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Posts posted by Nowea

  1. 21 hours ago, Hapanpappa said:

    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.

    This is updated to 2.0, yes. Some of the items I added have glitchy animations but they still function (This is addressed on my end but not put out in a patch yet). That being said, make sure you have the unlockme password handy since I don't like people tossing on NHT without any BNW experience.

  2. 2 hours ago, BlackMage said:

    I'm sure someone else has done this at even lower levels, so I'd love to know your strategy, and how mine could've been improved upon.

    I'm not one who has done so, but multiple people have beaten BNW with XP off for the entire game and therefore at level 3. Generally strats relied pretty heavily on Gau raging Conjurer to get Rerise spam or Flan for Life spam + Elemental Immunities

  3. On 10/31/2019 at 11:40 AM, aFish said:

    This might be a bit newb question but I can't seem to find an answer. What is ??? for Celes? Where do you get it? From the bits and pieces I gathered it's a relic that allows some new skill for her?

    I'm pretty new to the mod, playing through it for the first time (not counting playing an old version years ago). Loving the 2.0 beta <3

    Talk to Everyone, with Celes in the party 

  4. You need to make a .cue file and launch that in Mednafen. To do this you'll simply open notepad and put the following text in. Replace the name in the quotes to match the exact name of the iso file you have.
    FILE "gamename.iso" BINARY
      TRACK 01 MODE2/2352
        INDEX 01 00:00:00

    You'll then save it with the same name as the iso but with .cue on the end (don't save it as a text file, windows should see it as a CUE file when you're done). Personally when I use Mednafen I use Mednaffe for it, provides a GUI which I find easier to work with. That being said, whichever you're using you'll need to use cue files.

    You should end up with a bios folder in your Mednafen folder. For that you'll want to find SCPH5500.BIN, SCPH5501.BIN, and SCPH5502.BIN and put them in that folder.

  5. You mention ePSXe a lot with your testing. Last I knew ePSXe wasn't the most accurate of emulators. For mod making it's 'usually' best practice to use the most accurate testing method you can, be it somehow getting it onto hardware or checking it on an emulator with a focus on accuracy. From a quick search Mednafen appears to be the go-to option for accurate emulation. Would you be able to see if your iso, that works on ePSXe on your phone, also works on Mednafen?

    It's possible that your spritework ended up being something the PSX can't 'actually' support and that it only works on ePSXe due to inaccuracies.

  6. NHT 2.0 release. Main post edited with download link. Please be courteous and considerate of mainline BNW testing still being done for BNW 2.0.

    • Added more easter egg weapons, some as rare drops and some as rare steals from humanoids. Note that these weapons still do not have descriptions. These added weapons use item slots that BNW 1.9 uses, but 2.0 doesn't. This effectively means that NHT 2.0 is for the BNW 2.0 line only.
    • Altered and added formations, expect to see some new enemy combos and enemies where you don't expect. Sometimes this even works in your favor ;)
    • Added a password requirement to access the patch, the password is the same as the BNW unlockme. I don't want people playing NHT as their first BNW experience in general.
    • Now every item and relic shop has Warp Whistles or Back Guards (respectively).
    • Known issue: The config screen version display looks janky when playing with any of the RC patches. This should resolve itself when 2.0 is out.
    • Upvote 1

  7. 44 minutes ago, Cross said:

    Items getting janky, basically it gets one item from the list and an extra out of memory then multiplies it by 255... I think. RC-12. Also I'm testing out some of the damage jank it it affects the top PC's rather than the bottom ones.

    For this one, testing with a battle at the start. If Biggs/Wedge use a Magitek command it's writing %5 dried meat into the inventory. If Terra uses anything or if anyone defends/row then it's adding %5 Slim Jims. Some discord chat is saying they're getting items as soon as the battle starts, personal testing hasn't had an item show up until after one of the PCs does something

    ETA: personal testing on RC12-a, others on base RC12

  8. 3 hours ago, JohnFuklaw said:

    I'm also seeing lag after attacks from characters and enemies. After any action they just stand there for a second like something is about to proc. It's more noticeable on player characters since they have animations but the enemies are doing it too. It's especially noticeable if a character dual wields and attacks twice because there's a big pause between their attacks.

    To add onto this, the lag appears to roughly be "wait until damage/healing text vanishes, then continue". It causes some lagginess for everything, but is most noticeable when dual wielding.

