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95 downloadsA small project I developed a while ago, this is a mod based on the infamous challenge-restriction run called Necrosis MO for FF7 that sets up unique conditions under which players must beat the game. The set-up is this: Every character that joins the player's party starts with 9999HP and 999MP; however, all healing has been disabled in the game meaning that any damage you take or MP you expend is permanently lost. To beat the game, you'll need to carefully manage your resources and avoid wasteful MP expenditure or excessive damage. You have free access to all commands and equipment, but bear in mind some effects are now useless (Cure, for instance, will not heal). Sources to raise stats have also been disabled. To install, extract the contents of the .zip and run the installer; specify the FF7/DATA folder of your game's installation. Remember to go into the installer's properties and unblock/run as admin if needed. If you find any bugs or discover a means with which to recover HP/MP then let me know so I can make adjustments. Good luck!
209 downloadsThis is a hack of the original game designed with several primary goals in mind: Rebalance many aspects of the original game. Create a gameplay experience that is challenging to veterans of the SMT series. Add in some fresh new enemies and skills to revitalize the gameplay experience. This hack is intended for people who have already played (and generally mastered) the original game, and is designed to be played on Hard mode. For those who don’t fit this profile, or don’t want a more challenging experience than the original, then feel free to play on Normal mode. This download includes a patch with instructions to apply changes to a ROM file of SMT Nocturne. It also includes a patch for the useful Heretic Mansion tool and instructions on where to get it. Here is a list of features by category. This list is not fully comprehensive, but covers many of the more important changes: Qualify of Life Enhancements: Lower quality skills are no longer more likely to transfer in fusions (I’m looking at you, Pester) Unlearned skills on demons and magatama are no longer hidden Swapping demons now uses half a press turn Demons can now swap themselves out Demons in stock gain 75% of the XP gained in battle (100% with Watchful) Geis can now be bought in a shop in addition to being won from Puzzle Boy Shop prices are now only doubled on Hard mode, not tripled Son’s Oath now gives Dante the Pierce effect Retreat is now possible (albeit unlikely) in Hard mode MP pools are increased by 1/3 AoE healing now affects your entire roster, not just the active party Difficulty Enhancements: After the earliest areas of the game, new and powerful enemies will show up during full Kagutsuchi Enemy encounter sets have been enhanced Enemy scripts have been enhanced Boss scripts have been selectively altered, and their stats have been increased substantially The HP of random encounter enemies scales up more over the course of the game New maximum of 2 -Kaja stacks on the player and 2 -Kunda stacks on enemies Trafuri is removed Tetra/Makarakarn now only affect the caster Estoma’s effectiveness is reduced (until you get Masakados) Mitama stat bonus cap lowered from +100% to +25% of base stats Balance Changes: Physical skills have been improved in the early and mid-game Magic skills have been improved in the late-game (and magic damage no longer caps) Pierce now also penetrates Resist/Null for magic skills HP-based skills now use strength for damage, and their damage output ranges from 60%-100% of normal based on your current HP% (the power of these skills was raised a bit to compensate for this) Agility and Luck now have much higher impact on the things they effect Luck now affects the rate of ailments and instant death Luck now affects critical hit chance Luck is now the primary factor in magic accuracy (yes, Luck did almost nothing in the original game…) Dark/Bright Might crit rate reduced to 50% Might crit rate increased to 30% Might skills, Drain Attack, and Attack All can now all stack with each other Drain attack healing increased to 100% of damage dealt Shock and Freeze can now work on bosses and only last through one physical attack Tarukaja now affects both physical and magical attacks (Makakaja was repurposed) Tornado damage reduced from Heavy to Med MC’s unique Phys skills have been re-tooled and re-balanced (check ‘em out!) Many new skills have been placed on Magatama Stat bonuses on Magatama have been generally improved Magma Axis now treats a target’s Drain Fire or Repel Fire as Void Fire (works with Pierce) Resistances and skillsets of demons have been rebalanced