Search the Community: Showing results for tags 'mod'.
Found 32 results
527 downloadsWelcome to Ivalice! This isn't the same Ivalice you may have remembered from Vanilla FFT. So forget *almost* everything you thought you knew. Many changes have been made, not only to the battles themselves, but to the mechanics of the game. Human population has been mysteriously dying out, and monsters have taken over. You can no longer hire human units, but you can recruit monsters for free in random battles. Monsters are now dangerous - they are no longer the pathetic counter bots of vanilla. Every monster has a minimum of 4 skills, and several have far more than that. Monsters also now have greatly improved innates, including several r/s/m abilities, innate status, status/elemental resistances, etc. Due to several changes in the mod, it's a lot tougher than vanilla FFT. Most notable changes that lead to its new difficulty are the improved monsters and enemy formations in general, the enemy scaling to the party level, and shenanigans in general. If this is your first time playing a FFT mod, don't give up! It can be tough to learn at first because it's something you're not used to. Encounters have been balanced to help break bad habits taught from vanilla. If you're a vet from another mod/vanilla challenge runs, the AI hasn't been changed so you can still abuse it in many of the same ways. The #1 advice I can give any player starting out on the mod is to tooltips everything. (Press the help button over anything you want to tooltips) Literally, everything that is possible to be tooltipped (with the exception of skillset names which I'm not too sure what to put there except maybe flavor text later) now has a tooltips that tells you what you need to know. All moves have relevant flags listed. All items list the item's effect. Class/monster names list innates and where you can get them if they're recruitable. All tooltips that were wrong in vanilla have been corrected (including zodiac signs and things no longer relevant to the game). Named characters have a quote - some drop hints, while some aren't exactly serious... Many of these flags/effects/innates have been changed from vanilla so when in doubt, check the tooltips. If you see any inconsistencies in what is written on a tooltips and what something's actual effect is, let me know immediately! The #2 advice I can give any player starting out is to pay attention to everything. Things that you might have not paid attention to before, such as the CT bar, how many turns an attack takes to charge, status weaknesses, etc. become relevant in the game. Paying deep attention to stuff like how reflect and silence affects the AI, which units have a way to revive, CT on just about anything, etc. will help you learn both the AI and the basic mechanics of the game faster.
429 downloadsDifficulty & Rebalance mod for Golden Sun by Vanish Mantle. What's New in Version 1.0.1.R (See full changelog) 1.0.1.R Changelog - Fixed some minor issues and bugs ~ This should be the final version of FS 1.0.1.L Changelog - All Armor can now be equipped by everyone minus exclusives like certain shields and dresses. - Massive Revamping of Crossbone Isle to contain tough and challenging Boss fights - Pheonix Soul now no longer heals 30% of Garet's HP. It now is a revive skill that targets the whole part and can heal for 100HP. ~ Revives party members back to 50% HP - Bind lost it's 100% accuracy and now costs 2PP but can hit up to 3 targets. - Added a new item that can seal Psynergy 100%. Psyphon Plume, it is a rare item and is dropped by some Bosses and monsters that are end game. - Boosted Mia's Aqua Rift, It is now her strongest single target skill. - Ether Flames is nerfed and now no longer targets all. It now only targets 1 character. - Pyroclasm now can inflict death. - Added over 50 unique skills for Boss Type characters. ~ Menardi now has a new skill Sacred Ashe, a healing technique that heals 800HP and boosts attack by 25% to the party. ~ Supernova on Menardi's skillset was swapped for Pyroclasm ~ Saturos now 2 new unique skills Ashe Flames and Heat Field. Ashe Flames decreases damage by 90% to all allies and Heat Field doubles agi. ~ Planet Diver and Pyroclasm added to Saturos's Skill set. - Fusion Dragon's Unique Skills have all been buffed significantly. ~ Outer Space's power has been raised from 200 to 600 ~ Evil Blessing has been Changed from 80 Diminishing base Damage to 80 Added Damage. ~ Dragon Driver's power has been raised from 120 to 360 ~ Drain Fang change from effect only to Base Damage and a power change from 80 to 700 ~ Deadly Gas's power changed from 20 to 475 Diminishing Base Damage ~ Severe Blow's power change from 1.2 multiplier to 1.5 multiplier and now targets 3 rather than 1 - Toadanpa gained Aqua Rift as a skill and drops a Cleric's Ring - Cleric's Ring now adds 40 luck and gained PP x 0.3 - Rebalanced a few Weapons and armor. See the topic here for specifics on equips [Link] - Ivan will come with 3 WoLs when you meet him in Vault which should keep players from having to hunt for them out side of Vale/Vault. ~ If more WoLs are needed zombies still drop them at the same rate as in previous versions.G - Fixed glittering tiara to actually give Mia Torrent. - Able to transfer Items over to TLA upon Completion of the game. Look for the Beta Release of RS soon. - Luck of several bosses has been raised to make them withstand statuses.
