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• Magic skills are now less common outside of forced intervals, particularly for might heroes • Air Magic is now the least common element for Fortress (instead of Fire) • Witch starting skill now Water or Air Magic (instead of Resistance) • Druid starting skill now Resistance (instead of Earth Magic) • Skills that cannot be learned by certain classes are now much more limited • Several classes now have different secondary (non-starting) major skills: Undertaker Sailing (was Necromancy) Warlock Fire Magic (was Wisdom) Battlemage Sorcery (was Fire Magic) Witch Wisdom (was Learning) Mystic(*) (All)Magic (was Sorcery) (*Renamed from Sorcerer since Sorcery is no longer a major skill but Mysticism is) • Changed the skill specialties of several heroes: Thane (Tower) Resistance (replaces Tactics) Quinn (Inferno) Logistics (replaces Agatha as a Resistance specialist) Jasmine (Dungeon) Tactics (replaces Logistics) Lilith (Inferno) Luck (was Quinn's specialty) Ragnar (Inferno) Devils (was Lilith's specialty) Kaine (Inferno) Imps (was Ragnar's specialty) Agatha (Inferno) Mysticism (was Kaine's specialty) • Lowered lv.7 unit specialist speed bonus from +2 to +1 • Added Cure & Slow spell specialists; removed Toxic Cloud, Enslave, & Fate specialists: Melodia (Rampart) Cure (replaces Haste) Solomon (Tower) Weakness (replaces Enslave) Daremyth (Tower) Haste (replaces Fate) Thant (Necropolis) Slow (replaces Toxic Cloud) Alamar (Dungeon) Harm (replaces Enslave) Branwen (Fortress) Slow (replaces Enslave) Deneb (Fortress) Cure (replaces Bless) Jasper (Conflux) Slow (replaces Stoneskin) • Harm spell specialty reverted to double damage as in the original game rather than +50% damage • Several minor changes to hero starting spells ---> Repair, Wizard Eye, & Torchlight (new spell) now appear as starting spells ---> No heroes start with a 3rd-level spell except for Vey (Stronghold) • Wisdom now allows additional spellcasts each round instead of gating high-level spells ---> Each spell must be of a different element; Master Wisdom allows all four ---> Lv.3/4/5 spells now require their elemental skill at basic/expert/master level to cast ---> Lv.1 spells now only improve with basic skill and lv. 2 only with basic & expert ---> Wisdom no longer follows the "must be offered every (X) levels" rule ---> Switched to use former Scholar GFX • Diplomacy now reduces the cost of join offers (20%/40%/60%) rather than allowing them ---> All random units can offer to join unless set to maximum aggression ---> Aggression multiplies the cost of join offers; most randoms will have 3-7 ---> Alignment conflicts (i.e. good heroes vs. evil units) will raise aggression ---> "Sympathy" mechanic removed (no bonus for having the unit in your army) • First Aid no longer increases unit health and solely affects the performance of the tent ---> Basic First Aid allows the tent to remove physical statuses ---> Expert level allows the tent to overfill a unit's HP (up to 2x the unit's maximum) ---> Master level allows the tent to act twice per round • Ballistics (renamed back from Engineering) now solely affects the performance of the ballista ---> Allows the ballista to ignore range (Bas), deal 2x damage (Exp), and shoot twice (Mas) ---> Ballista damage calculation now uses hero level instead of attack ---> The Ballista now has the correct Attack value of 10 (was 5) • The Catapult now fires 1~2 shots (always retargeting after the first), dealing 1~2 damage each • The health of war machines now scales with hero level (20 * lv. for all of them) • Ammo carts now deliver up to 2 shots to a unit each turn instead of having a passive effect ~~~AI behavior needs programmed • Raised Scouting carryover limit to 500/750/1000 and lowered view radius bonus to original values • Raised Learning spell point bonus from 1x/1.5x/2x to 1x/2x/3x • Resistance now defends against Killer Breath (see below) ~~~bug: the player is not informed when this happens as with other statuses/effects • Renamed several units & unit abilities: Elite Centaur -> Centaurian War Unicorn -> Magic Unicorn Boss Gremlin -> Gremlin Engineer Djinni -> Noble Efreet Gorgon -> Taurus Disembowel -> Killer Breath Aging -> Wither • Reworked the roles of the four upgraded elemental avatars ---> Magma Avatars are now ranged attackers instead of Ice Avatars ---> Ice Avatars now have the highest defense and health ---> Energy Avatars now have the highest attack and speed ---> Both ranged and melee attacks from upgraded avatars are now dual-element • Added "aura" abilities (i.e. the Unicorn status resistance aura) to several units: Paladins: +2 Morale Archdemons: +2 Luck Ghost Dragons: -2 Morale Gold Dragons: 50% Status Resistance (replaces Unicorn ability) Mind Avatars: O-Mind Magic Avatars: O-Magic 3/4 • Raised basic unit status resistance from 20% to 25% and added 75% status resistance ---> Dwarves now have 50% status resistance (as Battle Dwarves) instead of 20% ---> Gnolls/Gnoll Marauders now have 25% status resistance (new ability) ---> Azure Dragons now have 75% status resistance instead of O-Mind & O-Body • Magic Unicorns now cast Cure (3x, 5 power, basic lv.), replacing their status resistance/aura • Gremlins and Gremlin Engineers now deal double damage to enemy war machines • Gremlin Engineers can now repair war machines by hitting them and are no longer ranged attackers ---> The amount of damage repaired is equal to 1 per Gremlin in stack • Blind ("fear" in 1.6x) is now a physical status that lowers damage instead of incapacitating units ---> Blind can be set by Unicorns/Magic Unicorns or Evil Eyes/Beholders (melee or shot) • The poison status now deals damage over time instead of reducing maximum health ---> Naga Queens can now set poison instead of retaliating twice • The petrify status now reduces all damage by 75% instead of just physical damage • Disease now lowers Attack & Defense by 6 (instead of 3) and Speed by 2 (unchanged) ---> Devils/Archdevils can now set disease • Moved inherent Pain Reflection from Archdevils back to Noble Efreet ---> Noble Efreet no longer lower target's defense (as Sunray) • Mummies now set Enslave instead of incapacitating units (via the old Fear/Blind status) • Added several new damage bonuses to certain units ---> Gremlins/Gremlin Engineers now deal double damage to war machines ---> Troglodyte Soldiers now deal +25% damage if their morale is higher than foe's ---> Gnoll Marauders now deal +25% damage with initiating attacks (replacing no foe retaliation) • Adjusted the shot count of several units ---> Gogs/Magogs now have 2 shots instead of 12 (Inferno now sells ammo carts as in vanilla) ---> Orc Warriors now have 2 shots instead of 1 ---> Storm and Magma Avatars now have 4 shots instead of 12 ---> All other