BTB

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Posts posted by BTB


  1. 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


  2. 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.