407 downloadsPatch must be applied to a Mega Man X (U), UNHEADERED ROM . There's two patches included in the download, one for the v1.0 of the ROM, and one for the v1.1 of the ROM. Patching into the wrong version of the ROM will lead to glitches and bugs all over the place. Mega Man X: NEW Hard Type Mega Man X: New Hard Type is a WIP retake of the Mega Man X: Hard Type mod. It greatly expands the scope of the project with the addition of new modding tools that allow more radical redesign of the levels. List of changes for the final version: Level changes: Every single level will be redesigned from scratch. More enemies, completely new, reimagined areas. Upgrades locations completely relocated and others. Note that while this is called "Hard Type", it's simply a reimagine of the old stages with a more competent difficulty curve, and should not be mistagged with names like "Kaizo". Such concepts are out of this project's scope. Gameplay rebalances: Upgrades get a few more uses for further rebalance between them. X starts the game with dash enabled. Leg Upgrade allows for higher jump height, and decreased wall slide speed. When combined with the Arm Upgrade, it also allows for faster ladder climbing. Head Upgrade recovers half of a SubTank's capacity each die X dies. Body Upgrade now only reduces 25% of incoming damage. Arm Upgrade functions the same as the original: Enables third level charge of the buster and allows for special weapons charging. Hadouken is not longer a 1-shot and it's easier to fire / land. Details to come. Zero gives an upgrade to X after the Vile battle. No spoilers. Other gameplay rebalances. X gets a SubTank for every 2 SubTank Pieces. By grabbing all 4 SubTank Pieces, you get 2 SubTanks total. SubTank Piece Counter added in the pause screen. Infinite Lives. Death Counter up to 999 added in the pause screen. Weapon speeds get rebalanced. Weapon damage gets rebalanced. Weapon usage cost gets rebalanced. Duration of Sting Chameleon's charged attack gets rebalanced (Yes, I typed that separatedly). Invincible frames after hit are slightly reduced (emphasis on the word slightly). Health drop rates are unchanged. "Spec Mode" (Little button in the bottom left in the Select Stage screen) now includes difficulty labels for all stages, so the player can pick a stage with the difficulty they want most. They also include the upgrades in the stage as well. Stages can be exited at any given time, with no need to beat them first. Only notable exception is Highway Stage (since it's the Intro Stage). Enemies get their fair rebalance, as well. Enemies get faster and more reactive. Enemies deal more damage. Enemies are more grouped and better synergized. Enemies drink your tears. Want to donate? Click here! Patch must be applied to a Mega Man X (U), UNHEADERED ROM . There's two patches included in the download, one for the v1.0 of the ROM, and one for the v1.1 of the ROM. Patching into the wrong version of the ROM will lead to glitches and bugs all over the place. Credits: Xeeynamo, for creating the MMXE 0.7.1 Beta editor. This project wouldn't have even started without this wonderful tool; huge thanks to you. Xeeynamo's website: http://digitalwork.altervista.org/ justin3009 of the Megaman X9 Forums, for his great help in ASM hacking. Red Guy, for improving the MegaED X editor to levels I didn't even believe were possible. Thanks to you, the MMX community will hopefully be encouraged to release more of these projects. Just... Thank you. BTB, Advent and Stann for their help on improving the dialogue. You guys rock. \m/ Every Beta Tester or player who has given feedback for this project so far. (Names in the forum thread) Everyone in Insane Difficulty, giving me support, constructive opinions, suggestions. http://ww.insanedifficulty.com The crew in New Game +. http://www.ngplus.net