units with elemental shots now have 8 instead of 12 • Raised the defense bonus for the Defend command from 20% to 25% • Fixed two bugs pertaining to the preemptive retaliation ability of Halberdiers: ...no longer ignore the "enemy can't retaliate" ability ...no longer incorrectly allow more retaliations on lethal strikes ~~~Rework rebirth mechanic (Bonewalkers and Phoenixes) • Skeletons now have the correct growth rate (16 instead of 12) ~~~Fixed a bug with AI heroes sometimes having empty Zombie stacks • Raised Medusa growth rate (4 -> 5) • The Minotaur King "Enrage" ability now triggers after any attack regardless of lethality • Goblins now have the correct Attack and Defense values (5/4 instead of 4/3) • Lowered the defense-ignore ability of Behemoths/Dread Behemoths from 40%/80% to 33%/66% • Fire Avatars no longer possess the "Flying" ability (as in the original game) • Enchanters now cast Bless in place of Cure • Fairy Dragon spell mastery from unskilled to expert (as in vanilla) • Slightly adjusted cost of many units Griffins 200 (was 150) --------------------------------- Battle Dwarves 175 (was 150) Elves 200 (was 150) Dendroids 350 (was 300) --------------------------------- Mage 350 (was 300) Archmage 450 (was 400) Genie 400 (was 450) --------------------------------- Gog 125 (was 100) Magog 175 (was 150) Noble Efreeti 1100 (was 1200) --------------------------------- Vampire 350 (was 300) Power Lich 750 (was 700) --------------------------------- Evil Eye 200 (was 150) Minotaur 450 (was 500) Minotaur King 600 (was 750) Scorpicore 1300 (was 1350) --------------------------------- Wolf 100 (was 125) Black Wolf 175 (was 200) Roc 450 (was 400) Thunderbird 700 (was 600) • Several spells have reduced effectiveness due to the above-mentioned skill changes ---> Elemental resistance spells now cap at half damage (75% for dual-element attacks) ---> Haste now caps at +2 speed (+3 for specialists) ---> Slow now caps at 33% reduction (50% for specialists) ---> Bless/Curse no longer have a minimum effect of +/- 1 damage per unit in stack ---> Cure now removes physical statuses only at basic level and is no longer mass effect ---> Berserk radius reverted to cap at 2 hexes • Raised SP cost and general effectiveness (damage spells in particular) of lv.3-5 spells • Renamed/reworked several spells, reverting some confusing name changes: Fear (AKA Blind) -> (now a physical status, no longer a spell) Despair (AKA Sorrow) -> Fear Chaos (AKA Berserk) -> Berserk Berserk (AKA Frenzy) -> Flamestrike (see below) Meteor Strike -> Meteor Shower (back to its original name) • The effects of the Wizard Eye spell now persist until the end of turn ---> Now also shows treasure chests (on land only) ~~~and other objects of interest ---> Redundant (extra) castings will no longer cost SP • New spell: Torchlight (replaces Fear/Blind) increases hero's view radius until the end of turn ---> Same redundant casting protection as Wizard Eye • Fortune is now a second-level spell (replacing Fear/Blind; Torchlight is the new 1-SP fire spell) ---> Also has new SFX as Fortune's old SFX is now used by Torchlight • Recall is now an Earth spell and returns the caster to the hiring pool with their army intact ---> Basic Earth magic: hero may be re-hired from your capital city ---> Expert Earth magic: hero may be re-hired from any town ---> Master Earth magic: hero may be re-hired from any tavern, including external ones ~~~the AI will treat this spell as Town Portal • New spell: Zoom (replaces Earthquake) allows target unit to fly and increases speed for 1 turn ---> Expert and Master Air Magic increase the spell's duration to 2/3 turns ---> This is the spell now cast by Master Genies (3x, 3 power, basic lv.) • Fly and Water Walk now apply movement penalties to impassable tiles instead of their old turn% limit • Fly now halves the movement penalty for rough terrain rather than eliminating it • Warp now marks a hero's location on the map and will return them to that position when cast again ~~~needs additional SFX • Repair can now both heal damaged war machines and repair destroyed ones, both in and out of combat ---> Repairing destroyed war machines requires Earth Magic • Strength/Weakness and Heroism/Fear now cancel one another out as Bless/Curse and Haste/Slow do • Sunray is now a standard-duration status effect that is no longer unremovable or cumulative ---> Raised magnitude from 3/6 to 4/8 ---> Changed specialty bonus from +6 to +(target unit lv.) • Dispel now removes all non-physical statuses from all units on the battlefield at basic level ---> Expert Air Magic: selective status removal from allied units (negative only) ---> Master Air Magic: selective status removal from enemy units (positive only) ~~~to get rid of cloned units • Flamestrike adds fire damage to melee attacks and is no longer a mind spell or reduces defense • Counterstrike now doubles retaliation damage, only adding more retaliations at expert/master level • Anti-Magic now grants protection as the O-Magic ability instead of complete immunity to spells ---> O-Magic now also resists magical statuses in addition to reducing damage ---> Anti-Magic will not stack with/is not effective on units with inherent O-Magic • Quicksand now binds unit to current hex (as Dendroid ability) instead of its old effect ---> Lasts 2 turns, skill level increases effect radius (caster's Magic power has no effect) • Enslave is now a 4th-level spell; effectiveness is much higher (100x), duration is 3(E)/4(M) turns ---> Clone is now a 3rd-level spell, taking the place of Enslave • Sacrifice now allows reviving unliving/undead units (sacrificed stack must still be living) ---> Formula now adds magic power to # of units (2x at master) instead of unit health • Revival spells (Repair, Reanimate, Resurrection) no longer have permanence checks • Purify is now single-target and kills a set percentage of units in addition to dealing damage ---> Now uses old Prayer animation and has new SFX • Toxic Cloud may now set poison at expert and master level and can no longer miss on living units ---> Now uses old Acid Breath animation (swapped with Minotaur King enrage ability) • Meteor Shower now deals half damage to units outside of the central/target hex • Armageddon damage is now halved by O-Fire instead of ignoring it completely • Lowered magnitude of Elemental Summon spells from 10x to 5x • Fire Wall now correctly displays damage on right-click • The Stoneskin spell is no longer effective on war machines ---> Spell descriptions are now more clear about what will and will not work on war machines • Redesigned the spellbook layout and behavior to look better and be easier to read ---> Adventure spells are now grayed out/disabled when in combat and vise versa ---> Spells that your hero cannot cast for any