Mishrak

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Everything posted by Mishrak

  1. More bit from my 2.0 run

    BNW fights in general are about finding the right setup to deal with whatever it is you're facing. In the case of Dullahan, you're dealing with a fire attack where you have limited Fire mitigation (Tiger Mask) and don't have access to Shell. You also only have access to one thing that provides death immunity, assuming you found the Ribbon. And then the party is Forced to boot. I think these situations are really interesting to solve and what makes BNW fun. Thinking of a solution and then watching that solution actually work the way you would expect is good design. You couldn't figure out how to mitigate the fire damage, so you just ate it and hoped the zombie army would work in your favor. That's a perfectly viable (albeit RNG-reliant) strategy. I don't think adding Wall Rings to Kohlingen is a good idea personally.
  2. There's a handful of rages, such as the IMTRF encounters and Stray Cat. Once you leave the WoB a few Rage Formations are gone forever if you never actually saw them.
  3. BTB has been just as consistent at saying he hates challenge dungeons and in general, challenge stuff that is harder than the final boss of the game. BNW's "challenge dungeon" is Kefka's Tower. There's also half a dozen ways to impose restrictions on BNW and make it truly difficult. As well as NHT. If you want to scratch the challenge itch, that's the way to do it.
  4. There's a 2.0.1 planned with a set of bugfixes slated sometime eventually soon but beyond that, there's no further plans for the game. 2.0 was in development for nearly a year and a half. I don't think anyone wants to open the Pandora's box again for the forseeable future.
  5. This isn't meant to be comprehensive. Just a list of some common questions and concerns I've seen new players have. If anyone can think of other questions, feel free to ask them in the thread and I'll answer them/add them to the list. Hope this helps! How is BNW different from Vanilla? The biggest difference is that the characters are more individualized. Espers are now restricted by character, so everyone has their own spell list and access to specific stat boosts which allow them to be built in a number of different ways. Every major bug (i.e. the evasion bug, sketch, vanish/doom) has been fixed as well as most of the minor ones, and every mechanical aspect of the game (i.e. all enemy scripts, damage formulas, etc) has been addressed while largely retaining the look and feel of the original. Nothing has gone untouched. Things that weren't useful before now serve at least some purpose. Brave New World operates by a different set of rules than the original game and should be treated as a completely new one. While it looks the same and feels similar, it is very different under the hood. Is this a hard type / difficulty patch? Definitely not. BNW is considerably harder than Vanilla was, but kaizo-style/arbitrary difficulty is minimized. There are very few party-wide 1HKO attacks, and those that exist are usually avoidable or able to be mitigated in some manner. The two kaizo-ish instances in particular (the Whelk Shell and stealing from monsters) are entirely preventable as the game explicitly warns the player about them. There's also a general lack of situations where the player is required to have a specific ability or item to progress; after Kefka at Narshe, pretty much every play style is viable. Most of what makes BNW hard comes from either not knowing enemies or playing it like it's vanilla FF6 rather than a separate and different game. Do I have to min/max? Not really. The game rewards it, but only marginally. The balance is such that a player can finish all the content with however they build their characters. It really doesn't matter. On that note... Can I brick/mess up a character? Nope. There is a character respec option in the World of Ruin, but even so an un-ideal distribution of stat bonuses will not make it much harder to complete the game. Do I need to grind levels/gp? Nope. Level progression follows the exp curve just fine if all the player fights is the randoms they encounter normally. Players may run into GP issues if they want to stock up on lots and lots of things and/or buy every piece of equipment they see - it's always a good idea to consider what to buy carefully before spending a lot of GP. Worst case, the game does have a few decent spots to grind GP and there's quite a lot in chests. What about the script? Is the story still the same? The story is still the same, and a legitimate effort was taken by the developers to clean up some of the dialogue issues (e.g. dialogue that didn't belong to anyone but was still spoken) while leaving the best of Ted Woolsey's work intact. Some liberty was taken to add references and homages to other games/music/movies/pop-culture/etc., where it is appropriate and doesn't detract from the story. Note that the Beginner's School is a deliberate 4th wall break (as it was in vanilla FF6) and so the dialogue there is generally not indicative of the rest of the game. Do I need to know everything in this huge Readme/Printme? Nope. They're both designed to be reference materials, much like a normal manual for a new game. Their original intent was actually so the developers could document their changes. Use them to look up things, such as the stats on a piece of equipment or who can equip what esper. DO go to the Beginner's School though, as well as the "Advanced" school in Jidoor (formerly the Auction House). Why do enemies have so many death counters? Actually, very few enemies have death counters. Some enemies DO counter melee attacks (physical and not long-range), so they look like death counters when those attacks are fatal. Are status ailments actually useful? Absolutely. Most enemies have some weakness to at least one debilitating status affect. Most bosses, while immune to most status ailments, can be afflicted by Slow or Sap if they don't have inherent Haste or Regen, respectively. Conversely, enemies love to throw these at the player; it's very important to protect against them or the party will find itself incapacitated pretty quickly. This includes status ailments that were not particularly potent in vanilla FF6, namely blind/darkness. The Goggles, they do something! On the same token, buffs are also very useful and should not be neglected; proper buffs can make or break a fight, and in some cases completely nullify an enemy's ability to do any real damage to the party. Shadow bailed, where's my stuff? Check the inventory! He's automatically unequipped in every situation but one: if the player returns to Narshe after recruiting him at Kohlingen. This was an oversight on the developers' part that wasn't addressed due to how unlikely it is to occur. My character isn't gaining ELs! Make sure an Esper is equipped! What platform(s) can I play this on? Most/all major emulators are supported: ZSNES, SNES9X, BSNES/Higan, RetroArch. Console is also supported either via flash carts or repro carts. (Do note that ZSNES has some minor visual bugs that are not related to Brave New World, but rather FF6 itself; these are detailed in the Readme.)
  6. I pretty much agree 100% with everything you've said. These are legitimate issues with BNW and I've tried to push back on BTB's design philosophy over the years to help some of this. Classic JRPGs always have the "COOL" factor. BNW discards most of this for balance, even with the "ultimate" weapons. For all its faults, vanilla FF6 was a true JRPG complete with all sorts of "holy crap I'm god" moments. BNW gets rid of almost all of those as it attempts to achieve a true balance. I definitely prefer to keep levels lower so the combat is more demanding. I have found that the combat is the most rewarding part, similar to SMT: Nocturne. Even if there aren't a lot of JRPG moments, there's still a lot of powerful build and party setups to be had in BNW. Kaiser is getting an HP buff in 2.0.1, for what it's worth. Nice post dude.
  7. Good Morning or Whatever!