3974 downloadsBy far my most ambitious project to date, Brave New World began as a joint effort between myself and a coder by the name of Synchysi to completely overhaul perhaps one of the most beloved entries in the long-running Final Fantasy series. It's since grown into a massive community project that's exceeded every expectation I could have possibly dreamed of. The end result is the product of hundreds upon thousands of man-hours from dedicated fans and something I am extremely proud to have been a part of. Brave New World features... Individualized spell lists and multiple stat growth options for each character Re-coded formulas that promote diversity and allow stats to function as they should Completely rebalanced equipment, items, spells, and skills - and brand-new enemies to use them on Fixes for all major (and most minor) bugs along with a vast multitude of quality-of-life enhancements A new script that builds on existing characterization while remaining true to the spirit of the original ...much more! But even though much has changed, I think one player who blogged about our mod put it best when he wrote, "...the goal seems to be to celebrate what makes FFVI the game it is, rather than undoing it and making an entirely new game out of it." Beyond all else, Brave New World is everything I feel that Final Fantasy VI could have been had Squaresoft had all of the time and resources available to them that we have today. And now, thanks to the efforts of the amazing community that has grown around this mod, it finally has the chance to be exactly that. (If you're looking for my modder's resources for FF6, go here.)
477 downloadsReturn of the Dark Sorcerer is a Final Fantasy VI hack that's been in development for around five years and has had many different hands on to help get it to where it is today. This hack promises to showcase some of the more challenging aspects of FFVI hacking, as well as plenty of fun and exciting new content -- from an all new cast of playable characters with customized movesets, a radically changed story with many new and edited events, a new soundtrack, increase in difficulty, new overworld maps, lots of new battle scripts for monsters & bosses, a difficulty selection, a font change option, assembly changes, and tons of spritework.It is a highly personalized modification of the original game and therefore naturally won't appeal to everyone. It's not a sequel or a prequel or a remake to FFVI, it is just a massive mod and customization of FFVI. If you go into it thinking like this I am sure you will have a much more enjoyable experience than expecting some high quality re-take on the game and coming out feeling disappointed. That being said, a lot of time and love has gone into this project and I couldn't be happier with how it has turned out thus far.
146 downloadsDifficulty and rebalance mod for Ogre Battle. Overall changes include: General Changes: -Give the AI new and improved unit formations (ones that don't suck!) to increase difficulty -As the game progresses, give the AI increasingly more powerful units over the player, thus requiring some strategy to take them down. -Greatly improve the performance of large monsters. -Deny player access to recruiting high tier units. What this means is no longer can you use leaders to recruit high tier units, get them from neutral encounters, nor get them from the Charm item (they are immune). High tier units must be gotten through class progression. The reason for this is it was necessary to increase the difficulty later on in the game. -Performance of str chars has been slightly improved relative to int chars, though you can still expect the backrow to out-power the front row. -Performance of special characters has been slightly lowered. Class Changes: -Two new classes: Siren (upgraded form of Witch) and Diana (physical female class that can perform in either row) -Dragoner/Dragon Master improved and changed to female (like the Ogre Battle games that followed in the series), cherubim and pixie were removed to make these (faerie now promotes into sylph and angel now promotes into seraphim, faerie and angel have been improved to have pixie and cherubim performance to start with) -Zombie Dragon is now lower tier than Tiamat and does not require an item to promote into -Lich is reduced to 2 attacks in back -Princess does not give herself her leadership bonus -Witch Stun replaced with Hex (randomly use Phantom, Petrify, or Charm) -and more... Item Changes: -The following items are now unbuyable: Joker, Charm, Sunshine, Moonbeam, and permanent stat boosting items. -Some low tier EQ can now be bought in shops. -The crappier half of the game's equipment has all been improved.