other reason (i.e. skill) are also grayed out • Overhauled the odds of spells appearing in mage guilds: ---> Replaced the old values with M (83.3%), C+ (66.6%), C (50%), U (25%), and R (10%) ---> Mage Guilds in all towns are now expanded (as Tower with Magic Library) • Tower's Magic Library now sells scrolls for lv.1-3 spells • Dungeon's portal now summons the nearest hero you own once per week instead of acting as a dwelling ---> It is now more expensive to build and is no longer required to build the lv.3 dwelling ---> It now requires the Mana Vortex and is required for the lv.7 dwelling upgrade ---> Swapped the resource costs of the portal with the Mana Vortex ~~~AI behavior needs programmed • Necropolis's Death Machine now gives the correct results for Archers, Griffins, & Swordsmen ~~~TBD: more unique results • The Rampart & Inferno grails now correctly give +3 luck instead of +2 • Fixed a bug where Fortress's Glyphs of Fear raised attack & defense while Blood Obelisk did nothing • Changed the Blacksmith contents of several towns: ---> Castle -> First Aid Tent (instead of Ballista) ---> Tower -> Ballista (instead of Ammo Cart) ---> Inferno -> Ammo Cart (instead of Ballista) ---> Conflux -> Catapult only (instead of First Aid Tent) • Raised the values of the First Aid Tent and Ammo Cart from 500/1000 to 1000/1500 • Town blacksmiths now require heroes to end their turn in town to repair broken war machines • Overhauled the handling of heroes in taverns, making several improvements ---> Escaped (retreated/surrendered) heroes may now also appear in external taverns ---> Escaped/recalled heroes now only temporarily replace heroes in their tavern slot ---> Escaped and recalled heroes use different slots; you may have 1 of each at a time ---> Fixed a bug that would sometimes lead to no heroes being available to hire • Thieves' Guild info is now more limited (top section only) except in external/adventure map taverns ---> the tavern tip is now always the same on day 1 (reminding players about right-click info) ---> information for AI-only players (not human playable) is no longer displayed • The "resource" starting bonus is +5 Wood/Ore/rare resource instead of +10 to said rare resource • Changed the amount of starting gold and resources for AI players on certain settings ---> AI players now correctly start with the same gold as humans on Normal (5,000 -> 15,000) ---> AI players now start with more gold on Hard (20,000) and Very Hard (25,000) ---> AI players now start with 1 of each rare resource on Very Easy instead of 0 • Slightly raised the stats of minor/major/relic artifacts to create a larger divide between tiers ---> the 10%/15% skill-boosting artifacts now raise attributes by 2/3 instead of just 1 • Several more artifacts now raise knowledge (the hardest stat to boost through artifacts) Magician's Hat (+1 magic/knowledge instead of +2 magic) Helm of Chaos (+1 knowledge instead of magic) Crown of the Magi (+5 magic & +1 knowledge) Tunic of the Magus ("") • The Ebony Cuirass and Basilisk Scale Armor now just raise defense instead of defense and magic • The Ogre's Club of Havoc & Targe of the Mad Ogre now boost luck instead of the minor dragon artifacts • The Elixir of Life artifacts now boost health by a percentage instead of a static value • Statue of Legend (formerly Legion) artifacts changed from growth to damage bonuses • Changed the special effect of several combination artifacts ---> Timespinner to SP costs -25% instead of absorbing enemy SP costs ---> Soulbinder (formerly Magebane) to O-Body/Mind instead of increasing enemy SP costs ---> Titan's Thunder now has higher stats than it's components (+12 to all), loses O-Mind ---> Armageddon's Blade no longer subtracts the defense of its components ---> Dragonlord Armor now reduces all magical damage taken by 25% instead of increasing output • Raised experience values for artifacts at Rebel Camps Lv. 1 1500 (was 1000) Lv. 2 4000 (was 3000) Lv. 3 7500 (was 6000) Lv. 4 15000 (was 10000) • Reduced terrain penalty for Sand from 1.6x to 1.4x • ~~~TBD: battlefield obstacles to be properly randomized instead of based on map coordinates • Elemental terrain now halves the SP costs instead of reducing them to the spell level • Increased the gold/resource rewards for all creature banks • Increased the gold from Warrior Tombs to 4000-6000 • Sirens now permanently increase a hero's water movement by 100 instead of giving extra experience • Pyramids now contain a random 4th-level artifact instead of gold • ~~~various map objects are now approachable from more angles ~~~whirlpools to only one active tile • ~~~bugfix: two-way portals can no longer break if there are more than two of any one type • Owned external dwellings now show population on right-click and no longer provide town growth bonuses • The "split stack" button in town now initiates a trade if a hero is selected (and two are present) • The "fort" button on the town screen now opens up the town defense (unit comparison) screen ---> The "buy all units" shortcut has been moved to the now-unused 8th dwelling slot • Converted the "fullscreen" button on the adventure map interface to an (A)rrange Heroes/Towns button • The "(M)ove Hero" button/shortcut now behaves as "Next (H)ero" if no path set or remaining movement ---> The "Sleep" (Zzz...) button now removes a hero's movement path instead of disabling them ---> The "Next (H)ero" shortcut no longer skips heroes who have no movement points remaining ---> Repositioned the Sleep, Dig, and Quest Log buttons on the adventure screen interface • The middle mouse click no longer has any effect (instead of replaying current player turn) • The unit info combat options no longer affect the display of hero data or damage in the status bar ---> it is no longer possible to turn off the in-battle hero info display by any means ~~~this will be changed to a default movement shadow on hover • Added a blank line between turns in battle logs for easier reading • AI-only teams are no longer shown on the game setup or scenario info screens • Removed the menu bar from the game window • ~~~TBD: left-clicking on hero skills to offer a sort option • ~~~TBD: replace quest log button in hero and trade screens with a "sort artifact" button • ~~~TBD: replace video quality option in configuration • ~~~TBD: change sorting order of victory conditions in map selection screen • ~~~TBD: final printme page needs updated • Several minor bugfixes ~~~fixed a display bug with large luck/morale icons(?) ~~~Arenas now correctly have additional right-click info text ~~~Magic Springs are no longer mislabeled as wells in their popup message ~~~sorting skills in the hero screen (Alt-click) no longer exits the hero screen when in town ---> clicking hero's spell point total in kingdom overview no