Hapanpappa

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About Hapanpappa

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  1. Holy crap. It's in the original. To think that I've never had that happen before. On another note, major kudos to whoever wrote the dialogue for the mod. The jokes and memes aside, more serious moments were clearly given due respect as it should be. Especially the dialogue between Locke and Celes, Terra&Leo, everything on the FC, and Setzer rejoining in WoR come to mind; absolutely brilliant and vastly superior to the awkward, quite child-like character dialogue of the original. This is so much more cinematic&mature yet grounded and real.
  2. So is Cid staying alive a new twist in the plot as well? Sure didn't expect it, seemed bugged at first because his dialogue looped multiple times and I just kept feeding him fish over and over expecting him to die but eventually he actually got better. I was pretty thrilled to see something new but then again I missed out on seeing one of the most memorable and tragic moments of the game(the cliff scene), it's pretty much the emotional climax of the game.
  3. Nowea Hard Type

    No worries there, been coming back to BNW occasionally since 1.6x if I recall. Although limiting information is one of the best, and my go-to ways to make any game more difficult, I imagine that won't be needed here.
  4. Nowea Hard Type

    Yo, is this updated to work with 2.0? I'm deep into my new playthrough and 2.0 is everything I ever dreamed... Except for the difficulty, which feels even tamer than in some older versions - so much so that it undermines the complexity&depth of gameplay and monster AI, since only a few enemies and bosses pose a long/serious enough threat for the mechanics to fully shine. So already craving for a hardtype run instead of just limiting myself and keeping exp off, thereby missing all the cool customization in the mod.
  5. How compatible is BNW with editors such as FF3usME? I seem to recall it tends to get unstable. What about with minor alterations such as changing character portraits with FF3se? Is it likely to cause problems? edit: might as well make sure, if I want to use sprite patches such as Bauglir's(?) armored Celes, should I patch that stuff before or after BNW? edit2: looks like editing portraits doesn't cause immediate problems at least, but doing anything with FF3usME such as importing a sprite sheet makes it so that the game softlocks on save points. Interesting.. I wonder how some people seem to have successfully fiddled with sprites with this mod.
  6. Sounds good, can't wait. What's with version 8 hard mode? Tad too ridiculous to start off with huh?
  7. For the longest time I wasn't interested in SMRPG at all for some reason but recently happened upon a video that just ignited my interest all of a sudden, and now I can't wait to get into it. So now I'm looking for insightful opinions&thoughts from people well-versed in rpg hard mods and the like - which version of Armageddon should I start with? -I got into SNES-era games via emulation as an adult since I never owned one as a kid so naturally their nonexistent difficulty got me into playing hard mods -I've played A LOT of rpgs&hard mods, new and old, generally enjoy going in blind and setting the difficulty to highest possible right off the bat -BUT I know next to nothing about SMRPG, and don't wanna know; from various videos online I've seen how it looks in passing and that you play as Mario and apparently Bowser becomes playable at some point -I expect to die a lot trying to figure out how to beat enemies and bosses; if I can beat a boss I'm not familiar with on the first few tries, then it's not a hard mod Probably the most important thing to know is whether it's possible to completely play yourself into a corner and not be able to proceed in the game due to missing something/doing something wrong(bound to happen as a first-timer) early on that has unknowable ramifications later. Thanks in advance for thoughts on the matter. Hard to gauge something like this myself, not knowing anything about the game or this mod. Also I trust that the mod is in a state where there's no gamebreaking bugs or anything like that to worry about? Just pick up and play?
  8. You want the player to have to work hard and hurt as you say but party wipes are too much? What's the other option here then, I wonder - not dying or wiping to new things you weren't prepared for seems like the opposite of having to work hard. RNG also seems like a weird way to describe that. Rather, you were just insufficiently prepared. I do agree on the elemental immunity point, though; too bad the game's code is limiting in that respect. I had a massively different experience going into this the first time. I had enough faith in the developers to assume the challenge is fair so there's always ways around everything if you're willing to pay attention and try different things. Calling RNG and unfair difficulty is a misguided way to react to dying.
