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Everything posted by BTB
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Was Interested In BNW but already turned off by the opening
BTB replied to warioman91's topic in Final Fantasy VI: Brave New World
Ah, all right, was just worried I'd missed something in Clean New World. Well, glad you enjoyed it. -
Was Interested In BNW but already turned off by the opening
BTB replied to warioman91's topic in Final Fantasy VI: Brave New World
Just to clarify... one thing in Clean New World that should have been patched but wasn't or just one complaint about the translation in general? -
My current project is Heroes of Might & Magic III, so if that sort of game is your thing...
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WoR Items and misc comments... [Spoilers]
BTB replied to LusciousPear's topic in Final Fantasy VI: Brave New World
1. Not in the game 2. Kefka's Tower 3. Longinus (White-D drop) and Gungnir (Colosseum trade) (Counting is hard). No/Yes/Yes/No 4. Depends on what you're grinding for. 5. No 6. Undead characters are immune to all statuses and absorb dark damage 7. Stamina and (current) HP -
Glad you enjoyed yourself. Makes spending so long working on this thing worth it o/
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Brave New World 2.0 Is Now Available!
BTB replied to BTB's topic in Final Fantasy VI: Brave New World
If anyone feels like helping test the bugfix patch (see changelog above), it's pinned in our Discord server. -
Was Interested In BNW but already turned off by the opening
BTB replied to warioman91's topic in Final Fantasy VI: Brave New World
Simply put, you can't take Brave New World and apply vanilla's script to it. A lot has changed/removed/added to the point where much demand to be rewritten simply to be factually correct and actually work. So making a "vanilla-style" script means taking Brave New World's script and making it LOOK like the vanilla script. -
Brave New World 2.0 Is Now Available!
BTB replied to BTB's topic in Final Fantasy VI: Brave New World
Yeah, I've tried to get in touch with Katy but she hasn't been responding. -
Was Interested In BNW but already turned off by the opening
BTB replied to warioman91's topic in Final Fantasy VI: Brave New World
There was absolutely no reason to drag out the Whelk fight, especially considering that the thing he was meant to teach (the active battle system) was coded out of Brave New World. -
Just finished the game, I charted the characters! [SPOILERS]
BTB replied to ScouSin's topic in Final Fantasy VI: Brave New World
I like how Umaro is just ??? -
Brave New World 2.0 Is Now Available!
BTB replied to BTB's topic in Final Fantasy VI: Brave New World
Given that the colosseum is uncontrollable, I've deliberately scaled back on the difficulty there since it's mostly fake difficulty. -
The translation patch just goes on top of the base one, so you'd have to make a new one. Since it's just dialogue and names, there's no problem with switching up on an existing save file. I personally frown on the vanilla patch because it's something I spent 9 years writing made deliberately bland for people who like to bitch. It's literally BNW with a personality-ectomy misrepresented as something closer to the vanilla translation, whereas the only thing it has in common with Ted Woolsey's script is... well, just being bland. I hate the damn thing and I hate seeing someone who falls outside of the very specific target audience being made to believe that it's their best option for playing through the game.
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Any comments I have for 2.0
BTB replied to Lockirby2's topic in Final Fantasy VI: Return of the Dark Sorcerer
Either that script posted earlier is missing an FE or Gi is using a nested conditional - those should be avoided. -
Brave New World 2.0 Is Now Available!
