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Found 2 results

  1. Hello NGPlus. I present to you my Final Fantasy VIII hardtype called 'Extreme'. This mod works on the Steam release of FF8 Remastered when played on English language. There's been lots of stuff changed along the way. Here's the change log of the most recent version (v7.6): _____________________________________________________________________________________________________________________________________________________________ Enemies: - Enemy stats increased. - Enemy abilities' power increased. - Enemy status defenses increased as follows: Death, Petrify, Zombie, Gradual & Petrify +45% Poison, Blind, Mute, Doom, Sleep +55% Berserk & Confusion +35% Slow & Drain +65% Stop +25% Expulsion +10% Exceptions: Gerogero is immune to Death and Doom. Jelleye, Tri-Face, Ochu and Chimera are immune to Drain and Gravity. Forbidden is immune to Gravity. Propagator is immune to all ailments except Darkness, Silence, Poison and Death. - There's changes in lots of enemies abilities making them more dangerous. - Enemies that reached lvl 2 at lvl 20 before now reach it at lvl 30 & lvl 3 at lvl 50. Lunar Cry enemies get to lvl 2 50 levelled and lvl 3 70 levelled. Ruby Dragon lvl 2 at lvl 60 & lvl 3 at lvl 80. - Areas with lvl 1 enemies now scale to party's average level. - Final dungeon enemies now scale 15 levels above party's average level. - Boss levels multiplied by 2. Exceptions: Fake President & Gerogero lvl 26, Brothers lvl 36, Mobile Type 8 lvl 88, Final dungeon bosses lvl 100. - Enemy Elem Def: Propagator Thunder susceptibility 150% - Enemy EXP & AP: Belhelmel, Tri-Face and Adamantoise EXP & AP x 1.5. Blitz, Blood Soul and Jelleye EXP & AP doubled. Tonberry gives 0 EXP and 0 AP. Cactuar gives 60 EXP, 20 Extra EXP and 3 AP. _____________________________________________________________________________________________________________________________________________________________ Junctions: - All Junctions & +% Ability Junctions power halved. - Elem Atk Junction power 50% of original. Elem Def Junction power 20% of original. - Stat Def Junctions altered as follows: Holy: 40% protection for Death, Poison, Berserk, Zombie, Sleep, Curse, Confusion & Drain Life: 65% Death, Zombie & Drain Full-Life: 130% Death, Zombie & Drain Esuna: 40% Poison, Petrify, Darkness, Silence, Berserk, Sleep, Slow, Stop, Curse & Confusion Dispel: 25% all ailments Reflect: 40% Poison, Petrify, Darkness, Silence, Berserk, Sleep, Slow, Stop & Confusion. Aura: 130% Petrify, Slow & Stop Pain: 80% Poison, Darkness, Silence & Curse 80% protection on single ailment: Bio, Slow, Stop, Blind, Confuse, Sleep, Silence, Break, Death, Drain, Berserk & Zombie. _____________________________________________________________________________________________________________________________________________________________ Limit Breaks: Squall: Lionheart power 100 -> 33 Quistis: LV?Death can miss on enemy with death resistance Degenerator can miss Acid CL3 & CL4 Vit0 -> Removed Bad Breath CL4 Vit0 -> Removed Mighty Guard CL3 & CL4 Aura -> Removed Zell: Dolphin Blow power x 2 Finishers power x 3 My Final Heaven power 50 -> 225 Meteor Strike damage percentage up Selphie: Sets with Aura -> Wall Sets with Demi -> Rapture Set 15 The End -> Rapture Sets with Level 1 Magic -> Lvl 2 Sets with Level 2 Magic -> Lvl 3 Rinoa: Angel Wing Spell Power multiplier 5 -> 3 Irvine: Flame Shot power 40 -> 20 Canister Shot power 60 -> 30 Quick Shot power 7 -> 3 Armor Shot power 80 -> 40 Hyper Shot power 120 -> 80 _____________________________________________________________________________________________________________________________________________________________ Items: - Potion now heals for 300 HP, Potion+ 600 HP, Hi-Potion 1500 HP, Hi-Potion+ 3000 HP, X-Potion 6000 HP, Mega-Potion 3000 HP, Elixirs & Megalixirs 5000 HP. Auras grant Protect & Shell. Hero Trials & Heros grant Protect, Shell & Haste. Holy War Trials & Holy Wars grant Protect, Shell & Haste on all. Remedy+ heals all ailments. Remedy and Esuna all except 'Doom '. Elixirs and Megalixirs all except 'Stop', 'Doom', 'Petrify', 'Gradual Petrify', 'Confusion', 'Berserk', 'Zombie' and 'Vit 0'. _____________________________________________________________________________________________________________________________________________________________ Magic: - Meltdown changed into physical magic that can crit and can be used in Triple for example. Vit 0 status removed. - Demi now takes away more than half of current HP. _____________________________________________________________________________________________________________________________________________________________ GF: - GF Ability changes: Quezacotl: 'Move-HPUp', 'MadRush' and 'Counter' learnable instead of 'Card', 'Card Mod' and 'Mid Mag-RF'. 