longer displays a maximum of 0 • Added several new sound effects to the game ---> When purchasing units, spells/scrolls, or war machines ---> When making deals at marketplaces, black markets/~~~artifact traders, or mercenary guilds ---> When obtaining gold on the map (as opposed to other resources) ---> When entering/exiting the Mage Guild/Blacksmith ---> When opening/closing the spellbook ---> When aborting/failing a spellcast ---> When an external blacksmith repairs your broken war machines ---> When casting the Clone spell (SFX existed, but never played correctly) • Overhauled how animation speed settings are handled in combat (should result in smoother animation) • Touched up several hero portraits, mostly in Castle, Rampart, & Necropolis ---> Swapped the portraits for Styg and Voy • Added two new maps: Bullseye & War of the Magi ---> Bullseye: Medium, target-shaped/maze-style arena with heavy focus on randomness ---> War of the Magi: Large, Tower vs. Dungeon vs. Conflux, transport grail to win • Several major changes to Dragon Quest mostly due to above changes ---> Spells can no longer be purchased from mage guilds; added more scrolls ---> Elemental magic skills are now only learnable through quests ---> Wisdom may be learned by anyone (only Brey starts with it) ---> Stoneskin is now exclusive to Cristo (he no longer gets Shield) ---> Cristo now learns Clone as Surround instead of Weakness ---> Nara is now a Witch instead of a Druid (spell specialty: Slow) ---> Moved the two earliest spell teachers (for Cristo and Nara) further back ---> Removed all of the skill teachers except those for Sailing and Diplomacy ---> Moved the first Gem Pond and Crystal Mine from Endor to the Bazaar area ---> Keeleon, Gabrielle, and Necrasaro are now equipped with First Aid Tents ---> Keeleon no longer has the Troll's Blood equipped (you still get it for killing him) ---> Zenithia is no longer guraded by a single Angel (just the event battle prior) ---> The shopkeeper at Endor now has a proper accent ---> ~~~TBD: scrolls for Harm/Haste/Zoom/Enslave ---> ~~~statue arms to be replaced with identical artifact that does nothing • Made many changes to other existing maps, some based on above changes ---> Most unowned towns and garrisons have more/a wider variety of guards ---> Banned the Fly spell in Desert Storm as in other small maps ---> Renamed Breakout Island to Adventure Island (to keep it at the top of the list) ---> Added guards to the second keymaster tents in Adventure Island ---> Added an external Blacksmith and Black Market to Adventure Island ---> Add Recall shrines to the player starting zones in Shadow Monopoly ---> Reworked the starting and third-zone quests in Shadow Monopoly ---> Added guards to the "be hero" quest huts in Zerg Rush ---> Kaine (the new Imp specialist) is now Inferno's starting hero in Zerg Rush ---> Deneb (who now starts with Sailing) is now Fortress's starting hero in Ocean Saga ---> Swapped Undine (now Conflux's starting hero) and Torrent (now a prisoner) in Ocean Saga ---> Changed the objective of Ocean Saga to conquer town (Paradise is now locked by the orb) ---> Rebalanced the cost of quest artifacts in Ocean Saga and The Last Crusade ---> Changed the difficulty setting of Divided Lands to Normal; lowered obelisk count to 8 ---> The Grail in Lake Orion is now always underground (to keep it in neutral territory) ---> Minor redesigns to Old World's starting zones; upgraded dirt roads to cobblestone ---> Fixed improper enemy placement near the surface crystal mine in No Man's Land ---> ~~~TBD: add Castle <-> Inferno portal/shortcut in Zerg Rush ---> ~~~TBD: add spoiler faction to Shadow Monopoly ---> ~~~TBD: add prison to World of Ruin ---> Removed "Allied Maps" folder
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Download Brave New World Here (New to Brave New World? Check out this thread for a brief explanation of what it does or dive straight into the Readme.) A little over two years, we released Brave New World 2.0: what we were sure would be the last major release for a good long while, possibly even forever. I slowly began collecting reports of bugs that had slipped through 2.0's extensive beta process and held off for as long as I could for the inevitable minor bugfix update... which eventually evolved into the major one you now see before you. While certainly not the massive jump that 2.0 was from 1.9, there's still a lot of new goodies to unpack here. Of particular note is a new "multitap" patch allowing support for up to 4 players, which resulted in quite possibly the most fun a lot of us have had in an online stream in recent memory. That said, the vast majority of the changes here are bugfixes or quality of life enhancements, such as wagers no longer being lost at the Colosseum if you lose and Celes remaining in her "defend" stance to indicate that Runic is still active. Those of you who have been following me for awhile know of my fondness for New Years releases, so a release date of February 23rd might seem a little out of character. When it became apparent that we were going to need just a little more time to get things right as January 1st approached, it was eventually decided to instead release Brave New World 2.1 alongside Square's own official re-(re-re-re-re-re-re-)release of Final Fantasy VI. Call it a bit of "friendly" rivalry perhaps... or consider it a consolation prize for anyone who rushes out to buy it today and doesn't quite get what they were hoping for. As for the future, the most immediate goal is to finish up the issues we were having with the Spanish translation (not included with the current upload, but hopefully ready in a week or two) and maybe even wrangle a French version out of a few of our players who speak it. Beyond that, I have long since given up on the idea that I'll ever be truly "done" with Brave New World, but I have moved on to other projects for the time being. Case in point, if you or anyone you know is a fan of Heroes of Might & Magic III, perhaps I can interest you in what I've been working on for the last several years. And that's about all for now. Thank you all so much for playing and hanging around for these last ten years (where DOES the time go?) and being a part of this amazing community.
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Brave New World 2.1 is now Available!
BTB replied to BTB's topic in Final Fantasy VI: Brave New World
Brave New World comes with translation patches, so yes. -
It's unchanged from vanilla, hence it not being documented in the Readme
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Brave New World 2.1 is now Available!
BTB replied to BTB's topic in Final Fantasy VI: Brave New World
Are you referring to Inuksuk's Enhansa Edition mod? -
Another Heroes 3 Mod 1.0 is now available!
