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Everything posted by Mishrak

  1. There are no relics that directly boost cover or counter chance, they only enable it. So stacking black belts will not increase counter frequency. Same with Knight Capes. No shared % modifiers stack, so wearing a green beret and a hero ring will take the highest % and give you 25/25. Magic cube would give you 50% mp and ignore the others. This includes esper equip bonuses. Damage modifiers similarly do not stack with each other.
  2. Hopefully stat hats are gone forever.
  3. The unlockeme version should. However it’s purposely missing a few things.
  4. I didn’t read all the conversation, but it seems I’m echoing Nesouk when I say I don’t want to see cover+counter + dance. BNW usually asks you to make some choices with your character and that would be a case of having your cake and eating it too. Plus it would give mog a consistent extra damage/defense output on top of dance’s excellent options and would be too powerful imo.
  5. We’ve talked about how fun it would be in discord but I never thought it would be a reality. Good show dude.
  6. Y’all are wrong btw:
  7. Double check your emulator keybinds. I doubt it's a ZSNES bug or a BNW bug. It could also be a faulty controller.
  8. The time is still the same, just Roman numerals.
  9. Mishrak

  10. For the record, the in game hook issue isn’t a BNW bug, it’s an FF6 bug. It’s listed in the compatability issues on the sd2snes website.
  11. Make sure In-game hooks are turned off, and try it without the MSU-1 mod.
  12. So I did a thing with things and made a BNW Bestiary tool. Disclaimer: this is with unlockme data, so if you want to avoid spoilers (enemy HP), avoid this. Best opened with Excel. YMMV with Open Office or Libre Office. The idea is to be able to select a particular area and see the enemies and the formations within said area. As far as I’m concerned, this is finished. However I’m still open to some ideas. To save space, when there are multiple enemies within a formation they’re given a quantity rather than displayed multiple times. Also, areas that don’t follow the 3/16 and 5/16 encounter rates are given a special tab. Lastly, areas are sorted (for the most part) by the way they’re organized within FF3usME and I named each one myself, with some help from BTB. The exception to this sorting is, I grouped some of the more obscure overworld encounters together, and added a few “areas” that don’t actually exist in the editor, namely Doom Gaze and Phunbaba. Spreadsheet: http://btb2.free.fr/temp/BNW_1.9_Bestiary_1.4.xlsx Notes/Log:
  13. BTB kinda avoids this to a large extent contrary to most jrpgs. I get the appeal of wanting cool shinies after defeating a difficult boss and [redacted] does drop [redacted] but for the most part you’re not gonna get Uber powers from KT.
  14. Could you just make one show up where Odin is that puts you back at the start of the Ancient Cave?
  15. Congrats on finishing the game! I’m glad you enjoyed it dude.
  16. Keep in mind if Gau can use the ability in a rage (eg blaze / vaporite) and Strago observes it, he’ll learn it.
  17. Fwiw there are some overworld places in the WoR that do have WoB rage formations. Check some of the isolated islands.
  18. I think this would be particularly fun if we could make it work but bnw is so different from a vanilla rom I’m not sure where we’d begin. We’ve discussed esper and character randomization before in the discord.
  19. Please be as detailed as possible when explaining your bugs. Also please make sure you're using a clean rom to patch. If you do make a post, please edit your post rather than make a new one. 1) Per Discord - Flails are proccing the wrong thing: [1:26 AM] ClarkThe2nd: in moogle sequence in narshe the flail moogle was setting some kind of web proc with every hit, he attacked 4 times, am I just getting lucky with procs? [1:26 AM] ClarkThe2nd: aren't weapon procs like 1/4 chance? [1:26 AM] BTB: Flails shouldn't proc net [1:26 AM] BTB: Sounds like I muxed up the Kagenui proc and the ITD weapon proc 2) Quicksteal isn't working I stole the Rename Card from the Marshall in the intro sequence and it consumed Locke's turn. - 1.9RC2 3) There's an invisible enemy on the Soul Train - spooky https://puu.sh/xqK7U/1682008b09.avi This is the only place I've encountered this. Everything else seems fine. 4) Items are getting confused. I noticed I had 3 healing shivs and a cat hood in my inventory, and was short an iron helm at Kefka @ Narshe. The likely culprit is the healing event there.
  20. Never mind it’s working fine.
  21. Did the doomstick / quartrstaff hack get left off again?
  22. After testing from Deschain we confirmed the following with throw + jump: A non throw proc with a jump is a 1.5x modifier. A throw proc with jump is a 3x modifier as if the weapon was thrown (vs floating) but it did not get the jump modifier. The same occurs with a non floating enemy except it’s 2x as if the weapon was thrown. Also there’s an animation bug with jump + throw proc vs non floating enemy: Deschain: basically when it's doing the throw animation against a non-flying enemy, instead of doing the "return jump" animation, he does the throw animation... from where his sprite usually is on the battlefield so he just never does the returning jump animation
  23. S.Figaro stuff during Locke's scenario is a known issue and has been since probably 1.5.