'Counter' becomes learnable after learning 'Mad Rush'. Brothers: 'Mid Mag-RF', 'ST-Atk-J', 'ST-Def-J' and 'ST-Def-Jx2' learnable instead of 'Defend', 'Elem-Atk-J', 'Elem-Def-J' and 'Cover'. Carbuncle: 'Elem-Atk-J' learnable instead of 'Counter' Alexander: 'Card Mod' learnable instead of 'Elem-Atk-J'. Cerberus: 'Card', 'Elem-Atk-J', 'Elem-Def-J' and 'Cover' learnable instead of 'Alert', 'ST-Atk-J', 'ST-Def-J' and 'ST-Def-Jx2'. Bahamut: 'Defend' learnable instead of 'Move-HPUp'. Eden: 'Alert' learnable instead of 'MadRush'. - GF level exp requirement doubled. - GF Summoning Power decreased by quarter. - GF HP increased by quarter. - Doomtrain's 'Vit 0' effect removed. - Siren's and Doomtrain's ailments can miss on enemies with resistances. _____________________________________________________________________________________________________________________________________________________________ Misc: - Playable characters' Base Strength increased by 1 /level & Base Magic by 1 /10 levels. Attack Magic power increased by 1.5 for low level magic, by 1.75 for mid level and by 2 for high level. Cure, Cura & Curaga power increased by 1.25. - 'Defend' grants Protect on whole party. - 'Revive' has Mega Phoenix properties granting little life to all unconscious party members. - Most Refines have been nerfed but also some buffed. Some Refines grant different Magic/Items. - To upgrade weapons players will now need the corresponding Weapons Magazines and they will be taken away upon upgrades. - Lots of enemies have Magic Stone Pieces and Magic Stones Muggable instead of the original items on lvl 1 and lvl 2. - Magic Draw Resistance halved. - 'Cover' effect removed. - 'Bonus' abilities no longer grant bonus stats when leveling up. - Stat increments from 'Devour' removed. - Permanent stat increase items are no longer Refinable using Forbidden Refine. The Refine grants 'Hero Trial' items instead. _____________________________________________________________________________________________________________________________________________________________ To get this mod to work patch "main.zzz" and "FFVIII_EFIGS.dll" (located in the game directory) with the files from zip using "delta patcher". New patches for this mod must be applied on the original main.zzz and FFVIII_EFIGS.dll files. I'm very sorry about that. I didn't get it to work otherwise. I will be updating this mod as I go along. See my other messages on this thread to find out what was changed with the updated versions. _____________________________________________________________________________________________________________________________________________________________ Here are the download links for the mod: Max level mod (bosses often scale to party's average level while having a max level) http://www.mediafire.com/file/ym7z8tjshw8ef8w/ff8_remastered_en_extreme_7_6_m_main.zzz.xdelta.zip Fixed level mod (bosses often don't scale to party's level and have fixed levels instead) http://www.mediafire.com/file/15xvpn6vogjzvmo/ff8_remastered_en_extreme_7_6_f_main.zzz.xdelta.zip FFVIII_EFIGS.dll patch (changes Angel Wing's spell power multiplier from 5 to 3) http://www.mediafire.com/file/n5f5iuxcifjpdt5/ff8_remastered_en_extreme_FFVIII_EFIGS.dll.xdelta.zip Here are the previous versions: http://www.mediafire.com/file/7dota8abfp37x5r/ff8_remastered_en_extreme_7_5_m_main.zzz.xdelta.zip http://www.mediafire.com/file/2rh9fr3oudn4nzc/ff8_remastered_en_extreme_7_5_f_main.zzz.xdelta.zip http://www.mediafire.com/file/ew2vz1nbzsegu3d/ff8_remastered_en_extreme_7_3_m_main.zzz.xdelta.zip http://www.mediafire.com/file/z344ml84rdhq1x5/ff8_remastered_en_extreme_7_3_f_main.zzz.xdelta.zip http://www.mediafire.com/file/6hcjjl8r6noywrz/ff8_remastered_en_extreme_7_2_m.zip http://www.mediafire.com/file/a4qs7h626bu8ft5/ff8_remastered_en_extreme_7_2_f.zip http://www.mediafire.com/file/psmn6ir1ptn6qwp/ff8_remastered_en_extreme_7_1_m.zip http://www.mediafire.com/file/zpknqdilsba276g/ff8_remastered_en_extreme_7_1_f.zip http://www.mediafire.com/file/9jeepdsk518stwv/ff8_remastered_en_extreme_7_0_m.zip