BTB replied to BTB's topic in Final Fantasy VI: Brave New World
I've been quietly gathering bug reports since the release of 2.0 for a minor bugfix update at some unspecified in the future. Sat down over the last few days to work up this tentative changelog: • Wagers are no longer lost at the Colosseum if you lose the battle (Bropedio) • Defending now doubles a character's chances to cover healthy allies (Seibaby) • Celes now remains in her "Defend" stance as long as Runic is active (Bropedio) • The "Blind" status now affects your chance to successfully steal (Bropedio) • Increased the damage reduction for "friendly fire" from 50% to 75% (Bropedio) • Golem no longer blocks non-damaging attacks or inherits bonuses from its protectee (Bropedio) • Elemental attacks which are nulled or absorbed no longer attempt to set statuses (Bropedio) • Abilities which cure HP and remove statuses now work properly on petrified characters (Bropedio) • Fixed the exploit where status-prevention relics would cure negative statuses (Seibaby) • The Scan spell now displays HP and MP values for non-boss enemies (Bropedio) • Cyan's starting vigor is now correctly set to 42 (instead of 43) • Swapped the immunity to Blind on Siren with the immunity to Bserk on Stray • The "Stop" effect on Suplex and the "Muddle" effect on Flurry now check enemy stamina for evasion • Bad Breath no longer incorrectly sets Sap • Plasma is now just water damage (was water/bolt) • Toxic Frog is now water/dark elemental (was just dark) • Raised the power of the Rune Blade to 150 (from 140) • The Kunai and Ninjato now correctly possess the "strong against flying foes" property • The Punisher now correctly grants the critical damage bonus to the Dark spell • The Cursed Shield now correctly sets Sap instead of Condemned • The White Cape now blocks Stop instead of Bserk (and in addition to Imp/Mute) • Renamed the Storm Belt (now Psycho Belt) to something more indicative of its true function • Rewrote the "ATB tutorial" gimmick back into Whelk's script • Undead enemies are no longer inherently immune to Stop • Crawlers no longer use Magntidue on low-level parties • The South Figaro basement is no longer accessible prior to Locke's scenario • Adjusted the timer in Phantom's script (should prevent "cheap" RNG deaths) • Fixed a error in Dadaluma's script when attempting to target invisible characters • Significantly rewrote 024's script to further reinforce the battle's intended mechanic • Changed the behavior of the Cyborg/Robot/Android enemy group when hit with bolt damage • The "Tek Armor" enemy group should no longer be able to set barrier on other enemies • Lowered the magic defense of the Wight/Wraith/Revenant enemy group • Kudzu and Locusts can now be encountered in the WoR so that their rages are no longer missable • The "Ninja" enemy group can no longer re-vanish as a counter to having the status cleared • Behemoths are now correctly immune to Sleep • Slightly adjusted Atma's script to further reinforce the battle's intended mechanic • Fixed a bug in the Tentacle battle where characters seized at full ATB would freeze when discarded (Bropedio) • Tentacles C and D now have the correct defense and magic defense, respectively • The Hoodwink and Windrunner enemies no longer always open with Blight • Curly now heals Larry and Moe more frequently • The merchant in Cyan's Nightmare now has better merchandise • Wrexsoul now correctly drops Force Armor instead of Genji Armor • Removed the new Ebot's Rock save point as it could potentially softlock your save file • The Hidonites are now properly flagged as undead • Fixed a targeting error in Hidon's script and made it less likely to miss learning Shield • Changed the Sketch results for Hidon and Guardian to something more (potentially) useful • Changed the overworld sprites of the elemental dragons to more correctly match their color • The White and Green Dragons now lose the sap status when healing themselves instead of gaining regen • A certain boss is no longer mandatory once triggered and now better telegraphs its attacks • Fixed an oversight in Asura's script which allowed her to potentially use N.Cross twice in a row • Reduced the overall damage output of the "Face" component in the first phase of the final battle • Fixed an error in Kefka's script that was causing Meteor to be cast more frequently than intended • Fixed several other minor bugs --> Subsequent EL resets are now properly denied if the player lacks sufficient funds --> The Lich and Kudzu rages are now listed in correct (alphabetical) order --> The Mute status no longer prevents Gau/Gogo from using Aqualung with the Chimera rage --> The 5x Chickenlip and 5x Anemone formations are now leapable and will appear on the Veldt --> Fixed minor visual glitches with two enemy formations (Tyrano/Troll and L1/L2 Mage) --> Set the correct battle entrance animation for Zone Eater and Land Worms --> Spellcasting animations should no longer persist through death --> Corrected the menu description for Raze to include the wind element --> Corrected the description for a certain key item to include its second effect --> Corrected the value of a certain hidden rare item (0 -> 2) --> Corrected the description of Lifeshaver in the (Unlockme) Printme • Clarified several pieces of advice and some weapon descriptions • Improved several minor bits of dialogue (special thanks to Field) • Renamed a certain minor character (special thanks to Bauglir) • Fixed some minor errors in the BNWCP • Added a deleted scene to the Unlockme.txt file -
For the love of God, don't use the vanilla patch.
