BTB

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Everything posted by BTB

  1. Both of the things that Ecclesiastes mentioned are known bugs with no way (as far as I'm aware) to resolve them.
  2. Updated the changelog again, most notably with some more rage changes (which have been affected by me working on - and also renaming quite a few - enemies) and put in mention of a few new hacks courtesy of Seibaby and Think. Also put in a note about a little save point we added before a certain optional boss fight...
  3. Review of v1.9

    Oh, yeah, I also wanted to respond to this. Although I went back into examining vanilla for the sake of the article I wrote, the honest truth is that Brave New World hasn't been about fixing vanilla's mistakes for a *long* time. With each passing version, it's less about looking at the original and saying "what were they thinking?", it's about looking at the last version of BNW and asking, "what was *I* thinking?"
  4. Review of v1.9

    Well, as you've seen, my solution has been to marginalize it. I can't make the fights interesting, so I don't try. Instead, I tried to make the trades interesting.
  5. Review of v1.9

    Yes. It's not happening.
  6. Review of v1.9

    Simply put, I've watched a *lot* of Brave New World streams. And anywhere where I almost universally see the "fast forward" option being enabled and players being bored out of their minds is something that needs to go or be reworked. The idea of the Colosseum, while fun in theory, becomes pure RNG in practice. It may have a place in vanilla FF6, but it just doesn't fit here.
  7. Review of v1.9