    Example during DW:

  9. World of Ruin, Serpent Trench occasionally has encounters that are empty. South Figaro Cave, last room before Figaro Castle, has the same issue for every encounter I had in it.
    (Will be fixed in RC-6)

    In addition, something seems to break for XP upon reaching level 20. An encounter with Celes/Sabin granting 525 total XP only took her from 121 xp to level to 108 xp to level. 
    (Added to bug list)

    Some formations have monsters partway off the screen during pincers. One example: FC 3x Djinn formation
    (Will need to start a section documenting all weird pincer formations - keep these coming)

    • Upvote 2


    Here's a set of .srm files. I'm not sure how exactly Retroarch handles SNES saves as I don't use it for SNES, but for SNES9x, simply drop the .srm file into the saves folder where your emulator should be and rename it to match the ROM's name.

    These are all complete saves, as in I gathered everything one could at the time and got all the rages etc. In addition, Shadow is alive in the saves. I'd recommend grabbing the one that's furthest along that matches what you've done but doesn't have anything finish you didn't do (alternatively grab the .srm with the first save after getting the airship)

    Also, I'd say to stop using save states for anything other than emergency saves... But that's just me.

  11. First I'd like to say that this is a nice review, giving honest and opinions that are quite fair. It's also clear that you put thought and formatting into it (even something simply like green/red text). I'm not going to nitpick any opinions or anything here from you, but I'd like to address some statements you've made as far as factual accuracy goes and possibly explain some things.


    This implementation of ATB is a bit sketchy, too. While doing top-level menuing, monster ATBs continue to fill, but if you go into a submenu like items or spells, their ATBs pause. This can situationally be very advantageous, and I found myself abusing it in a number of fights. At times it felt like abusing the ATB this way was the intended method of dealing with some bosses who acted too frequently.

    So, here's how nATB works. It only fills if you are in a top level menu and there are no animations being played. So the menu tricking you were doing doesn't actually accomplish anything. To reiterate, being in a submenu pauses everybody's ATB. When a monster's ATB is paused so is yours.


    The Colosseum, while more fair than vanilla, was also a lot less interesting, and very few bets felt like straight upgrades. I wasted quite a bit of time on battles just to find out that certain items just get swapped for a comparable item for another character.

    The bets not feeling like upgrades anymore is by design. From a personal stance I kinda wish that the trades were completely public knowledge. In addition the player either has to already know what both items do or consult the printme to see what they're actually getting. As far as having to waste time on battles, I recall BTB has mentioned that he's just going to make all of the Colosseum battles much easier ones.

    To add on to the "very few bets felt like straight upgrades" thing. There's an element of 'pick your poison' here. You either have to make the trades into upgrades, which basically makes it "just mindlessly do them and move on" or you have to make them not upgrades, to where a lot of players don't really see the point (especially when the details of what you'll end up getting and the full trade 'map' isn't visible in-game)


    The loss of the ability to switch weapons/shields caused me to lose a number of battles

    Lastly, I feel like you know this one. But I feel it worth stating that the gear swapping was removed because it didn't work properly with how BNW puts the dual wield and two-hand properties on the weapons themselves instead of outside relics. Last I heard @GrayShadows was working on a method to allow people to swap a weapon/shield out, but it would cost a turn.


    Mana Battery and Mantra/Chakra feeling week

    In regards to these, they scale off Magic and Stamina respectively. Chakra/Mantra are(were?) getting buffed a bit. That being said, it's a hard sell for them unless you're building Edgar or Sabin very heavy on Magic/Stamina. Since you did more 'general/well rounded' style of builds I can see how they'd seem weak.

    • Upvote 2

  12. As far as including summon info in game, as far as I remember that was unfortunately removed when the Esper equip bonuses were added. The response is likely going to be something about space (either in the overall banks or for the individual frames... or both).

    Regarding the difficulty, you mentioned the rats going at you when you only have Terra. Early game enemies will behave more aggressively when the party is higher level. This is so that they still do something noticeable on return trips. A few examples are Wild Rats, Leafers, Repo Man, and Mammoth. All of these monsters have 'extra' attacks that they'll start tossing out after you reach level 7. Advice on handling that would largely be to avoid grinding unless you find you really need it.