http://www.mediafire.com/file/8hqj7r04prl3qx2/ff8_remastered_en_extreme_7_0_f.zip http://www.mediafire.com/file/b0tx7xp8mz2ni8b/ff8_remastered_en_extreme_5_6_m.zip http://www.mediafire.com/file/dwjt2j4my3u4bjr/ff8_remastered_en_extreme_5_6_f.zip 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  2. International GF Job System PATCH DOWNLOAD ------------OVERVIEW The Final Fantasy 8 International GF Job System is a hack of FF8 that overhauls the GF system, namely abilities, commands and junctions, as well as changing or slightly altering other gameplay elements to make for a new and varied experience. There are very few hacks for the PSX FF8 and I wanted to try and remedy that. This hack is specifically set up for those that want to play FF8 on the go through phone emulators and such. The game is slightly more challenging as junctions have been significantly altered/reduced but this is not a difficulty hack. The hack is simply meant to streamline alot of the minor nitpicks that I have always had with the game. Things like which Junctions are attached to GF's, unused or broken abilities/mechanics, overly generous stat boosts from both abilities and magic, as well as limits that break the game are a few things that have been changed among many others. Most of these changes come from my experiences playing the game but alot of them also come from various forums and sources on the internet that had improvements that could really help with the flow of the game. Sega Chief was also a great resource for improvements after the FF7 New Threat was finished and people were speculating what an FF8 mod would entail. This patch is used with the Final Fantasy VIII [NTSC-U] rom. The patch was created with the .bin but will work with a .img rom as well. Included in the download is all 4 discs, use PPF Studio to apply the patch and enjoy. Notable Changes I really like FF8 but always had some issues with it, even unrelated to the Draw system. The draw system was never as bad as some people think even if I never liked it back in the day, but there are alot of things that could be changed to make the game more fun and interesting. Below are a few of the most notable changes. Character Stats- Character Stats have been changed to reflect a character role and make them more you unique. This is gone into much greater detail below. GF's - The main focus of the hack, the GF's have been almost completely overhauled to better reflect a typical FF Job so equipping them would be similar to choosing a class in other FF's. The GF's now specialize in certain stat junctions and skills to complement a role. This is why the hack is named as such since it takes alot of cues from the original Japanese version of the Zodiac Age (International Zodiac Job System). Much more info below. Abilities - The AP required for skills have been changed and some unique commands have replaced older ones. % boost abilities like STR +60% was overkill and have been altered to only go up to 30% for most stats and I believe up to 40% for HP. Junctions - The second complete overhaul. Junctions have been reallocated with their boosts and almost all have been changed in some way. Ultima is no longer the strongest magic junction across all stats, as it is mainly focused toward the Magical stats. Apocalypse is obtainable at several points in the game and is the strongest magic for STR. Even with this, the highest junction only goes up to 75 for Mag and Str instead of 100 and HP will not easily hit 9999 without additional % boost abilities. Much more info below. Magic - These have been changed greatly as well. Pain now inflicts damage and Meltdown has been significantly reduced. Meteor is not overly viable to spam on an Angel Winged Rinoa either as it doesn't do nearly as much damage as the main game, but would still do adequate damage. There are various other changes to and alterations to magic that are highlighted below. Limits-Limits have been reduced in damage output and/or been given boosts or qualities that make them less redundant. Because of the changes in junctions (especially STR), Limits will not be able to one shot enemies. Overuse of limits is not encouraged or discouraged since it is a viable way to do damage especially with the new Aura Command. Alot of people seem to want to "limit" the use of Limits but since the damage output in general is somewhat reduced, it would not necessitate limiting players of the characters most unique skills. Enemies - Have not been