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I never really considered the fact that since the player is now greatly encouraged to head back north, they might stop by Kolhingen. More likely, they'll chocobo it up there and back, making the Kolhingen stop less likely. I never asked for Shadow to be removed or anything to be changed since it's unnecessary event work and I rather like the easter egg you get if you take him there.
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Safe/Shell Mechanics and ignoring damage
BTB replied to Marinara's topic in Final Fantasy VI: Brave New World
It's a 33% reduction. Safe is multiplicative with the back row. Both are overridden by defense-ignoring attacks. -
Nobody has. Obviously, you'll need to make an exception to recruit Gau. You'll also have to establish in battle/out of battle rules.
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Question about Phoenix Cave [Spoilers]
BTB replied to pogeymanz's topic in Final Fantasy VI: Brave New World
No -
That's why I changed its color to red. It was blue in vanilla >.>
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Shadow Real Ultimate Power BASE STATS Vigor: 42 / Magic: 36 / Speed: 42 / Stamina: 36 HP: 24 / MP: 0 BatPwr: 24 / Def: 30 / M.Def: 30 / Evade: 24 / M.Evade: 24 EQUIPMENT Weapons: Ninja Daggers, Knives --- Shield: - Head: Light Helmets, Masks, HatsBody: Medium Armor, Light Armor, Vests SKILLS (Throw) Ninja Stars - physical attack (Vigor); ignores defense, may target multiple foes Knives - stronger physical attack (Vigor); ignores defense Scrolls - Fire, bolt, or water damage (Magic) to all foes (split damage; more effective vs. a single foe) Smoke Bomb - sets Image on a party member ESPERS Phantom - Vigor+1/Stamina+1 --- 16 MP: sets Vanish on party Fenrir - Speed+2 ---------------------- 48 MP: sets Image on party SPELLS Haste HasteX Float Warp Dispel --- Regen - Stamina Rerise (???)
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Plug some numbers into the damage calculator and see
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The flip-side of that is that higher vigor and stamina ups his survivability.
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Locke Cole Thief "Treasure Hunter" BASE STATS Vigor: 36 / Magic: 30 / Speed: 42 / Stamina: 36 HP: 66 / MP: 0 BatPwr: 32 / Def: 36 / M.Def: 30 / Evade: 24 / M.Evade: 12 EQUIPMENT Weapons: Knives, Swords, Thrown Weapons --- Shield: Heavy Shields, Light Shields, Elemental Guards Head: Light Helmets, Masks, Hats Body: Medium Armor, Light Armor, Vests SKILLS Steal - steal an item from a humanoid opponent (Speed); turn is free if successful Mug (replaces Steal) - adds a physical attack (Vigor) to Steal X-Magic (replaces Magic) - cast two spells instead of one ESPERS Ramuh - Vigor+2 ----------------- 32 MP: bolt damage (Magic) on all foes Kirin - HP+30/Stamina+1 ---- 24 MP: restores party's HP (Magic) and sets Regen Ifrit - Speed+2 ------------------ 32 MP: fire damage (Magic) on all foes Phoenix - HP+30/MP+15 --- 80 MP: revives all dead allies to max HP SPELLS Fire Fire 2 Fire 3 Bolt Bolt 2 Demi Drain --- Cure Cure 2 Cure 3 Life Life 2 (All of Locke's spells scale with Magic except Demi and Life/Life 2)