BTB

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Everything posted by BTB

  1. Did you just remove D's hack or did you end up modifying it?
  2. I simply don't have any interest in further delaying 1.9 over something so trivial. If removing D's hack will result in the desired behavior, I say let's test it real quick and be done with it. If not, I really have no qualms putting it on hold and dealing with it whenever someone figured out how to make the Atma/Omega Weapon respect Jump.
  3. Yeah, removing that hack entirely instead of modifying it would (in theory - unless there's something that Synchysi knows that I don't) result in that behavior.
  4. Are you going to modify it to retain disabling boomerang throws on jump or something?
  5. Yeah, that's a known issue. Animation errors like that are a royal cumtwat to track down since they're some weird combination of spell index, enemy sprite, and fucking voodoo.
  6. Yeah, Civ2's throne room was infinitely better than Civ3's palace screen. I liked the second-level throne with the palm fronds behind it.
  7. I don't have any free space to fix it, plus the idea of abused animals turning on their owners kind of amuses me. As for the jump/defense thing... that's just one of D's hacks you have to remove, yeah?
  8. So, I've officially called the current RC 1.9 official. I'll put up a new version with the proper version number when it releases, otherwise feel free to continue using the RC.
  9. Find a bug? Report it here. Find a broken link or a typo in the Civilopedia? Report it here. Feeling lonely and just need someone to talk to? Take it somewhere else.
  10. The X-Zone Cerberus issue is due to D's rod-proc hack force-targeting the entire enemy party, including those that are already dead. Interestingly, X-Zone won't prevent counters if it hits something that's dead.
  11. The Crusader equip bonus effectively gives vigor Celes a free relic slot, which is hugely important since her primary draw is being more versatile than the other characters.
  12. It would make throwables proc from palidor, yeah. The animation wouldn't change, but the extra damage would be there.
  13. So, @Synchysi, it was mentioned that the "ignores defense" property on flails is ignored when jumping, which according to Think may be due to the hack you have to remove the "throw" effect while jumping. Since the Gungnir hasn't had that property in ages, I would propose just removing that hack (assuming that it fixes the problem).
  14. Preliminary testing has shown everything to be good so far. Gogo's screen looks correct, no issues with the Rage menu, and the in-battle spell menu condenses correctly.
  15. Gogo's Cave, Cyan's Dream, certain chunks of Kefka's Tower... Fanatics Tower (in theory, anyway).
  16. One, I'm assuming you're playing 1.8.6? It was noted that the Soul Fire scripts has a slight error which was causing them to spam Meteo more often than they should. 1.9. will address that. Two, there is an alternate win condition - just kill both Soul Fires. This is usually the easier option.
  17. Respeccing