BTB posted a topic in Heroes of Might & Magic III: Another Heroes 3 Mod
Greetings one and all! Another Heroes 3 Mod, named in loving tribute to AM2R (Another Metroid 2 Remake), is my personal take on one of the greatest strategy games of all time. When I first started working on this little project several years ago, I couldn't have possibly dreamed how far it would eventually come. Released as version 0.1 at the beginning of this year simply to get what I had out there, I've since managed to accomplish every goal that I set forth on a core design level. Future development will focus exclusively on the addition of more content (i.e. maps)... or at least that's the plan. Many of you have never heard of or played Heroes of Might & Magic 3, but have played Brave New World and are taking me at my word that it's a game worth playing. Others are familiar with H3's pedigree and are interested in seeing what I have done to improve it. The very short answer for anyone familiar with my previous work is that I gave it the "Brave New World" treatment in that I aimed simply to make the game a better version of what it already was by accentuating what worked best and tweaking what didn't. If you want to know more, consult the documentation (see below) or simply download the hack and dive right in. Readme (text file) Printme (.pdf file) Download -
This is a gameplay balance hack of one of the greatest strategy games of all time that's been in the making for several years and is nearly ready for an official release. It will release as version 0.1 due to the fact that the campaigns are not yet done and there are only six playable maps at present. More will come, but I don't want to further delay the release of what is currently a completely playable hack. Many of you have never heard of or played Heroes of Might & Magic 3, but have played Brave New World and are taking me at my word that it's a game worth playing. Others are familiar with H3's pedigree and are interested in seeing what I have done to improve it. The very short answer for anyone familiar with my previous work is that I gave it the "Brave New World" treatment in that I aimed simply to make the game a better version of what it already was by accentuating what worked best and tweaking what didn't. If you want to know more, consult the documentation (see below) or simply download the hack and dive right in. Readme (text file) Printme (.pdf file) Download
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It was a 2.1 change. I made the Hidonite who casts Shield untargetable until he does.
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Question(s) for Mod Creator(s)
BTB replied to Darkestdusk's topic in Final Fantasy VI: Brave New World
If you use Discord, I'd suggest hopping onto our server and asking there. It's a collaborative project at this point so there's a few people you'd want to ask. -
Download Brave New World Here (New to Brave New World? Check out this thread for a brief explanation of what it does or dive straight into the Readme.) Hi there, everybody! First and foremost, a Happy New Year to you all. May your 2020 be pleasant and free of C.H.U.D.s (or full of C.H.U.D.s if that happens to be your thing. I don't judge.) Eight years ago, Synchysi and I started working on a little project together that would go on to become one of the greatest community efforts I've ever had the pleasure to be a part of, as well as the basis for a vast portion of my online presence. And today, I'm happy to bring you all at long last the largest update that project has ever seen. Anyone who's followed Brave New World for awhile knows that "...this is the LAST update before 2.0." has become something of a meme, and after a year-long beta cycle and nearly two years of total development, that fabled update is finally here. 2.0 features a complete re-(re-)write of enemy AI - culminating in what I consider to be the best boss fight I've ever designed - and a host of quality-of-life and other enhancements contributed in part by pretty much the entire Final Fantasy VI hacking community. A special thanks goes out to relative newcomer Bropedio, who showed up on our doorstep six months ago and without whom this release just wouldn't have happened. And of course, thanks to each and every one of you who has played through previous versions of Brave New World, all of which I consider to be trash in comparison to what we have now (seriously, 90% of me watching a 1.9 stream in the last two years has just been me apologizing and saying "that's been fixed".) And... that's about it. I've been working on this for too long and am welcoming the opportunity to take a break and move on to other projects. I hope everyone enjoys what we've put together, and I'm sorry it took this long to make happen. Hopefully, it's worth the wait. (In other news... would you like to own Brave New World as a repro cart? How about a box to stick it in? Tell 'em BTB sent ya!) What's new in 2.0:
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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
It's been awhile, but here's the official changelog for 2.1, slated for release alongside the Pixel Remaster: • The ATB bar now decrements to show the delay between command input and execution (-Bropedio) • Esper summon effects are now shown in the EL/spell acquisition submenu (-SirNewtonFig) • 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) • Enemies can no longer counter-attack counter-attacks (-Bropedio) • Enemies who counter X-Magic now do so after the first spell rather than the second (-Bropedio) • Elemental attacks which are nulled or absorbed no longer attempt to set statuses (-Bropedio) • Golem no longer blocks non-damaging attacks or inherits resistances from its protectee (-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) • Fixed a rare bug where MP would fail to update correctly in the battle spell menu (-SirNewtonFig) • Subsequent EL resets are now properly denied if the player lacks sufficient funds (-Synchysi) • Cyan's starting vigor is now correctly set to 42 (instead of 43) • The Scan spell now displays HP and MP values for non-boss enemies (-Bropedio) • Changed the palette of the Storm spell to better indicate that it's both wind and water elemental • Fractional damage attacks will now do minor damage to bosses rather than missing (-Bropedio) • 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 • The "7-7-7" Slots spin now heals just as much HP as a losing spin instead of slightly less • 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) • The Water Rondo dance is no longer permanently missable (-SirNewtonFig) • Raised the attack of the Rune Blade to 150 (from 140) • Attack is no longer capped at 255 (-Bropedio); this mostly affects the Excalibur (now 225 attack) • The Kunai and Ninjato now correctly possess the "anti-air" property • The Tarot is now properly flagged as Holy elemental • The Punisher now correctly grants the critical damage bonus to the Dark spell • The Cursed Shield now correctly sets Sap instead of Condemned • The Multiguard now blocks rather than absorbs Fire/Ice/Bolt • 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 • The Megalixir now removes all negative statuses in addition to restoring all HP/MP • Undead enemies are no longer inherently immune to Stop • Rewrote the "ATB tutorial" gimmick back into Whelk's script • Crawlers no longer use Magnitude 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) • Death by sap/poison/counter-attack no longer prevents the dying attack of "Giant" enemies (-Bropedio) • Fixed a error in Dadaluma's script when attempting to target invisible characters • Slightly 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 and Diablos are now correctly immune to Sleep and are slightly less spammy with Meteo • 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 • Tentacles C and D now have the correct defense and magic defense, respectively • Fixed a bug where Chesticle's shell was using incorrect or no attacks • Removed inherent regen (which damages the undead) from Belladonna and Nightshade • Parasoul is no longer incorrectly immune to Stop • 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 was no longer needed • 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 (-Synchysi) and now better telegraphs its moves • 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 --> Fixed two minor visual bugs relating to cover (-Bropedio) --> The save point in the Ancient Castle is now the correct color --> 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 enemy to be fought for betting a Life Bell at the Colosseum --> 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 (including the post-Zozo cutscene) and some weapon descriptions • Improved several minor bits of dialogue (special thanks to Field) • Renamed a certain minor character (special thanks to Bauglir) • Added an optional multitap patch to support up to 4 players (-SirNewtonFig) • Added a textless (removes all dialogue) patch to the Unlockme (-SirNewtonFig) • Fixed some minor errors in the BNWCP • Added a deleted scene to the Unlockme.txt file -
Another Heroes 3 Mod (AH3M) - Version 0.1 Release Thread
BTB replied to BTB's topic in Heroes of Might & Magic III: Another Heroes 3 Mod
And we now have version 0.1.a 0.1.b 0.1.c posted in response to an update of HD mod, which AH3M is built on top of. Just a reminder that any time HD Mod is updated, you will need to reinstall AH3M, but only rarely will an HD mod update necessitate that I actually update AH3M from my end. In this case, the installer will show the following error: These updates have also addressed a handful of other minor errors, as well as slightly recoding the new Logistics formula (in 0.1.c) to better behave as it is now intended, which is to encourage heroes to include slow units in their armies by removing the penalty for doing so. -
Version 2.0o
1678 downloads
Another Heroes 3 Mod, named in loving tribute to AM2R (Another Metroid 2 Remake), is my personal take on one of the greatest strategy games of all time. When I first started working on this little project several years ago, I couldn't have possibly dreamed how far it would eventually come. I've since managed to accomplish every goal that I set forth on a core design level and then some. Future development will focus mostly on the addition of more content (i.e. maps)... or at least that's the plan. Another Heroes 3 Mod features... Completely re-balanced heroes, skills, units, spells, artifacts, buildings, and map locations New mechanics and abilities which expand directly on existing ones Custom-built maps made with these new design concepts in mind Improved user interface and several quality of life features ...much more! Many of you have never heard of or played Heroes of Might & Magic 3, but have played Brave New World and are taking me at my word that it's a game worth playing. Others are familiar with H3's pedigree and are interested in seeing what I have done to improve it. The very short answer for anyone familiar with my previous work is that I gave it the "Brave New World" treatment in that I aimed simply to make the game a better version of what it already was by accentuating what worked best and tweaking what didn't. If you want to know more, consult the documentation included with the download or just dive right in. -
Today I'd like to take a moment to congratulate a member of our community - Inuksuk - for his initial public release of a hack that's been long in the making. Enhansa Edition is a mod of Chrono Trigger that aims to improve the battle system by giving the player more choices about how to grow and gear your character. The inspiration for the mod was, "What if Hypno Wave was actually useful?" and from there it spiraled out of control to rewriting enemy AI, redesigning items and equipment, redesigning Techs, and more. There is a much greater emphasis on status effects in battle, with full functionality restored to unused statuses and many new ways to apply them. Download it here: http://ngplus.net/index.php?/files/file/55-enhansa-edition/