Elem Boost skills reduced to +30% New Skills (and re-works): Scald: AoE Light-Mid Fire damage. Lowers enemy physical attack. Laevateinn: Acts as Fire Boost and enhances Surt’s regular Attack Chill: Single target Light-Mid Ice damage. Inflicts Sukunda. Cocytus: 3-7 hits of Mid Ice damage. High odds of Freeze. Niflheim: AoE Mega Ice damage. Lowers enemy evasion. Zap: Single target Light Elec damage. Extremely high chance of Shock. Mjolnir: Single target Mega Elec damage. High chance of Shock. Thunder Reign: AoE Mega Elec damage. Moderately high chance of shock. Odinson: Passive skill that acts as Elec boost and doubles Shock chance. (unique to Odin) Dervish: AoE Light-Mid Force damage. Lowers enemy evasion Panta Rhei: AoE Mega Force damage. Vayavya: 3-7 hits of Heavy Force damage. Low odds of Stun. Antichthon: Single target Heavy Almighty damage. Inflicts Debilitate. Last Word: Single target Severe Almighty damage. Uses all remaining press turns. God’s Curse: AoE Med-Heavy Almighty damage. Inflicts random Curse/Nerve ailments. Sol Niger: AoE Heavy Almighty damage. Dekaja effect. Babylon Goblet: Sukunda effect. Mid odds of Panic. Soul Drain: Drains HP&MP from the enemy. (More powerful than Life Drain / Meditate) Fang Breaker: Single target Light Phys damage. Tarunda effect. Akasha Arts: Single target Heavy Phys damage. Greater damage with lower HP%. Primal Force: Single target Severe Phys damage. Cannot crit without Shock/Freeze. Skull Cleave: Single target Heavy Phys damage. Rakunda effect. Chi Blast: AoE Light Phys damage. Low accuracy, high crit rate. Earthquake: AoE Mega Phys damage. High accuracy, low odds of Stun. Cannot crit without Shock/Freeze. Gate of Hell: AoE Heavy Phys damage. Low odds of Petrify. Poison Arrow: 3-5 hits of Light Phys damage. Low odds of Poison. Bloodbath: 3-5 hits of Mid Phys damage. Low accuracy, high crit rate. Sakura Rage: 3-5 hits of Mid Phys damage. Low odds of Charm. Amrita: Heals all ailments on the party. Cadenza: Increases accuracy and magic attack. Heat Riser: Grants all -kaja effects twice to one target. Luster Candy: Grants all -kaja effects to the party. (AVAILABLE AS CONSUMABLE ITEM ONLY) Anti-Magic: Grants Fire/Ice/Elec/Force resistance. Anti-Ailments: Grants Nerve/Curse/Mind resistance. Void Ailments: Grants immunity to Nerve/Curse/Mind. Unshaken Will: Grants 2x resistance to Nerve/Curse/Mind/Death/Expel. Magic Boost: Acts as Fire/Ice/Elec/Force Boost. Arms Master: Halves the HP cost of physical skills. Tips: The XP gain on player demons not participating in battle and the half turn cost to swap them in makes using more than 4 demons much more powerful than in the original game. Use this to your advantage, and think beyond your 4 active party members. Be mindful of helpful consumables that can be purchased from Rag’s Jewelry. If a non-boss battle is going poorly: see if you have a Smoke Ball to use. v1.1 Changes: 1st Person view no longer requires New Game+ Patra/Me Patra now cures Charm Spectre (round 1) toned down a bit Various minor to moderate bugs have been fixed v1.2 Changes: Fixed a bug with enemy HP-based Phys damage Fixed a bug where ailments would sometimes have lower landing rates than intended v1.3 Changes: Fixed a bug where Summon would fail after using Counter v1.4 Changes: Fixed a bug related to Counter/Retaliate/Avenge Fixed a bug with Last Resort Fixed a bug with Babylon Goblet’s Panic effect not working Fixed a bug where Full Kagutsuchi encounters wouldn’t show up in the certain rooms in a few areas Anti-Elem skills now remove “Weakness” Altered a special encounter in the Third Kalpa due to grapical limitations Reworked some early game Full Kagutsuchi encounters and gave all of them the special music Removed Akasha Arts from Scathach (she can’t inherit Phys) Gave Scathach resist Ice The following bosses made a bit less difficult: Sakahagi, Mother Harlot, Spectre (round 1) v1.5 Changes: Various lesser bug fixes Gameplay and Development Videos
567 downloadsDifficulty and Rebalance mod for Golden Sun: The Lost Age. What's New in Version 1.0009 (See full changelog) - Fixed Mia's EXP tables. She should level to 99 now and there is no need to restart your save file. ~You just need to kill a monster and she should level just fine
Not Easy Being Green tells the story of Verdigris after the events of VVVVVV. A new dimension has several people trapped because they have never learned or are too afraid to flip! Will Verdigris be able to save them all? This is not complete (about 1/4 - 1/3 done) but the part that is done is fully playable. http://jmp.sh/hSQ54Mw
