Crystal for 5 Shumi cards. - Heros and Hero Trials grant Protect, Shell & Haste on 1 character. Holy Wars and Holy War Trials grant Protect, Shell & Haste on all party members. X-Potions, Elixirs & Megalixirs restore 5000 HP instead of full health. - 'Bonus' abilities no longer grant bonus stats when leveling up. - Permanent stat increase items are no longer Refinable using Forbidden Refine. The Refine grants 'Hero Trial' items instead. - Stat increments from 'Devour' removed. - 'Vit 0' ailment removed.
  11. FF8 Remastered - Extreme v7.6

    v2.5 adds Gravity immunity to most bosses. Final bosses' HP multiplier is now x5 instead of x3. Final bosses' agility is now +2 per level instead of +1. And last but not least I've removed permanent HP increase from Devour command. So now Devour only works as an AP/No Exp tool. I felt it was unfair to leave Devour as an ability that would only increase 10 HP per use, and I also didn't wanna make it increase more. I think using Card Mod is sufficient enough in making the mod less of a brick wall experience.
  12. FF8 Remastered - Extreme v7.6

    v2.35 is a small fix. I just noticed Tonberry learns his Luck+50% immediately instead of being a learnable ability. Therefore trying to replace it with another ability wouldn't remove Luck+50% but instead add new one which would force the last learned ability off the list. Therefore with v2.35 Quezacotl's 'Card Mod' replaces Tonberry's 'Move HP-Up' making Quezacotl learn 'Move HP-Up' after 'Mad Rush'. I'm sorry I hadn't noticed this sooner but it's fixed now.
  13. FF8 Remastered - Extreme v7.6

    v2.3 ramps up the difficulty by quite a bit, especially in late game. The changes: Vit & Spr Junction strength weakened by half, also Vit+% & Spr+% abilities strength weakened by half (same treatment as HP Junction). Another change is Vit 0 status ailment no longer applies when using Meltdown magic and Doomtrain summon. I'm pretty content with the changes I've made up to this point and there shouldn't be much, if any to change from here on out. Summary of everything that's been changed up to v2.3: - All enemies' Str & Mag + 100 at level 30. - All enemies' Agl + 1 per level. - Boss HP multipliers 1 to 3 depending on boss. - HP, Vit & Spr stat Junction power halved. - HP+%, Vit+% & Spr+% Abilities Junction power halved. - Status Attack & Element Attack Junction strength halved, Element Defense Junction strength / 4. - 'Card' ability completely removed from the game. Quezacotl replaces 'Card' with Mad Rush. Quezacotl swaps 'Card Mod' with Tonberry's Luck+50%. Luck+50% becomes available after learning Mad Rush. - The Shumi Village card game no longer gives the item to learn 'Card' ability but instead gives 1 Energy Crystal for 5 Shumi cards. - Heros and Hero Trials grant Protect, Shell & Haste on 1 character. Holy Wars and Holy War Trials grant Protect, Shell & Haste on all party members. - 'Bonus' abilities no longer grant bonus stats when leveling up. - Permanent stat increase items are no longer Refinable using Forbidden Refine. The Refine grants 'Hero Trial' items instead. - 'Devour' command now only grants permanent HP to characters, and that applies from all 6 monsters. - 'Vit 0' ailment on enemies removed.
  14. FF8 Remastered - Extreme v7.6

    v2.15 changes Devour the way now successful Devour will grant perma HP from all 6 monsters instead of just from Ruby Drakes.
  15. FF8 Remastered - Extreme v7.6

    In v2.1 Forbidden Medicine Refine no longer grants Stat increase items, but gives Hero Trials instead.
  16. FF8 Remastered - Extreme v7.6

    Another update: v2.0 halves Elemental Attack Junction power and Elemental Defense Junction power is now /4 of the original. Another change is you will learn Devour command from PuPu card again (wasn't happy with changing that) however now only the HP stat can be increased using Devour.
  17. FF8 Remastered - Extreme v7.6

