BTB

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Everything posted by BTB

  1. Tying stamina to both cover and counter was another very deliberate balance decision so as to provide meaningful synergy with stamina and vigor since the two often come from the same source (i.e. Phantom, Genji equipment).
  2. Stamina has always been magic damage only.
  3. Vigor being physical defense was a deliberate choice I made as a key balance point for heavy vigor builds (i.e. Cyan) to make them a little better suited to being in the front row.
  4. Did I miss the drill?

    I'll just lock this thread to keep things tidy.
  5. Did I miss the drill?

    The Drill is bought in Figaro Castle, not South Figaro But yes, it's helpful to keep questions all in one place like Funnyman said.
  6. The Rage Belt acts like a Power Glove for Gau, and for Umaro it also enables his "character toss" attack. The Mystery Egg is a mystery.
  7. Also, in response to @pogeymanz in particular... You make a good point(s), although I interpret these points to be "don't throw in something halfassed just because I want to see it happen" and "don't destroy the freeform build system that currently defines BNW". I assure you that I never add things to this mod without giving them an approrpiate (and often quite extensive) amount of consideration and that this notion will be kept very firmly in mind throughout.
  8. Thanks to everyone who's posted, both for and against. Just reminding y'all that this is something that's still firmly in "hey, wouldn't it be neat if..." phase, so everything I've posted is purely a rough draft any and all feedback is appreciated. That said, a couple of general notes. One, again, these ideas aren't set in stone. I only finished up this rough draft to give D and Seibaby a starting point as to the sort of things they may want to look into coding in for class bonuses. The prevalence of existing effects is simply due to the fact that I didn't want to bury them under a pile of new mechanics and so I only kept the best new ideas I had (which I then used fairly liberally). Feel free to suggest new ones and the list will evolve as necessary. Two, the actual requirements for getting class are also not set in stone. This hasn't been coded yet and the real deciding factor will be what is and isn't possible. A progressive class system like Sword of Mana/SD3 has would be awesome, but I'm not going to break the bank with a single change like this. Ditto goes for explaining the class-system in game - there likely just will not be any real-estate for it. Again, feel free to pitch ideas. Three... seriously, who in the hell is going to build a Carbunkl Terra? >.>
  9. Holy crap, Shadow

    He would have been a tad bit less impressive with 1.8.6 since 1.8.5 had a bug that wasn't properly applying the X-Fight penalty on top of the DW penalty. Still, glad you enjoyed yourself.
  10. Emperor's Map? (1.8.6)

    True. Don't look at me, though, that's pure vanilla coding.
  11. Since I haven't posted it in awhile, the changelog has been updated.
  12. All right, I sent a new ROM off to Synchysi. Changes: -Gray magic has been resorted -Zephyr Cape now sets Haste on low HP instead of Safe/Shell -Celes now learns Demi at level 18 instead of Life -Relm now learns Life naturally when you first acquire her instead of from Ifrit -Ramuh now teaches Life, Kirin now teaches Demi, Ifrit now teaches Drain (back to the way it currently is in 1.8.6) -Setzer and Shadow can learn just regular Cure from the Healing Shiv -Gau now has a new line if you take him to the IMTRF -The Dragon bushido now has a 2/3 chance of setting stone instead of 1/2 -Aquilas no longer have MP (this was an incorrect setting) In addition, Seibaby is currently looking into having cover no longer work for enemy counter-attacks and I am hoping to get the compact in-battle spell menu into the next RC.
  13. So, I'm in the process of reordering most of the grey magic spells since the condensed spell list in battle is looking to be a thing. This means a few things. One, it means that anyone who has actually gotten far enough into the RC to get spells will have to go back to before that or else you're going to have a lot of wrong spells. Two, it means that I have to do a lot of moving stuff around and need everyone to double-check my work. -Make sure everyone learns the spells they're supposed to -Cast every grey spell to make sure they're working properly and have the right animations, cost the correct amount of MP, etc. -Make sure the in-battle spell display looks like it should -Make sure the Float spell works out of battle like it should -Make sure the Safety Glove and Zephyr Cape (which now sets Haste on low HP) have the correct effects.
  14. Insane Difficulty Archive Added To NG+

    I can't seem to access a lot of the older threads on my forum. It's like everything past the first page just isn't there.
  15. https://www.ff6hacking.com/forums/thread-3532-post-34975.html#pid34975
  16. There's levels of cracked. And Ragnarok Terra is an 11. And I said, "dude, why don't you just go up to 10 and make 10 more cracked?" And Ragnarok Terra was like:
  17. Carbunkl Terra is cracked and Ragnarok Terra is double cracked.
  18. Yeah, just minor stuff. Haven't really thought any of it through.
  19. Actually, I'd lean more towards classes functioning as a "hidden" mechanic that are only fully explained in the Unlockme or here.
  20. Emperor's Map? (1.8.6)

    The map event is disabled if you've already gotten Locke, since the event just tells you where to get Locke.
  21. One thing you should consider is the possibility of future expansion with class-specific bonuses, meaning that such classes could actually have an appreciable difference.
  22. In 1.9, Mantra and Aurabolt will be swapped.
  23. Confirmed with Think that the Smoke Bomb bug can be fixed on my end by changing its special effect flag. Apparently it's calling the anti-undead effect where it's at now (which I find hilarious for some reason).