360 downloads1. Introduction This romhack is a redesign of the original Final Fantasy IV game, focusing mostly on a revamped story and rebalanced gameplay. A lot of development time went into ensuring that the game was challenging and engaging to all playstyles. This mod was created almost entirely using ff4kster (many thanks to Pinkpuff) with just a few tweaks done via hex editing. While this is not a difficulty hack, many aspects of the game require more thought on the player's part so overall there is a difficulty increase. The difficulty curve is fairly generous and gives even players new to Final Fantasy IV ample time to adjust. With that said, my main objective was to create something fun! Enjoy!! 2. Installation The .zip file includes an .ips patch file which will need to be applied to a clean UNHEADERED Final Fantasy II(US) SNES version 1.1 ROM. The file name for the original ROM used in creating this mod was Final Fantasy II (USA)(Rev A).sfc. You will need the Lunar IPS patching tool as well in order to apply the .ips patch. The mod is incompatible with previous saves of FFIV. You will need to start a New Game. Back up your saves if you are concerned about losing them. If you experience strange issues, try patching the ROM file again with a known clean ROM. If you still experience issues afterward or need help on how to patch, feel free to contact me. Hash: No-Intro Name: Final Fantasy II (USA) (Rev 1) (No-Intro version 20130701-030720) ROM/File SHA-1: 41A74EB369A7A91815529EF99AB1B20E2BDF3E26 File name: Final Fantasy II (USA) (Rev A).sfc 3. Gameplay Changes -First, and foremost, you would be well-served to speak with everyone in the Training Room in the first town you explore. You will be told the location of it during the story. Characters & Stats -Many characters have had their stats and levels adjusted to account for the point where they join the story. -Some characters join at pre-set levels (mostly the early characters). Later characters will join around the average level of your party. -Potential for stat-downs at levels >70 have been removed. Level ups >70 are still randomized, but will always be in the positive direction. -Spell lists and learned spell levels have been adjusted for most characters. Spells & Abilities -Several spells have had their power/accuracy/cast time adjusted in an effort to make all spells serve a purpose. -Black Magic is now primarily a single-target spell group, while Summons enjoy mutli-targetting and no damage splitting. -Sylph (Summon) has been removed from the game as a bug present in vanilla causes this spell to cast at no MP cost. Because of this, Asura has been made available earlier and had its MP cost and power adjusted. -Chocobo (Summon) spell power has been increased significantly and changed to deal Air damage. -The Summon items Imp, Bomb, and Mage have been dummied out and no longer drop. -Virus (Black) is now Dark element in order to give the party a way to deal magical Dark damage. -Venom (Black) is now Dark element and equivalent to Level 1 spells. -The Warp (Black) spell has been removed from the game as it was largely redundant to the Exit (White) spell. -The Sight (White) spell has been removed from the game. -Waken (White) has been added. This spell removes Sleep and Stun (Combat only spell). -Bless (White) has been added. This spell removes Curse (Combat only spell). -The Exit (White) spell has been disabled in a number of locations to prevent sequence-breaking teleports. -The Ninja spell Pin has been removed. -Ninja magic has gained a spell called "Bandg" (Bandage). It provides a small emergency heal to one character. -A number of enemy-only abilities have been adjusted to provide for more engaging fights. -Several new abilities have been changed/added/re-introduced to the game: Dark Wave: Everyone's favorite Dark Knight ability is back. Provides group damage at the expense of HP. Pray: Chance to cast a variety of healing spells on the entire party. 20% chance to fail. Spells DO NOT consume MP! 30% chance of: Grace (10% of max HP heal) 20% chance of: Glory (33% of max HP heal) 20% chance of: Hope (cures all status effects) 10% chance of: Miracle (full HP/MP heal) Sing: Revamped to affect all enemies and removed chance for failure. Equal chance for: Stop, Mute, Charm, Sleep Hide: Has changed characters. Train: A small chance (10%) to cast a VERY powerful spell at no MP cost... Focus: Charge up an attack for double damage. Bypasses "Fight" counter-attacks. Drink: Self-cast Berserk+Blind. Luck: Self-cast increase to critical hit rate by 5. Stackable. Flirt: Reduces one enemy's chance to hit by half of the user's modified Vitality stat. Stackable. Aria: Sets group regen at 50 HP per tick. Caster is able to freely act while this occurs Sneak: Removed from the game. Dart: Changed to Throw. Equipment -Equipment you find in new shops is *almost* always a direct upgrade in the same weapon/armor class. -A lot of gear has had its properties and stats changed. Please refer to the included Weapon/Armor