    Our dating discord. Lots of hot singles there: https://discord.gg/TEYj3q
  8. Bropedio has pushed out a patch that fixes a lot of the current RC27 issues. See the pinned messaged in Discord.
  9. This formula is a Synchsyi fix so it may take a bit to actually happen unless someone like Bropedio drops a fix on us. Nice find.
  10. Interest check - 1.3 Tournament 2017

    Kaffe said all I was gonna say. I was memeing at you not shutting you down. I’ll look forward to your reply in another four months
  11. Probably a known issue and probably a vanilla issue.
  12. Just to clarify for those who can’t watch: this is using Meteo after it’s dead.
  13. Idk (Think has given us a lead to work with; I'll pass it along to Synchysi or someone else)
  14. Behemoths are currently Berserkable in RC25 and also there was a large no encounter section of the veldt. BTB has likely fixed them but posting for posterity. (Yep, already slated for fix in RC-26)
  15. Minor display bug that’s worth documenting but probably not fixing: A character will get their turn before the ATB bar is completely full as indicated via the new animation.
  16. There’s a lot of new stuff coming in. A lot. Trying to use a 1.9 save will likely softlock or generate all kinds of weird item combinations. It won’t be playable.
  17. 2.0 will not be compatible with save files from older versions.
  18. Stamina Redux Redux

    Changing a name just to change it is pretty unusual for BNW. There’s almost always a compelling reason for really anything that has been changed. It’s also not as simple as just changing it in the game. There’s a ton of documentation that has to be updated as well. As far as aesthetics go, there’s nothing to gain except confusion when changing just the name from Stamina to Spirit.
  19. Cranes is one of those fights that’s a little unfair if you’re not prepared for it ahead of time. Which a blind player won’t be obviously. It is fairly easy to mitigate the damage if you are prepared but the back attack damage bonus going away will help a lot.
  20. “Invincible enemies” Everything has a weakness. There aren’t any invincible enemies outside of scripted events. “Completely unpreventable” I have a hard time believing that to be the case. I don’t know your playstyle but almost everything can be mitigated even if only a little bit. “Party wipes and death by RNG” I’m not sure what you mean by death by rng. If you mean occasionally enemies doing a different attack you didn’t expect (condors are a nice culprit), then observe the enemy and see if you can do something to stop it. In the case of condors you need to kill them quickly. True party wipes are pretty rare. One big potential is Flare Star but only Atma uses this. Make sure you’re paying attention to what row characters are in. A lot of this is changing for 2.0 but a lot of what you’re listing as criticism I think is actually just you misunderstanding what’s actually happening in the game.
  21. The problem is: how do you make stuff harder in a jrpg? More damage? This means more ohko stuff and party wipes that are entirely rng and unmitigateable. Or if they are mitigateanle, it forces the player into a “do this or you can’t proceed” situation. More hp? As has been mentioned, more hp doesn’t necessarily make harder. It also wastes the players time once they figure out the gimmick. More speed is at least a little interesting as it punishes bad decisions without completely upending the balance. It’s not perfect though. The best way is probably via dynamic AI scripting, but it’s a fine line to toe.
  22. Stamina Redux Redux

    Yep. Correct. It affects a ton of defensive things.
  23. Stamina Redux Redux

    Even if we put a single defensive stat for it, variance is probably the wrong target for a purely defensive stat anyway. Variance only makes up for a small part of the damage formula. The biggest contributors to defense are mdef/pdef, safe/shell for reduction and mev/pev and image/reflect for avoidance. At most you only affect 25% of incoming damage (at 90+) when you just target variance. For most of the game it’ll be a lot less than 25%.