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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
It's a long-standing known issue. Glad you enjoyed it. -
Brave New World and the Pixel Remaster
BTB replied to AuthenticM's topic in Final Fantasy VI: Brave New World
I have absolutely zero interest, but I don't care if anyone else tries. Unfortunately, "tries" is going to be the operative word here. Anyone with any real interest in the game's mechanics works with the SNES version; the modding scenes for the various ports are largely concerned with the graphics and last I checked have made very little actual headway into the mechanical side of things. You'd basically be rebuilding BNW from the ground up rather than porting it. -
I have several questions
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Relm Arrowny Age Is Just A Number BASE STATS Vigor: 24 / Magic: 42 / Speed: 36 / Stamina: 30 HP: 6 / MP: 45 BatPwr: 16 / Def: 24 / M.Def: 30 / Evade: 12 / M.Evade: 18 EQUIPMENT Weapons: Paintbrushes, Rods --- Shield: Light Shields, Elemental Guards Head: Crowns, Hoods, Hats Body: Hides, Dresses, Vests SKILLS Sketch - use a foe's own attacks against it (relevant stat varies depending on attack used) ESPERS Ifrit - Speed+2 ----------------------- 32 MP: fire damage (Magic) on all foes Zoneseek - MP+20/Magic+1 --- 48 MP: sets Shell on party Starlet - Stamina+2 -------------- 80 MP: restores party's HP to max & lifts *all* bad statuses Bahamut - MP+40 --------------- 99 MP: massive non-elemental damage (Magic) to all foes; ignores defense SPELLS Fire Fire 2 Flare Meteor Drain (All of Relm's black spells scale with Magic) --- Osmose - Magic Warp --- Cure 3 - Magic Rerise (???) Remedy - Stamina RegenX - Stamina
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Strago Magus Get Off My Lawn! BASE STATS Vigor: 24 / Magic: 48 / Speed: 24 / Stamina: 42 HP: 18 / MP: 60 BatPwr: 16 / Def: 24 / M.Def: 36 / Evade: 6 / M.Evade: 18 EQUIPMENT Weapons: Rods --- Shield: Light Shields, Elemental Guards Head: Crowns, Hats Body: Hides, Robes, Vests SKILLS (Lore) Aqualung (18 MP) - water damage to all foes (Magic) Bad Breath (16 MP) - sets Poison/Blind/Mute on a group of foes Black Omen (72 MP) - massive defense-ignoring damage to all foes (Magic) Blaze (12 MP) - fire damage (Magic); sets Sap/Blind, can target multiple foes Blow Fish (0 MP) - 1,000 damage Discord (5 MP) - sets Muddle/Bserk on one foe Holy Wind (30 MP) - restores HP to party by an amount equal to Strago's current HP Raid (15 MP) - absorbs HP/MP from foe (Magic); ignores defense Raze (36 MP) - heavy fire damage (Magic); may set Sap/Poison Refract (25 MP) - sets Image/Rflect on an ally Shield (48 MP) - sets Safe on party Tsunami (64 MP) - heavy water damage to all foes (Magic) --- X-Magic (replaces Magic) - cast two spells instead of one ESPERS Shiva - Magic+2 ------------------------ 32 MP: ice damage (Magic) on all foes Carbunkl - MP+25/Stamina+1 --- 24 MP: sets Rflect on party Zoneseek - MP+20/Magic+1 ---- 48 MP: sets Shell on party Odin - Stamina+2 ------------------ 99 MP: massive non-elemental damage (Stamina) to all foes; ignores defense SPELLS Ice - Magic Ice 2 - Magic Dark - Magic X-Zone --- Osmose - Magic Stop Slow Shell Rflect Warp
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Terra Branford The Power of Love BASE STATS Vigor: 30 / Magic: 42 / Speed: 30 / Stamina: 30 HP: 60 / MP: 45 BatPwr: 32 / Def: 30 / M.Def: 36 / Evade: 6 / M.Evade: 12 EQUIPMENT Weapons: Swords, Maces, Thrown Weapons --- Shield: Heavy Shields, Light Shields, Elemental Guards Head: Helmets, Veils, Crowns, Hats Body: Heavy Armor, Medium Armor, Dresses, Robes, Vests SKILLS Morph - 50% bonus to all damage/healing output, double damage taken (Stamina reduces incoming damage penalty to a minimum of 25%) ESPERS Maduin - Magic+1/Stamina+1 ----- 48 MP: defense-ignoring wind damage (Magic) on all foes Unicorn - HP+30/Stamina+1 ------ 36 MP: restores HP to party (Stamina) and lifts most bad statuses Carbunkl - MP+25/Stamina+1 --- 24 MP: sets Rflect on party Bismark - Vigor+2 ------------------- 32 MP: water damage (Magic) on all foes Tritoch - Stamina+2 --------------- 64 MP: fire/ice/bolt damage (Magic) on all foes Phoenix - HP+30/MP+15 ------- 80 MP: revives all dead allies to max HP Ragnarok - MP+40 --------------- 99 MP: 9,999 damage to one foe SPELLS Fire (lv. 4) Fire 2 (lv. 10) Fire 3 (lv. 20) Ice 3 Bolt 3 Break Storm Ultima (All of Terra's black spells scale with Magic) --- Muddle (lv. 6) Mute Imp (lv. 8) Stop Slow (lv. 16) Shell Rflect Scan --- Cure (lv. 1) - Magic Cure 2 - Magic Cure 3 - Magic Life Life 2 (lv. 20) Remedy - Stamina Regen - Stamina RegenX (lv. 30) - Stamina
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When I was designing Celes and Terra, I deliberately played to their dual natures - the player is nudged to build Celes physically and Terra magically - but I also wanted to make sure the inverse was perfectly workable.
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Mog Mascot with Attitude, Kupo BASE STATS Vigor: 30 / Magic: 36 / Speed: 36 / Stamina: 30 HP: 156 / MP: 0 BatPwr: 24 / Def: 36 / M.Def: 36 / Evade: 18 / M.Evade: 18 EQUIPMENT Weapons: Spears, Rods, Thrown Weapons --- Shield: Heavy Shields, Light Shields, Elemental Guards Head: Helmets, Crowns, Hats Body: Heavy Armor, Medium Armor, Light Armor, Parkas, Robes, Vests SKILLS (Dance) Wind Song (plains) - focuses on healing (Stamina) and multi-target wind damage (Magic) Desert Aria (desert) - focuses on evasion with multi-target earth/wind damage (Magic) and some healing (Stamina) Forest Suite (forest) - focuses on status healing (Stamina) with assorted damage (Magic) Earth Blues (mountains) - focuses on single-target Earth damage (Magic) and Healing (Stamina) Dusk Requiem (caves) - focuses on fractional damage and instant death Love Sonata (town/factory) - focuses on restoring Mog's HP/MP with assorted damage (Magic) Water Rondo (river/underwater) - focuses on entirely on direct damage (Magic), mostly water and bolt Snowman Jazz (snow) - focuses on heavy ice damage (Magic) with some evasion (Note: the "home" dance of the current terrain will always succeed; success of non-native dances is determined by Stamina) ---Jump (replaces Fight) - Fight (Vigor) + 100% damage (spears) or 50% (other weapons); ignores row ---X-Magic (replaces Magic) - cast two spells instead of one ESPERS Maduin - Magic+1/Stamina+1 --- 24 MP: defense-ignoring wind damage (Magic) on all foes Shoat - Magic+2 --------------------- 36 MP: sets Stone on all foes Palidor - Vigor+1/Speed+1 ----- 24 MP: party attacks with Jump (Vigor) Terrato - HP+60 ------------------- 64 MP: earth damage to all foes (Magic) SPELLS Sap - Magic Poison - Magic Break - Magic Quake - Magic Doom Drain - Magic --- Muddle Mute SleepX SlowX Haste Float