chart (may contain light spoilers). -Negative stats on equipment have been almost entirely removed. -Evasion has been removed from most armor. Shields, light bodywear, and medium bodywear are now the only sources. -Racial, elemental, and status bonuses now only appear on shields and accessories. They are much more prevalent on weapons. -Several characters are capable of equipping different weapon types. These weapon types offer differing styles of gameplay intended to allow the player to hybridize certain characters. Different weapons grant different stat bonuses. -Spells cast by items are now mostly restricted to rods and staves. The power of these spells is lower than their casted counterpart, but they cost no MP. -Accessories such as gloves and rings have been reworked to resemble relics and accessories from later Final Fantasy entries. Defensive bonuses these items used to provide have been rolled into bodywear. -Arrows now enjoy unlimited use. Buy a quiver and fire away! Items & Status Ailments -Individual status curing items have returned. Curative items have their corresponding status ailment icon in their item name to aid the player in identifying which curative item to use. Soft: Cures Calcify/Petrify Mallet: Cures Mini EchoScrn: Cures Mute Antidote: Cures Poison MaidKiss: Cures Toad DietPill: Cures Piggy EyeDrop: Cures Blind Ammonia: Cures Sleep/Stun Remedy: Cures All -Remedies (formerly Heal) are still in the game, but are rare and expensive. -Accessories are now more important than ever to help prevent these ailments! -Curaga items have been made more common and are now purchasable at certain shops. -Fat Chocobos no longer require an item to summon. They can be found in most small chocobo forests as well as a few other places. Enemies -Almost every enemy in the game has had their stats adjusted. Enemies as a whole have more HP and hit harder than they did in vanilla. DS/mobile HP levels were used for most enemies. It generally takes one round of attacks or hitting a weakness to kill an enemy. -Many enemies now inflict status effects along with their regular attacks. Enemy type often determines what kind of ailment you can expect. (Lizards inflict Calcify/Petrify, etc.) -Many enemies have had their race, resistance, and weakness tables adjusted to make more sense. -Very Weak to an Element has been removed from every enemy (this was a 4x bonus). Weaknesses hit for 2x, resistances for roughly 1/2. Racial bonuses have been lowered from 4x to 3x and are much less common than elemental resistances/weaknesses. -AI of monsters has been altered so not every enemy spams Fight until they die. -Monster formations have been changed in several places so that there's not as much repeating of old enemies. -Enemies no longer drop equipment. Most enemies drop consumables at a reasonable rate. -Several bosses have new tricks up their sleeves... Dialogue & Naming -Spells, abilities, monsters, and items have had their names changed either to align more closely with what they are or to more closely resemble their names in newer versions of the game. Some liberties were taken as the game imposes strict character limits, but you should see less abbreviations overall. -Nearly every dialogue box in the game was edited or completely altered. Proper English is now used in most cases, and the characters should display more personality with their new dialogue. -Townspeople often give hints on where to go or what to expect next. -The Training Room has been rewritten to provide a good overview of basic game functions as the original text was pretty vague or hard to understand. Map & Events -Events occur in a different order from the original game almost right from the start! -Maps were edited in several places to account for dungeon pathing. -Damage floor tiles have been changed from -50HP per step to -10HP per step. -Some NPCs were removed from certain areas in order to be re-used elsewhere or to prevent strange occurances. -Map headers (the thing at the top of the screen when you enter an area) have been spruced up a bit to make some areas sound less bland. -A number of sidequests have been added at roughly the 2/3 point of the game which provide a break from the action as well as VERY lucrative rewards. 4. Known Issues -There is a brief graphical glitch during a ship-riding sequence. It lasts for 1/2 second at most and appears to be related to map topography. It is a one-time occurrence. -There exists the possibility of a small continuity error involving airships at a certain point of the game depending on player actions. Everything plays normally, but airships may be relocated near the player. -Finding an arrow quiver gives 10 of that particular arrow type instead of 1. Feel free to sell the ones you don't use. -During the final encounter sequence, a character's name does not display correctly. He appears to be rather fond of the new name. His name might still appear incorrectly in other places, so let me know if you find any sentences with incorrect names.