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Posts posted by BTB
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They're missable if you never encountered their respective formations, yes.
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Possibry. That sounds like a bug we may have addressed in recent memory.
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There's not sufficient screen real-estate to make the last two happen; the first is something Synchysi has explained int he past and could probably do so better than I. I think it's a compression thing.
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The multiple-party setup has nothing that affects warping, and while you cannot warp out of the Phoenix Cave in vanilla, we enabled it in Brave New World. And you can warp put of Kefka's Tower in either case.
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When 1.9.1 comes around, I'll probably add to it. I just haven't really fucked around much with alternate sprites since I was never really interested in the ones that put more clothes on Celes >.>
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It's because the dogs counter magic. I'd consider it a bug, but I'm too amused at the idea of an abused animal turning on its handler to fix it.
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The only dungeon I can think of where warping is disabled is Cyan's nightmare, and you can't leave it anyway...
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You don't have any Warp Whistles or the spell?
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Removing the ability to avoid random encounters altogether was a deliberate design decision because otherwise the game is just boss battles. The encounter rate itself is something that is currently being addressed:
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Yeah, this place is pretty much ID 2.0
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Just to clarify for anyone confused by the title, this was a hack that was intended to go into 1.9.0, but was removed because it wasn't working properly.
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Any familiarity with how Civilization games work at all is half the battle; beyond that it's just the subtleties of how 3 is different. I'd suggest giving the tutorial in vanilla Civ3 a quick whirl and you'll probably pick things up pretty quick.
I also rewrote the Civilopedia from scratch to function as a help file, so there's also that.
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These will be great for any future testing. If you can grab some WoR saves, as well, that'd be super.
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QuoteCounter to the above, which sells stamina as an alternative attack stat
with some defensive capabilities, we wanted a way of meshing it with the
other stats in a meaningful way. It was thus decided that it should be
tied to two equipment-enabled abilities: cover (synergizes with HP) and
counter-attacks (synergizes with vigor).As was the case in vanilla, characters with "true knight" equipment will
always take hits for allies who are at "near fatal" status, even if they
themselves are also at critical HP. Now, in addition to that, guardians
who are not in critical status may also take hits for *healthy* allies.Cover% (healthy allies) = Stam / 192
To balance this, characters can no longer cover AT ALL while in the back
row, evasion is halved for any attack that he or she jumps in front of,
and covering an ally will break a character out of the "defend" status.
Interceptor will also not protect Shadow if he's covering someone else.(See "Smart Cover" below for further changes to the cover mechanic.)
For the "spank" half of things, the game's original counter-attack rate
was 75%. We found this to be excessive once we got other things sorted
out (see "Parry & Counter" below), so we opted for a new formula that
bases the counter-attack rate on stamina (starting at a floor of ~50%).Counter-Attack% = (Stam + 32) / 128
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If I can free up two bytes somewhere to slip a FB 02 into his script, that'll fix it.
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It's already taken- 1
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(New to Brave New World? Want to know what it's all about? Check out the Readme here or our list of Frequently Asked Questions.)
It's that time again, my friends! After a beta cycle that went on much longer than we were expecting, Brave New World 1.9.0 is officially released today. The major features of this update include tying the game's cover and counter-attack mehcanics to stamina (the 'ol tank & spank) courtesy of Seibaby and one of the holy grails of FF6 modding in the form of GrayShadow's in-battle spell patch. There's also a lot more goodies in the Unlockme, including boxart courtesy of Shane at RetroGameCases and a little something special to snap into from our good friend Bauglir.As always, many of the changes in this update are largely inspired by the feedback I get from players who stream on Twitch or post videos on Youtube. I take something away from every playthrough I watch, and more and more with each passing update, Brave New World truly is the work of the amazing community that surrounds it. I can honestly say that the humble project Synchysi and I began work on over six years ago would never be what it is today without all of you, and for that and much else I am eternally grateful. I don't know what the future holds for this mod, but I am certain that you all will be a huge part of it.
What's new in 1.9.0:Spoiler• 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
Brave New World is now available as a reproduction cartridge courtesy of our good friends at Retro Circuits. And if liking things on Facebook is your bag, baby, then by all means go nuts.- 6
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Ok, apparently the link has been broken for awhile because I keep moving shit around on my site. It's good now.
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3 hours ago, Synchysi said:That's enough to convince me to re-institute stripping weapon effects from jump attacks. If BTB is fine with that, I should be able to put out 1.9 proper tomorrow.
Yeah, just toss it back on and let's ship it out.
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Hmm... I didn't think disabling throw procs on jump was part of that hack. The blind jump hack was pretty recent, but we disabled throw on jumping AGES ago... unless I guess that wasn't the actual problem.
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Did you just remove D's hack or did you end up modifying it?
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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.
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No random battles?
in Final Fantasy VI: Brave New World
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And Leap Anywhere kind of obsoletes that, anyway.