Search the Community: Showing results for tags 'brave new world'.
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thzfunnymzn edition of Brave New World
thzfunnymzn posted a topic in Final Fantasy VI: Brave New World
Affectionately called: Lol New World This edition of BNW - affectionately called Lol New World - is really a "continuation" mod by an old, old veteran of the Brave New World community. It's not an official continuation of any sort. It's just an old veteran, who loves designing things too much, taking his own spin on what he sees as future development of BNW's design and balance, while trying to keep the spirit of "the mod that improves FFVI's mechanics while preserving the spirit of FFVI". As I'm a bit of a mad scientist, some things about this mod will be experimental, push boundaries, and perhaps be just plain crazy, in ways that another designer perhaps wouldn't do. However, LNW is still very much is BNW. Edgar aside, I don't think you'll really notice the changes until at least after the Magitek Factory. (Not that I'm averse to early game changers, mind you. Just nothing has happened yet, that I'm able to do, that keeps within the spirit of "FFVI with improved gameplay / mechanics / balance"). The initial impetus for this mod was simply me deciding that BNW's stamina stat is becoming far too much of a 3rd attack stat, including holding special hatred towards a couple of stam-based attacks (Atma Weapon). Therefore, as of the alpha version of LNW, many of the changes revolve around trying to push stamina into a more clearly defined defensive role. Said role revolves mostly around statuses, whether that be through an improved status evasion, a new unique Cover Shield (Paladin Kite) in the game's second half, or modifying some characters' unique stam-based mechanics to be more defensive in nature (like Relm's Interceptor). However, it comes along with an aggressive removal of many stam-based attacks, including your odds of counter-attacking no longer being based on stamina. ... The alpha version, as of right now, is imperfect, and in my eyes, incomplete, through further development is stalled while awaiting player feedback. Course, I'm Mr. Scope Creep, so many of the changes in this alpha are also just throwing in things that seem like good ideas, such as Gau's Rage odds now being stam-based (alongside a re-design of some Rages to make room for stam Gau being VERY consistent with his Rages) a re-work of Mog's Dances (which ties into the stamina changes, actually), giving Strago a Merton-lite lore affectionately named "Antipode", critical hit chance based on one's speed stat (thanks to the coder, Sir Newton Fig, for that idea), limiting the total number of any given item you may have, Drain moves not being capped by missing HP, raising the maximum Esper Level from 25 and 30 and making esper exp come faster (more fun with builds), a freaking new esper in Leviathan, and a whole lot more. The Patch Lol New World mod for BNW, forked off of the 2.1 version. Applies over a vanilla FFVI rom. The x2 speed patch (faster enemies) is included as an optional extra patch, for those who want the extra difficulty. https://drive.google.com/file/d/1Yv-1BrgvHDZsXKgQ6OD9rVZWxD5ISnfV/view?usp=sharing- 10 replies
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Just finished the game, I charted the characters! [SPOILERS]
ScouSin posted a topic in Final Fantasy VI: Brave New World
I wanted to start by saying I beat vanilla FFVI many times over the years, spanning from when FFIII(US) was released. This is my first hack of the game, and I enjoyed it immensely, to the point that I wouldn't recommend the original over this version. I was quite satisfied by the time I beat Kefka. To the topic at hand though, before I ventured into Kefka's tower, I charted each character on a whiteboard (picture attached). I highlighted their strengths as I built them, and this helped me to build an excellent set of three teams for the venture into Kefka, and eventually helped me to build the winning team on the Kefka fight. There are a lot of specialties to keep track of, so did anyone else do anything like this? -
new game plus (no level cap) mode?
swimmingcactus posted a topic in Final Fantasy VI: Brave New World
Hello! I played this mod wayyyy back in version 1.3 (i think, can't quite remember) when it was hosted on insane difficulty. I am very excited to try v 1.9. I noticed that there is a v 1.10 in production which I am very excited to try out as well. I have a suggestion: Have any of the developers considered a new game plus type mode? Not a new game plus exactly, but basically a separate patch that is identical to current BNW patch, except that the level cap and esper point cap is removed. I think that would be fun, something that could be unlocked with the unlockme password. Thoughts?- 2 replies
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Hi y'all! I was wondering if it's possible to modify the Final Fantasy 3 game on the SNES classic into Brave New World using the program mentioned in this article and Lunar IPS?
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Salutations! I have not bothered to ever post here nor make myself an account, but I feel it is time to do so. I have created my own FAQ of this lovely mod, listing many things I have found throughout the game and I have also made many FAQ's before this one...in fact I enjoy creating such documents! However, I understood from reading through the forums that BTB and possibly others are secretive about some relics, and other things like where to find the "???? skill" as you so put it; so I must ask and hope for an answer from yous folks here :D. My FAQ has a steal list, relics FAQ, character guide, monster list and FAQ and all sorts of tidbits(I have yet to try stealing in the colloseum after 1.8.5 though, i wanted to wait until v2, this is why i hope for some private messages with you, BTB.) I was even thinking of maybe going all out and creating an old school walkthrough(like those old bradygames ones...only not full of lies lol) who knows? However i do not want to cause any issues, such a walkthrough will not be immediately released upon v.2 and I really hope we can make some sort of terms of how and when such an FAQ/Walkthrough would be released. OH! Yeah, I must say to anyone whom is curious, i will NOT be answering you with questions such as "where can i find ????" or "what does the xxxx relic do?" because as stated, such things would be answered in the FAQ or by yourself, and even if i get a thumbs up for such a thing, it would not be released until some time after the final product(v.2) is released. I do hope to hear from you, thank you for your patience.
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Update! See this post. Hello folks! I know nobody asked for this (except me) but me and Nowea did some work this morning and figured we would release it to any interested parties. We made an eye candy patch. Terra casting Rasp on a reflective Relm, and using an Ether on Cyan (and yes, I made these using vanilla saves, hence the insanely high numbers which you would never see in BNW) This patch (re-)redecorates the less-than-aesthetically-pleasing Rflect barrier that results from using Imzogelmo's Color-coded MP Digits patch. The barrier is now a pleasant blue recolor of the green vanilla version. As a byproduct of eliminating the dark grey color from the palette, the MP healing colors (blue) look somewhat brighter and have a nice glow to them. The MP damage numerals (pink) were recolored to match. It has been (very, very briefly) tested with Brave New World 1.8.0 and vanilla FF3us 1.0. Please report any bugs you find to Seibaby on the ID Discord channel or here in this thread. Please be especially on the lookout for anything that is pinkish-maroonish but looks like it should perhaps be a dark grey. Thank you for downloading this patch and please enjoy! -- Seibaby (aka Cakes) Gonna post this up for testing or something? I demand top billing -- Nowea (If you're wondering about the distribution of work here - Nowea did all the creative stuff and Seibaby did all the hacking stuff - yay teamwork!)
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