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Eternal posted a topic in Development DiscussionHello everyone! This is my first post here on NG+, but I'm excited to be able to share this project with this community. I've been out of the modding scene for the past few years aside from some minor projects, mostly due to work and real life stuff consuming the vast majority of my time and energy. I was working on FFTA2 for the most part until I stumbled upon the FFXII (PC) modding community. To that end, I was able to work with some of the many talented folks who are working hard on making tools and doing research on XII's inner workings. With their help, I was able to create the first difficulty/rebalancing mod for FFXII, called The Struggle for Freedom (SFF), designed for The Zodiac Age on PC, for English-speaking communities. XII, and Ivalice in general, hold a very special place in my heart. FFT was one of the first RPGs I ever played, and XII was the first numbered FF I ever finished. Even when I was younger, I always thought XII had a lot of potential and wanted to mess around with it. Why did First Aid have to suck? Why did all Black Magick have to feel the same? And why do those three invisible items added in IZJS not have models? And further, why can't every character feel unique, like they do in other FF games? Those are all some of the founding things I wanted to change with this mod, among many other changes. Here's what the biggest changes are: Enemies have 2x HP and a 1.3x boost to their other stats, making them hit harder, faster, and actually able to survive for a bit longer, without making enemies super tanky and feeling like a drag. Many enemies now use abilities that people have never even seen them use before because of the added survivability. If you use the default version of the mod, each character is assigned a set role and License Board to give them a unique role within the party. Vaan is fast and excels at evasion and combos, Fran is able to wield offensive magicks, Balthier is the best item-user, etc. There are two versions of each board for each character- a Struggle Board, and a Freedom Board. Struggle Boards are linear and have set growth, similar to FFX's Sphere Grid and FFXIII's Crystarium, and Freedom Boards are more open, similar to XII's original License Boards. For those not wanting set roles, there is also a version of the mod included that has the original 12 jobs and the PS2 version of the License Boards. If using the SFF boards, you face a choice- you can either pick up Quickenings early in the game as shortcuts to proceed on the Board faster, or opt to not pick up Quickenings until after the rest of the Board is complete to access a series of bonus Licenses for each character. Espers are now far more useful and, if you use the default SFF boards, are assigned to each character. Each character gets two Espers, each having very different playstyles and abilities that compliment their summoner, and Espers have completely revamped AI to take advantage of their skillsets. For example, Belias excels at helping Basch tank by using Bubble/Decoy on him while Belias uses magick, and Adrammelech uses Hastega/Slowga/Blindga and Thunder magicks to aid Vaan. Many abilities have been completely revamped to either fill a new niche, or to be more useful. For example, First Aid now heals a flat 10% of an ally's HP (great for using between fights!), rather than healing a very small amount of HP to an HP Critical ally. Bio/Scourge are now Water Elemental, and Gravity/Graviga are now Earth Elemental and act as regular spells (rather than fractional damage), giving the player more elemental options that were lacking in the original. Further, Fire/Ice/Thunder magicks are now very different from each other. Fire focuses on damage, with each casting of Fire able to potentially inflict Oil on the foe. Blizzard is AoE, and Thunder spells have a greatly reduced cast time. Equipment- primarily weapons- have been greatly rebalanced. The three invisible items now have models and are more balanced to be on par with other late-game weaponry, and are now available through the Bazaar (albeit requiring rare Loot). Most late-game weaponry within each category is competitive with each other. For example, the Arcturus has enhanced Range compared to other Guns, the Fomalhaut has an increased Critical Hit Rate compared to other Guns, and the Mithuna has the highest raw Attack of all Guns. Character stats have been revamped to better fit a character's role. For example, Basch now has some of the best VIT/HP in the game as befitting his role as a tank, whereas Vaan is the fastest, and Fran has the highest Magick. What will happen in future versions? Currently, FFXII modding is still very much in its infancy. There's many things we can't do just yet, and even things like editing text is very time-consuming. To that end, there are some minor text inaccuracies and other very small bugs that are being slowly but surely snipped for future versions. We're also working on a Treasure Chest Editor, which will hopefully be done within the next few weeks. Once that's completed, treasure chests will be a 100% spawn, 100% set item, and will no longer respawn, much like traditional FF treasure chests. Those chests will have set items, generally the rarest item that would have normally been found in that chest to begin with. AI is currently not editable for enemies. Hopefully, in future versions, we'll be able to make enemy AI more interesting. I think that covers most of the bigger things... I would definitely add, however, to read the Readme/Master Guide included with the mod download prior to playing. It has a variety of useful information, as well as accurate info about Abilities/Equipment/Items that can't be found in-game at the moment due to text modding limitations. SFF isn't perfect, but I hope that it'll allow people to enjoy XII in a new way. A lot of love went into making SFF, and I'm excited to share it with others who love Ivalice as well. If anyone has any questions or feedback, feel free to ping me on Discord (eternal248#1817) or shoot me a message here. I try to be as responsive as possible, and I'd love to hear from you guys! This is my first post here, so if I've done anything wrong, just let me know and I'll fix whatever I need to. Thank you! Download it here.
first of all, thanks for the mod, i find it way better than the original... also, Makami Full Kagutsuchi ¨boss fight¨ does always the same attack pattern, he cast dragon eye,fog breath, x attack but then randomly runs off the fight... i don't know if you know this so, i report it to you, also, there's a point in putting points in ag as a magic/support mc? since the only thing that affects is turn order (i think) and luck is used for magic accuracy... also,while i played this game for like 30 hours the first time, then i losed my save and started a new game with the mod, i never finished the game but i played all the persona games so i understand the system, should i go for TDE in the first time or just enjoy the game and left it for the next playthrough as a ¨challenge¨? i'm just looking for the best way to enjoy the game actually... i'm new to megami Tensei. So, thats everything... Thanks for the mod again.
84 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