    It was a deliberate decision to prevent being able to change builds at will. I personally dislike even having the option at all since I come from an older era of games where the decisions you made stuck with you and the paths not taken meant replay value, but not everyone is going to play through BNW dozens of times and, as you pointed out, people are inevitably going to feel like they "fucked up" a build on a character (even though we go out of our way to tell players that it's pretty much impossible to do that).
  18. One of my favorite things to do in Civ2 was call a high council meeting and then ignore the shit out of all of my advisors.
  19. Gonna go ahead and repost this since 1.9 is right around the corner: • Added new hacks which allow stamina to influence counter-attacks and the possibility of "true knight" characters taking hits for healthy allies (critically-wounded characters are still always protected) • Fixed a bug where stamina would not protect against status ailments set by enemy "special" attacks • Added a hack to condense the in-battle spell menu (removes all empty spaces) • Fucked around with the spells that each character learns again (highlights: Relm gets Life and Stop, Mog picks up Haste, Celes learns Demi much earlier now, and Warp is again pushed back to the WoR) • The Life spell now revives to 250~500 HP instead of 1/4 maxHP; Phoenix Downs now revive to 1 HP • Raised Cyan's base stamina; lowered the power of the Dragon and Eclipse bushidos to compensate • Raised the chances for the Dragon bushido to set Stone from 50% to 66% • Raised the power of the Aurabolt blitz and swapped the levels at which it and Mantra are learned • Edited the GP Toss formula to do 50% more damage (note: edited Katanasoul's stats to compensate) • Lowered the power of the Blackjack and Solitaire slot spins • Lowered the cost of several spells, including Demi, Rasp, Dispel, and SleepX • Lowered the hitrate of several magical attacks to help make magic evasion more useful • Reworked & rebalanced swords to offer more (and better) choices for vigor-built characters • Swords that consume MP for critical hits now respect the "1/2 MP costs" effect of the Gem/Soul Box • Spears now inherently possess the "may guard allies" property instead of random counter-attacks • Adjusted the properties of the Wind Slash and Aero procs from the Kazekiri and Mutsunokami • Removed the Kagenui's speed boost and slightly adjusted the boosts on Shadow's other weapons • Changed Setzer's dice to boost stamina instead of magic and vise-versa for his other weapons • The Morning Star and Kusarigama now ignore defense instead of being anti-undead • The Demonsbane is now anti-undead in addition to holy-elemental • Raised the proc rate of anti-undead weapons from 25% to 50% • Fixed a bug where using items on undead characters would randomly kill them • Renamed the Diva Brush to Dali Brush and the Magic Brush to Monet Brush • Changed the animation of several weapons; also swapped the animations of the two "Blizzard" attacks • Corrected the Stormfang menu description • The BatPwr of the Soul Sabre and Omega Weapon now display correctly in the item menu • The Soul Sabre/Blood Sword are no longer ignored by the "Optimize" routine; the Omega Weapon now is • Switched the Colosseum opponents/prizes for the Masamune and Kagenui (and a few others) • Celes now starts with an Iron Cutlass instead of a Mythril Bolo • Gogo can now use Throw even if Shadow is dead • Interceptor now sets Sap • Lowered Golem's defense from 192 to 128 • Made several changes to the Battle of Narshe • Made an important update to Atma Weapon's script • Fixed a bug in the Soul Fire script (Wrexsoul fight) • Enabled/disabled random encounters on a few maps for better consistency • Aquilas no longer have any MP as they do not use any attacks that use it • Phunbaba and Doom Gaze now give 10 spell points when defeated as other bosses do • Fixed a bug where it was not possible to run from all of the enemies in the New Mines • Rewrote Gau's tutorial to match how Leap now functions; also added a new line of dialogue for Gau • Added more screenshots, boxart with cart label, and enemy graphics to the unlockme image gallery --- http://btb2.free.fr/mods/ff6/Readme.txthttp://btb2.free.fr/mods/ff6/Printme.xls
  20. Who's your MVP?

    Very interesting take on things! Thanks for taking the time to write this all up. I'd say that there's a pretty clear pattern where you favor magic damage and lack interest in stamina, which is a fairly common outlook. To address a few specific concerns, Aurabolt is getting a damage boost in 1.9 and Relm will pick up Life. Aside from that, the defensive benefits of stamina tend to be a bit more on the... invisible side. Sabin and Strago in particular are able to hit stamina levels high enough to act as a permanent built-in Shell and they will be virtually immune to status ailments - which is a bit more notable now since there's only one Ribbon left in the game. Strago really needs this since, as you mention, he lacks an ability that directly synergizes with stamina. Rather, the point of a stamina build with him is to run him as pure support (which he is more than capable of doing) rather than as a nuker. 1.9 also focuses heavily on the use of stamina for covering and countering, so purely tanky builds like Kirin Cyan and Unicorn Edgar (the latter of which was never really considered to be a significant build in development) will benefit from it.
  21. Quick summary of things that have changed on my end since the last RC: • The "Leader" battle with Cyan no longer interrupts his theme • Unchecked "can't run" from Mammoths • The Demonsbane now does holy damage in addition to being anti-undead • Fixed an error in the HasteX animation • The Healing Shiv no longer teaches Cure • Corrected a typo in the dialogue • Corrected the Blizzard animation • Adjusted the power of the Wind Slash/Aero sword procs
  22. 1.9 will change things up a lot for him since there will be a renewed focus on his ability to tank. Give a pure Unicorn build the Gungnir and a Shield and watch him go all SPARTAAAAAAAA on shit.