BTB

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Everything posted by BTB

  1. 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.
  2. 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).
  3. 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.
  4. 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
  5. 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.
  6. 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
  7. Edgar Roni Figaro Hail to the King, Baby BASE STATS Vigor: 36 / Magic: 30 / Speed: 30 / Stamina: 24 HP: 72 / MP: 0 BatPwr: 48 / Def: 42 / M.Def: 24 / Blk%: 6 / M.Blk%: 6 EQUIPMENT Weapons: Spears, Swords --- Shield: Heavy Shields, Light Shields, Elemental Guards Head: Helmets, Hats Body: Heavy Armor, Medium Armor, Vests SKILLS (Tools) AutoCrossbow - physical attack vs. enemy group (Vigor); ignores row, can miss NoiseBlaster - sets Muddle on a group of foes Bio Blaster - poison damage (Magic) to a group of foes; sets Poison Drill - physical attack (Vigor); ignores defense, sets Sap Flash - non-elemental damage (Magic) to a group of foes; sets Blind Defibrillator - revives a fallen ally; Magic determines amount of HP restored Mana Battery - restores MP to an ally (Magic) Chainsaw - physical attack (Vigor); ignores defense, may instantly kill --- Jump (replaces Fight) - Fight (Vigor) + 100% damage (spears) or 50% (other weapons); ignores row ESPERS Siren - Magic+1/Speed+1 -------- 12 MP: sets Bserk on all foes Unicorn - HP+30/Stamina+1 --- 36 MP: restores HP to party (Stamina) and lifts most bad statuses Golem - HP+20/Vigor+1 -------- 56 MP: blocks physical hits for party (durability = caster's max HP) Palidor - Vigor+1/Speed+1 --- 24 MP: party attacks with Jump (Vigor) SPELLS Mute Bserk Slow SlowX Safe Haste Float Scan --- Cure 2 - Magic Remedy - Stamina
  8. 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.
  9. A big thing with Locke that hasn't really been brought up is that the advent of quicksteal + Mug basically gives him a pseudo-AOE attack versus human mobs. Makes him super OP in certain parts of the game.
  10. Part of the changes to 1.9 was a bump to Aurabolt's power, which in turn should affect how much stamina helps it out.
  11. Just a thought I had for a potential New Game+ patch (which would be in the Unlockme) that swaps the level and EL caps (and re-adjusts the experience tables for both as necessary). Seems like it would be a fun way for a veteran player to run through. Thoughts?
  12. It would not carry over items from a previous playthrough, no.
  13. Strago himself can run crowd control even though he's slow; just focus more on attacks like Bad Breath instead of using him as a nuker.
  14. It's learnable from Zoneseek in 1.9, so she won't have it if you're playing 1.8.6.
  15. The espers were moved; the guy blocking off the auction house will tell you where to.
  16. We already have a plan for how it would work, story-wise. We've not discussed any of the specifics outside of the need-to-know circle.
  17. You need to use your only fast character to neutralize your opponents as much as possible. Relm knows Stop now, which should help.
  18. Monsters and bosses also have stamina, yes
  19. Fractional damage already considers stamina for defense.
  20. Gungho is Leeroy (yes, THAT Leeroy) in BNW. Those bonuses all sound nice, but ultimately they seem like a flavor thing that wouldn't be worth the PITA they would be to implement. Something like the esper equip bonuses is different because, one, they already functioned as equipment and thus weren't that difficult to implement, but addressed an existing flaw in the system where there was no functional difference between what esper was equipped outside of summon effect. Thus, even though the effects are minor, they have a major impact on gameplay; the same can't be said for what's being proposed here.
  21. We do not speak of the Advance version.
  22. Past version changelog: http://btb2.free.fr/mods/ff6/Versions.txt Esper equip bonuses were added in 1.8; they were the main feature. Since DoomGaze holds Relm's only real means of contributing offensively, we couldn't really make him superboss-level powerful. As far as specific design goes, he's the boss that most warrants shopping for both Diamond and Crystal gear to reduce the damage from his attacks. Intangir was never intended to be a hard enemy to kill; just a grinding post for magic points.
  23. The duplication issue seems to occur with even a minimal amount of rages, so that's a good sign.
  24. nATB was introduced into BNW proper some time ago.