significantly changed but the biggest is that flying enemies now have high Eva and therefore cannot reliably be hit by all characters. Squall and Irvine have the highest Hit % followed by Rinoa so they will be the main physical attacker for flying types for the majority of the game. Other enemy changes are below. ------------CHARACTER Adjustments Character Stats have been changed to reflect a character role and make them more you unique. All characters have a stat that they excell in more noticeably (except for Quistis who is the All Rounder) and can be tailored to suit their role better. Hit % has been changed drastically with Irvine now having the highest Hit outside of Squall with the lowest Hit belonging to Zell. This is to take into account the gameplay element of Flying enemies now having higher Eva and cannot be hit by the likes of Zell easily, to make it more like FFX and XII. -Squall is the best physical attacker but has trouble taking damage. -Zell is fast and can take physical attacks but has poor magic across the board. -Irvine has the highest HP and Luck but is fairly poor outside of high Hit. -Quistis excells at nothing but she is not terrible either. She is supposed to be geared more toward her Blue Magic which have been given minor alterations. -Selphie is the fastest and has high Magic but is poor with physical attacks in general. Her weapons now use Mag instead of Str to calculate damage. Her best weapon no longer has perfect accuracy though. -Rinoa has now been geared more toward Magic (she had the highest Str in the main game) and also has better Hit percentages than most others. BY STAT -HP Irvine ---Highest | Lowest-- Rinoa -STR Squall ---Highest | Lowest-- Selphie -VIT Zell -----Highest | Lowest-- Selphie -MAG Rinoa ----Highest | Lowest-- Zell -SPR Selphie --Highest | Lowest-- Zell -SPD Selphie --Highest | Lowest-- Irvine -LUK Irvine ---Highest | Lowest-- Squall -----------GF CHANGES The GF's have been almost completely overhauled to better reflect a typical FF Job so equipping them would be similar to choosing a class in other FF's. The GF's now specialize in certain stat junctions and skills to complement a role. For instance, Ifrit is the Warrior and starts with Str and Vit (instead of HP). His Mad Rush skill has also been changed to Bravery (more on that below), to better enhance that role of Warrior as well as not completely inhibit the party. Similarly, Shiva is now the Monk and emphasizes defense and speed. She also no longer carries Doom but now has the Aura command that grants Aura on self (Shiva's character only). More GF's carry new junctions and certain combinations will allow for all characters to access all junctions without the need for items. Items that grant Junctions are solely for customization and are not required to get all junctions on all characters. An example would be, only Ifrit has the STR-J early on but his defeat at the Fire Cave yields a STR-J scroll to use how you see fit. Other GF's yield certain junction scrolls as well. For quick reference of the GF Job System changes, consult the following table: Quetzequatl - Wizard - (HP-J | MAG-J | SPR-J) Shiva - Monk - (VIT-J | SPR-J | SPD-J) Ifrit - Warrior - (STR-J | VIT-J) Siren - Oracle - (MAG-J | SPR-J | EVA-J) Brothers - Knight - (HP-J | STR-J | VIT-J | HIT-J) Diablos - Thief (Time Mage) - (HP-J | MAG-J | SPD-J | HIT-J) Carbuncle - Summoner - (VIT-J | MAG-J | SPD-J | LUCK-J ) Leviathan - Geomancer - (STR-J | VIT-J | MAG-J | SPR-J) Pandemona - Mystic Knight - (STR-J | EVA-J | HIT-J | LUCK-J) Cerberus - Dark Knight - (STR-J | SPD-J | HIT-J | LUCK-J) Alexander - Priest - (HP-J | STR-J | MAG-J | SPR-J) Doomtrain - Bard (Green Mage) - (MAG-J | SPR-J | SPD-J | EVA-J | LUCK-J) Bahamut - Dragoon - (HP-J | STR-J | MAG-J | SPR-J | EVA-J) Cactuar - Devout (White Mage) - (SPD-J | EVA-J | HIT-J | LUCK-J) Tonberry - Magus (Black Mage) - (HP-J | STR-J | HIT-J | LUCK-J) Eden - Sage (Red Mage) - (VIT-J | SPD-J | EVA-J | HIT-J | LUCK-J) Tier 1 - Wizard | Monk | Warrior | Oracle | Priest Tier 2 - Summoner | Thief | Knight | Dark Knight | Geomancer Tier 3 - Magus | Mystic Knight | Dragoon | Devout | Bard | Sage Tiers 1 and 2 have more common Junctions + SPD and EVA is more prevalent now. Tier 3 GF's now have more spread out junctions for HIT and LUCK as well. All Tier 3 GF's now have Abilityx4. Certain GF's unlock Elem Attack only after with Elem Def is learned. Same with Status Def. In addition to this, certain