  9. Daymn... Kaiser seems like the most appropriate choice here; secretly hoping to see him elevated to superboss levels as he originally was probably meant to be in FF6. I feel like BNW has room to have one superboss that you really have to work to beat.
  10. Hopefully this isn't something that's just out of the ballpark of what bnb&co are willing to do at some point. I'd be the first in line lobbing for a hard difficulty here, precisely because it's such a good mod and those are the ones where you really want to push it to the limit, as it were. Not to bash on the mod you mentioned but BNW could probably stand to have a hard more with just a tad more consideration and planning put into it than doubling enemy stats.
  11. Then how do you feel about fights with multiple stages rather than just having a single pattern or puzzle to be solved? As mentioned, it's been such a long while since my last playthrough so I don't really remember if you had any of those in BNW but surely that would be a way to make fights both longer AND dynamic so the 2 dimensions work in unison to create a multifaceted challenge that requires both short- and longterm planning? Because I interpret your words as indicating that BNW bosses are more about that one riddle - albeit complex, no doubt - that you have to solve and after that, there's not much at all except boredom. In that case, I wholeheartedly agree with shaving off some of the fight length.
  12. Indeed; I do appreciate this sentiment as well, having had profound debates irl going to silly lengths&detail regarding this topic. It's a balancing act for sure. And I'd like to believe that just because it's shorter doesn't mean it's easier, even though this has usually been the case in rpgs, in my experience at least... I mean if nothing else, longer could mean more chances to make a mistake, more resource management required and so on. But I'll just take your word for it since you know the fine details best. I'll be optimistic.
  13. I wet my pants... Can't wait anymore, jumped straight to reading through some changelogs and I like what I see. It's pretty exciting to see just how much stuff there is to fix and tune in pursuit of perfection. But alas, it seems my worst fears are coming true: • Lowered the HP of many enemies and several bosses who were deemed to have more than necessary --> Notable nerfs include Tentacles, Chesticle, Hidon, Inferno (a scripting error had previously caused him to have 40,000 more HP than intended), Guardian, Kaiser, and final Kefka Argh, I find it so hard to believe that I'm the odd one out when it comes to enjoying long&difficult boss fights in these "supermods" as I like to call them... Especially since there's more strategic options and it incentivizes to explore the whole game, complete every quest and battle because you know there will actually be a worthy challenge that's gonna put all that epic gear, levels, builds&the party that you've built to the ultimate test. I really hope walking over even more bosses than last time won't ruin the otherwise wondrous experience for me, but what can you do.
  14. Awesome news. Begrudgingly decided to put my playthrough of 1.9 on hold even though I had just started it out when I happened upon the announcement of 1.10 and that it would be a major update, despite waiting for 1.9 for an eternity too. At least I ought to have a ton of new stuff to discover, seeing as my last complete playthrough was with 1.7 IIRC... Now that I think about it, I bet it'll feel like a totally different game. I wouldn't wanna spoil myself too much, and I've gathered some bits and pieces myself by lurking around here anyways (such as the on-equip esper bonus being a new thing) but could I bother someone knowledgeable to hype me up a bit before the release and give a crash course on the biggest changes that have come along in recent versions and/or some of the new cool stuff&features that I have to look forward to, coming off from 1.7? I know I could just plow through the changelogs but I've never been into knowing every bit of detail about a game beforehand and there's just so much stuff. I'm mostly after the juiciest tidbits.
  15. Locke and Midgame Balance

    Speaking of overleveling, is flat out just reducing exp gains, at least in some critical areas, something worth considering at this point? With overleveling turning out to be such a common problem among players.. At least, many peeps in this community seem to struggle with it to some extent, whether a veteran or not - and even though it gets a bit murky where the difficulty is in the players' hands anyways(turning exp off etc), maybe it could stand to be just a little more conservative?