    Mobile-accessible? What, you mean like a cell phone? Never owned one of those damned devil devices in my life, but I'm pretty sure they can read Excel spreadsheets. Or failing that, just ask that Alexa bitch or whatever the hell her name is, "Hey, Alexa what are the stats on Banon's Codpiece?" so she can give you some bullshit answer. See, that's the problem with you damn kids today - one minute, you're taking sass from computers and the next you're sending Kyle Reese back in time to boff your mom. Anyway... Good review. Some good points, some not as good. I'll bring a few of 'em up. The high cost of Tinctures is fairly deliberate. While magic is no longer the only stat worth a damn, it's still a resource-consuming attack in a game where most of the other ones are free and it should therefore warrant that resource usage. Further, considering that there are at least two characters (Sabin and Edgar) with builds focused on manage that resource consumption, making it easier to mitigate it through more conventional means would greatly diminish those builds. You may have also noticed the high cost of black magic compared to the *very* low cost of status magic, which is again deliberate. Status magic is the type that warrants the most experimentation to see what works and doesn't work on random mobs, while the player is generally meant to reserve their most powerful directly offensive magic for boss fights. RE: Slow on bosses, nothing in this game gets more than one turn at a time (although some bosses and enemies do have the possibility of tacking on an extra regular hit or two to their standard command). What probably has you confused is that every boss has a chance to counter-attack, meaning that if you just rush in you're liable to eat a lot of damage even if you've slowed it down. Earlier versions of Brave New World had an issue where "turtling" was more often than not the best strategy, and little by little I'm working to code bosses (such as Phunbaba) that strike a balance between the two extremes. The Colosseum... is just a mess. Because the fights are uncontrollable, there's very little strategy that goes into it - it's pretty much just a house of RNG. That's why most of the fights there (and as of 1.10 - ALL of the fights there) are token formalities and the *real* decisions are what you're trading vs. what you get. Making it a place to upgrade things would just, as Nowea put it, turn it into a place where you mindlessly do your thing and move on. Calling Atma Weapon a gear check is something I see a lot and I know exactly why. One, the only pieces of gear that really do make the fight a lot easier are status protection relics, and two what generally happens is that players will fall back, change their party, come back and win. And they often assume that it's the levels they gained in the interim that made the difference, but it's almost always the fact that they changed their approach going into the fight. Atma Weapon is actually a very good example of a boss where strategy is more important than leveling since a *lot* of his attacks don't really care what level you're at (i.e. fractional damage, status ailments, avoiding Quake/Magnitude entirely via Float). Other bosses being damage-spongey is something I'm aware of. I even have a note here already that says Hidon is terrible >.>
  8. That's a known bug. I want to say it was also present in vanilla, since we didn't do anything that would have caused it.
  9. Generally speaking, no. One issue is that I have filled up every data bank I was given to work with, and expanding the ROM isn't the magic bullet people think it is since it doesn't necessarily create that space *where* you want it. Even if you could work around that, the second and more damning issue is a simple lack of real estate to display data on. As it stands, things are already pretty cramped, and I've rejected rage description patches for awhile on the grounds that there's no real way to fit all of the relevant data into the allotted space.
  10. No clue. As of yet, we're not even sure if the hack is doable. I'll let @GrayShadows field it.
  11. All right, I've gone ahead and updated the changelog with a few more notes, mainly the bits on enemy AI and repurposing the Auction House as a secondary Beginner's School along with a few new hacks that D and GrayShadows have come up with. (Note: all tentative changes are in purple)
  12. @Reiker So, Aurabolt respecting row is kind of a culmination of several factors. Sabin was designed to be a high-strength character regardless of build, but the fact that his main attack option for his stamina build ignored row effectively invalidated all of his physical options and Stam-WOW Sabin's offense game devolved into "spam Aurabolt". I've also spoken with several players and concluded that people who do backrow him are typically running him as a Mantra/Chakra bot and aren't even bothering with the Nirvana Band, so that build isn't necessarily losing much (although it does eventually get Sonic Boom as a long-range attack option). It's finally worth noting that Stam-WOW Sabin's Aurabolt damage is equal to or better than Slap-Chop Sabin's Suplex in the early game, so there's no need to sell the build as a defensive one until he picks up Mantra. As for Eclipse, I think I already covered this one earlier, but it's because I switched the Mutsunokami/Kazekiri wind damage to stamina-based (keeping things thematic with having done the same to Sonic Boom), and I specifically did not want both those procs and Eclipse keying off of the same stat since they're Cyan's only "true" AoE options and they'd just end up stepping on each others' toes. The main effect of setting Eclipse back to "magic" damage is that it scales the same for either Cyan build, and I intend to push the blind effect as its primary benefit. Blackjack is the only real "buff" to Slots, and it ultimately does depend at how reliably you can hit them. And it's still just MT damage - GP Toss is still the superior ST damage option by a significant margin. The lowering of boss HP hasn't actually happened yet; I'm currently in the process of overhauling a LOT about enemies. If you want a more detailed response, I'd direct you to an article I recently posted on the site, specifically the section about "damage sponge" bosses. The Colosseum is a tricky beast. Because of how it works, there's a thin - and often jagged - line between trades that make things more interesting and those that don't. I look at end-game equipment availability and make sure that the player will have everything they need no matter what, and then try to make as many interesting choices as possible within the constraints of the Colosseum setup. The Skull Cap is kind of an outlier here since it's a powerful piece of headgear that I only wanted there to be one of (and that one is in Kefka's Tower) - everything else should be a little bit more freely-available than before.
  13. The wallchange bosses are going to be getting a bit of an overhaul. I was particularly unhappy with them in my last playthrough.
  14. Just so we're clear, the 2-party Floating Continent is not happening in 1.10. That's going to require a LOT more work from the community as a whole, as none of us have any experience with map editing.
  15. Good question! I switched the Mutsunokami and Aero procs to being stamina based, and I didn't want both those and Eclipse keying off the same stat since they're his only two forms of AoE damage and one would basically overtake the other. And of the two, Eclipse is the one with a status debuff (blind). If you look around the Printme, even in 1.9, you'll notice a trend of AoE blind attacks in particular not doing the greatest damage because the debuff itself is already pretty strong. Fire immunity was way too common for my liking and the only reason it was on there in the first place was in consideration of Merton. It was a fairly redundant effect on both Sabin (Tiger Mask) and Edgar (Force Armor) to begin with, anyhow.
  16. Are you sure it's not just missing? It can still fail if her level is low.
  17. Hero Shield

    Actually, he mentioned that it requires the "power of six" to uncurse instead of the "power of eight" (Yes, same process as before)
  18. I think something is jacked up with your patch job, brother.
  19. http://ngplus.net/index.php?/ngplusarticles/hackingmodding/on-games-bad-design-r13/ Up on the site for those interested
  20. The Atma Weapon is already just as the Omega . The only current difference between them is a +25% HP boost. And the FC thing definitely isn't happening yet.
  21. Oh, yeah, BNW has come a long way since the pre-1.7 days. And this next update is shaping up to be pretty huge, as well. One thing I'm finally doing is redesigning the Printme so that it actually looks... like, decent when you print it out >.> And yeah, man, you were the first person to ever write about BNW. Can't forget that!
  22. I brought Relm to the FC during my developer's commentary run. I kicked ass with her. Sketch tears up quite a few of the random mobs, and she was one of my top damage dealers for Atma Weapon.