    Back again. v1.9 changes lots of things in effort to remove some game breaking stuffs. Changes in this update: - The 'Card' ability completely removed from the game. I've made up my mind and I don't like the idea of having low level challenges on this mod since it removes the challenge from the mod pretty much entirely. Eden gets back her Mad Rush that replaces the Card ability that I assigned her in v1.55. Quezacotl still has his Mad Rush and Luck+50%. - The Shumi Village card game now doesn't give the item to learn 'Card' ability but instead gives 1 Energy Crystal for 5 Shumi cards. - Heros and Hero Trials now grant Protect, Shell & Haste on 1 character. Holy Wars and Holy War Trials now grant Protect, Shell & Haste on all party members. - 'Bonus' abilities now no longer grant bonus stats when leveling up. Therefore I suggest not using them. - 'Devour' command still works and is learnable from Eden GF, but PuPu cards no longer teach the ability.
  18. Shadow Hearts NTSC-U - Imbroglio v3.50

    Hey again. I'm glad you enjoyed my mod. For Covenant you'll want to be using hardware option for the video plugin and then you should be pretty much set. You'll also be wanting to have the last options in Round Mode and Clamping Mode in EE/IOP and VUs in Video Core GS Settings. Then again this is pretty much the standard for most games. There are some earlier versions of PCSX2 that make the game freeze after fights but in some the game works like a dream. Haven't tried the newest version of PCSX2 but it might work well with that one too. I've been playing the game with v1.2.1 and in that there shouldn't be any crashes. Then again I keep getting stuck in the past and don't have patience to test new things. So the newest version might be the best.
  19. FF8 Remastered - Extreme v7.6

    v1.75 changes Ultima Weapon's HP from x2 to original. I did the same to Omega Weapon just to play safe. I may end up changing Omega's HP when I get to him but we'll see.
  20. FF8 Remastered - Extreme v7.6

    i updated the mod to v1.7. This version changes Jumbo Cactuar's HP to original from x2. I also changed Tiamat's HP from x3 to x2 since I'm pretty sure I upped it too much. I may change it when I reach the boss in my playthrough. Another small change is HP Junction Magic that would up by 2 remains the same. This may help early game some if one chooses to Junction Cure to HP for example. I've been thinking of replacing / removing the level up Bonus Junction abilities but I'm not sure yet. Here are the changes from original in v1.7: - All enemies' Str & Mag + 100 at level 30. - All enemies' Agl + 1 per level. - Boss HP multipliers 1 to 3 depending on boss. - HP stat Junction power halved starting from 3, rounded up. - HP+% Abilities Junction power halved. - Quezacotl's Card ability switches with Eden's Mad Rush. Quezacotl's Card Mod ability switches with Carbuncle's Luck+50%. Quezacotl learn's Luck+50% after learning Mad Rush.
  21. Shadow Hearts NTSC-U - Imbroglio v3.50

    Hey thanks for another video! So you're that far already I hope you've had fun time playing through this mod.
  22. FF8 Remastered - Extreme v7.6

    Another update. v1.6 halves the effectiveness of Status Attack Junctions.
  23. FF8 Remastered - Extreme v7.6

    I just updated this mod to v1.55. This version swaps Quezacotl's 'Card' command with Eden's 'Mad Rush'. So to get 'Luck+50%' on Quezacotl you'll need to learn Mad Rush first. I should've made this change way before but better late than never.
  24. Shadow Hearts NTSC-U - Imbroglio v3.50

    Hey thanks for another great video! I read your blog post about the inconsisties of the experience rates in battles. In these Shadow Hearts mods some areas give more exp than others for a reason. For example in the sewer dungeon you needed to gain 7 levels to be in the recommended levels for the start of the next area. While in Dalian you only need to farm 2 levels. This is why Fengtian sewers give 3x the og exp while Dalian 2x. And the recommended levels are not something I've made up from my head but are from the code based on the agility levels of the characters. And since the exp increase in battles is forced and something I wouldn't add if it wasn't required I don't up the exp gained from bosses as it is. It also helps in keeping players from gaining too much exp in one battle and also doesn't enforce the thought of having to have all party members alive before making the finishing blow. This is my reasoning and the design choice i chose for the 3 Shadow Hearts games. Looking forward to your next video btw, and I liked all of your videos on youtube ^^.
  25. FF8 Remastered - Extreme v7.6

    Hey again. I guess I was a bit of an edgelord with the HP Junction nerf from before. v1.5 changes the Junction power to HP stat from /3 to /2. The game should feel better with this change.