107 downloadsNot Easy Being Green tells the story of Verdigris after the events of VVVVVV. A new dimension has several people trapped because they have never learned or are too afraid to flip! Will Verdigris be able to save them all? This is a long player level (20x20 map) with internal scripting. Version 0.04 changes: 1. Game is now 99% stable! All sections have been tested except for part of a very hard secret section. Everything works as intended in these sections except for one cutscene which just doesn't show up for some unknown reason, and some weirdness with a scene in the secret section. 2. Toned down a lot of stupidly difficult rooms, such as those in the green ? section. 3. Fixed a few rooms that were impossible due to broken scripts, poor platform placement, etc. Everything in the normal part of the game is now possible. 4. Hellevator section is now possible! Moderately hard but loads of fun. Unfortunately the special scene (which is supposed to trigger upon beating it) doesn't show up and the characters just stand there. 5. First part of the secret section has been confirmed as possible. This is HARD (I died 1767 times in testing this). Haven't tested after that point in the secret section yet though.
888 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.
715 downloadsDifficulty & Rebalance mod for Golden Sun by Vanish Mantle. What's New in Version 1.0.1.S 1.0.1.S Changelog - Changed the level 35 soft level cap to require less EXP to hit the hard cap of 50 for Fallen Star ~ You will still need to grind a bit to get over this soft cap however it won't take as long as it did before. - Each character needs about 600k-700k instead of the 3.5mil- 3.8mil to pass the soft cap of 35. Previous Versions 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.
567 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
1127 downloadsReturn of the Dark Sorcerer is an incredibly large fan-made Final Fantasy 6 modification that's been in development since around 2010. It has had quite a few different hands on to get it to where it is today. This mod promises to showcase some of the challenging aspects of FF6 romhacking, 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, new overworld maps, a new musical soundtrack, difficulty selection, new battle scripts for monsters & bosses, and an absolute ton of custom monster/esper and NPC sprites...and much more! 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 FF6, it is just a massive amalgamation mod and customization of FF6 that does contain a whole bunch of references and can be rather nonsensical or even immersion-breaking at times. But, if you go into it prepared for this I am sure you will have a much more enjoyable experience than expecting some 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'm quite proud and pleased with the result.
339 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.
659 downloads1. Introduction ----------------------------------------------------------------------------------------------------------------- Thank you for downloading Final Fantasy IV: The Darkness Within! 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 two .ips patch files; one Complete patch and the Base patch for those of you who wish to view stats in ff4kster. The Complete patch will need to be applied to a clean UNHEADERED Final Fantasy II(US) 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. -General menu navigation speed has been increased. -ATB gauges for the player party have been added in battle! 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 25 HP per tick. Caster is able to freely act while this occurs. Sneak: Removed from the game. Dart: Renamed 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) or to the Equipment screen. -The Equipment screen has received an overhaul thanks to Crow!'s Equipment Screen mod. Nearly all information about a character, their attack/defense power, elements, racial bonuses, etc. can be found on the equipment screen! -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 ----------------------- -Status curing items have been split up into two different items. This is closer to vanilla, but different from previous versions of this mod. Ammonia: Cures Berserk, Sleep, Charm, and Stun Remedy: Cures Poison, Blind, Mute, Petrify/Calcify, Pig, Frog, Mini, and Curse -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. -Y-button dashing has been added to indoor areas! Hold the Y-button to dash. 4. Known Issues ----------------------------------------------------------------------------------------------------------------- -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. -Dashing (Y-button) while entering a cutscene or climbing a rope will result in movement within the cutscene playing out faster or slower than intended. -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.