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Gau Rage Against the MagiTek BASE STATS Vigor: 42 / Magic: 36 / Speed: 36 / Stamina: 30 HP: 12 / MP: 0 BatPwr: 128 / Def: 30 / M.Def: 24 / Evade: 24 / M.Evade: 18 EQUIPMENT Weapons: Clubs --- Shield: Light Shields, Elemental Guards Head: Hoods, Hats Body: Light Armor, Hides, Parkas, Vests SKILLS (Rage) (Note: Rage grants all inherent statuses, resistances, and elemental weaknesses of the selected enemy) Adamantite (WoB) - 2/3 Strong Attack (Vigor) | 1/3: Holy Wind Albatross (WoB) - 2/3: Fireball (Magic) | 1/3: Strong Attack (Vigor) Anemone (WoR) - 2/3 Discharge (Magic) | 1/3: Attack +Poison (Vigor) Antlion (WoB) - 2/3 Stop (Attack) | 1/3: Snare Behemoth (FC) - 2/3 Strong Attack (Vigor) | 1/3: Meteo (Magic) Belladonna (WoR) - 2/3 Moonlight (Magic) | 1/3: Raid (Magic) Bomb (WoB) - Exploder Brainpan (FC) - 2/3 Blow Fish | 1/3: Rerise Buffalax (WoR) - 2/3 Landslide (Magic) | 1/3 Stronger Attack (Vigor) Cephalid (WoB) - 2/3 Tentacle (Stamina) | 1/3: Attack +Slow (Vigor) Chickenlip (WoB) - 2/3: Attack + Muddle (Vigor) | 1/3: Net Chimera (WoB) - 2/3 Aqualung (Magic) | 1/3: Fireball (Magic) Conjurer (WoB) - 2/3 Rerise | 1/3: Attack +Sap (Vigor) Crawler (WoB) - 2/3: Magnitude (Magic) | 1/3: Attack (Drain HP) (Vigor) Doggo (WoB) - 2/3 Stronger Attack (Vigor) | 1/3: Step Mine Exocite (WoB) - 2/3: Rock (Stamina) | 1/3: Strong Attack (Vigor) Eye Goo (WoB) - 2/3 Lode Stone| 1/3: Glare Flan (WoB) - 2/3 Life | 1/3: SlowX Gargoyle (FC) - 2/3 Sun Bath (Stamina) | 1/3: Quake (Magic) Griffin (WoR) - 2/3: Giga Volt (Magic) | 1/3: Air Blast Grizzly (WoR) - 2/3: Cave In | 1/3: Stronger Attack (Vigor) Hornet (WoB) - 2/3 Stronger Attack (Vigor) | 1/3: Blink Io (WoR) - 2/3 Atomic Ray (Magic) | 1/3: Diffuser (Magic) Jinn (WoB) - 2/3: Discord | 1/3: Attack +Mute (Vigor) Leafer (WoB) - 2/3: Wind Slash (Magic) | 1/3: Air Blast Locust (WoB) - 2/3: Gale Cut (Magic) | 1/3: Mirage Lich (WoB) - 2/3: Rasp (Magic) | 1/3: Elf Fire (Magic) Kudzu (WoB) - 2/3: Raid (Magic) | 1/3 RegenX (Stamina) Magic Pot (WoR) - 2/3: Cure (Magic) | 1/3: Strongest Attack (Vigor) Mantodea (WoR) - 2/3: Shrapnel (Stamina) | 1/3: Attack +Sap (Vigor) Marlboro (WoR) - 2/3: Bio Blast (Magic) | 1/3: Bad Breath Mesosaur (WoR) - 2/3: Holy Wind | 1/3: Landslide (Magic) Nastidon (WoR) - 2/3: Snowball (Magic) | 1/3: Absolute 0 (Magic) Ninja (FC) - 2/3: Wave Scroll (Magic) | 1/3: Vanish Onion Kid (WoB) - 2/3: Brown Note (Magic) | 1/3: Attack + Bserk (Vigor) Osteosaur (WoR) - 2/3: Doom | 1/3: Petrify (Attack) Rain Man (WoB) - 2/3: Acid Rain (Magic) | 1/3: Bolt 2 (Magic) Raven (WoB) - 2/3: Break (Magic) | 1/3: 1/3: Attack + Sleep (Vigor) Repo Man (WoB) - 2/3: Step Mine | 1/3: Vanish Revenant (WoR) - 2/3: Holy (Magic) | 1/3: Blaze (Magic) Rhydon (WoB) - 2/3: Strong Attack (Vigor) | 1/3: Sun Bath (Stamina) Rocky (WoR) - 2/3: Harvester (Stamina) | 1/3: Rock (Stamina) Sand Ray (WoB) - 2/3: Sand Storm (Magic) | 1/3: Strong Attack (Vigor) Scarab (WoR) - 2/3: Starlight (Magic) | 1/3: Mega Volt (Magic) Scrapper (WoB) - 2/3: Strong Attack (Vigor) | 1/3: Chakra (Stamina) Sewer Rat (WoB) - 2/3: Poison (Magic) | 1/3: Attack + Bserk (Vigor) Shokan (WoR) - 2/3: Dark (Magic) | 1/3: Raze (Magic) Soldier (WoB) - 2/3: Cure 2 (Magic) | 1/3: Strong Attack (Vigor) Spirit (WoB) - 2/3: Demi | 1/3: Quartr Stray Cat (WoB) - 2/3: Snowball (Magic) | 1/3: Stronger Attack (Vigor) Tek Armor (WoB) - 2/3: Barrier | 1/3 Strong Attack (Vigor) Templar (WoB) - 2/3 Stronger Attack (Vigor) | 1/3: Remedy (Stamina) Titan (WoR) - 2/3: Avalanche (Magic) | 1/3: Stronger Attack (Vigor) Troll (WoR) - 2/3: Stronger Attack (Vigor) | 1/3 Refract Tumbleweed (WoR) - 2/3: Cure 3 (Magic) | 1/3: Attack (Drain HP) (Vigor) Tyrano (WoR) - 2/3 Stronger Attack (Vigor) | 1/3: Firestorm (Magic) Vagrant (WoR) - 2/3: Flash Rain (Magic) | 1/3 Stronger Attack (Vigor) Vaporite (WoB) - 2/3: Plasma (Magic) | 1/3: Blind (Attack) Vulture (WoB) - 2/3: Razor Leaf (Magic) | 1/3: Harvester (Stamina) Weedula (WoR) - 2/3 Quake (Magic) | 1/3: Razor Leaf (Magic) Werewolf (WoR) - 2/3 Stronger Attack (Vigor) | 1/3: Regen (Stamina) Windrunner (WoR) - 2/3 Aero (Magic) | Attack +Bserk (Vigor) Witch (WoR) - 2/3 Refract | 1/3: Fire 3 (Magic) Zombone (WoB) - 2/3 Cave In | 1/3: Zombie (Attack) ESPERS Stray - Stamina+2 --- 24 MP: sets Muddle/Slow/Sap on all foes Fenrir - Speed+2 ---- 24 MP: sets Image on party SPELLS Imp Sleep HasteX Float Warp --- Regen - Stamina
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Edgar Roni Figaro Hail to the King, Baby BASE STATS Vigor: 36 / Magic: 30 / Speed: 30 / Stamina: 24 HP: 72 / MP: 0 BatPwr: 64 / Def: 42 / M.Def: 24 / Evade: 6 / M.Evade: 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 - dark 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 -------- 16 MP: sets Bserk on all foes Unicorn - HP+30/Stamina+1 --- 24 MP: restores HP to party (Stamina) and lifts most bad statuses Golem - HP+20/Vigor+1 -------- 48 MP: blocks physical hits for party (durability = caster's max HP) Palidor - Vigor+1/Speed+1 --- 24 MP: party attacks with Jump (Vigor) SPELLS Rasp - Magic Bserk Slow SlowX Safe Haste Float Scan --- Cure 2 - Magic Remedy - Stamina