abilities only unlock after GF is leveled up to 5, 10, 15, 20, 25, 30, 35, with higher Tier GF's unlocking skills at the higher levels. The new GF's are not limited to their Junctions either, the roles they have are also based on the commands they use both from the normal game and new ones. ------------NEW COMMANDS Doom >> Aura Never used Doom so created the Aura command. Aura command casts Aura on self but also Slow. Shiva makes use of this as the Monk Class. Limits are a pretty viable means of damage now since Str has been reduced and Slow makes this command not overpowered. Mad Rush >> Bravery Mad Rush has been changed to Bravery which casts Haste and Berserk on self. Ifrit makes use of this command as the Warrior Class. Eden also gets this command. LVDown >> Shield Shield replaces LvDown which allows the free casting of Protect on one ally. Doomtrain receives this command as the Green Mage. Tonberry the Magus also gets it. LVUp >> Wall Wall replaces LvUp which allows the free casting of Shell on one ally. Leviathan the Geomancer receives Wall. Tonberry the Magus also gets it. Kamikaze >> Infuse Infuse replaces Kamikaze since killing an ally for damage seems like such a cheap move. Infuse still removes ally but instead of damage, grants Shell, Protect, Haste and Regen on remaining allies. I thought of adding invincible instead of the two barriers but it seemed like a bit much. Devour >> Faith Devour has been removed and changed to Faith which is the magical version of Bravery. It is similar to Angel Wing in that the character casts random magic for free but Haste is also added. Eden obtains the Faith command. ----------Junction Changes Junctions have been reallocated with their boosts and almost all have been changed in some way. Ultima is no longer the strongest magic junction across all stats, as it is mainly focused toward the Magical stats. Apocalypse is now obtainable at several points in the game and is the strongest magic for STR. Str and Mag junctions are reduced overall but some are now stronger than they were in the main game. This was to create balance and not make the timed stuff at the beginning of the game overly difficult. Over the course of the game Magic will scale gradually and only offer slight variations, meaning the STR and MAG will not increase drastically once Ultima (or Apocalypse) is obtained. With this in mind, the highest junction only goes up to 75 for Mag and Str instead of 100 and HP will not easily hit 9999 without additional % boost abilities. Magic in general has been altered with Pain and Meltdown doing around mid tier damage now. Meteor damage has been reduced and does earth elemental damage. Cure and Float now have an element to be junction to and Scan is a viable option early game since it has not much use anyway. There are others that may simply need to be discovered (in that I don't remember all of them). ----------WEAPONS Weapons have been changed to better suit a type of role. The biggest changes are that Hit for all characters have been changed with Squall, Irvine and Rinoa now having the highest. Selphie's weapons now all factor in Mag to the damage calculation and her best weapon no longer has perfect acc. The STR Bonus of all weapons have been reduced except for the Ultimate Weapons. Revolver and Shear Trigger unlock Rough Divide Cutting Trigger and Flame Saber unlock Fated Circle Twin Lance and Punishment unlock Blasting Zone Lionhear unlocks Lionheart Edea's attack is also Magical as opposed to physical now. ---------ENEMY CHANGES Flying Enemies: Now have the highest Eva and cannot be hit physically by anyone, save for Squall or Irvine, without some kind of Junction Boost. By end game even Zell should be able to handle flying foes but early on only Squall and Irvine have the Hit necessary to land a regular attack. This was done to create a sense of purpose and differentiate the weapons a bit more like in FFX where Wakka specialized in flying foes for the first half of the game. Large Enemies: Armored enemies and larger foes have had their Vit increased and should be dealt with through magic if possible. Smaller enemies: Small enemies have high Spr and Mag and physical attacks should be used against them. Serpentine enemies are much faster now and will attack accordingly. Various other enemies have had their stats tweaked as well as offer slightly altered items upon defeat. International GF Job System PATCH DOWNLOAD Full Change Log File DOWNLOAD