Search the Community: Showing results for tags 'information'.
Found 2 results
The download for this mod and translation can be found here: https://www.mediafire.com/file/u1o65w6f6zva0be/FF6_T-Edition_English.rar/file Quick start instructions can be found in the readme translation file of the download, PLEASE READ THEM. If you want to contact us, at the top of this page is a "CHAT" button, click and accept the invite to our Discord. You can find me in there in the T-Edition channel. Current mod version (including English): 2.9.3 as of 2/5/21 IT'S A VERY GOOD IDEA TO RE-DOWNLOAD THE ABOVE FILES PERIODICALLY, AS WE DO OCCASIONAL SMALL UPDATES/FIXES TO IT -- ALTERNATIVELY, CHECK THE POSTS BELOW TO SEE IF ANY OTHER MAJOR UPDATES HAVE TAKEN PLACE. PLEASE ALSO AT THE VERY LEAST READ OVER THE READ ME AND CHANGES.HTML FILES, AND USE THE OTHER HTML FILES AS GUIDES. IF YOU DON'T WANT SPOILERS AT ALL SIMPLY ONLY READ THE README TRANSLATION/QUICK START FILE UNTIL IT TELLS YOU TO GO NO FURTHER (it will just help set you up and nothing more). Please also realize while we can't make everyone happy with this translation, we're doing the best we can with it. That said, certain names of items, people, etc etc etc may be different or changed for either a more correct translation or to just keep familiarity, such as FF6 SNES and GBA naming schemes. If you don't agree with things we've chosen, I apologize and hope this doesn't detour you from playing. (Currently as of Feb 2021 we plan to revert Eidolon back to Esper in the next major update.) The emulator necessary for playing is SNES9x-rr 1.60 when using the lua scripting. If you don't plan to use the lua, the dialogue in game will be a garbled mess due to our tampering, but menus etc will be full English. You can play this on actual hardware, and if so, it's recommended you use the v7 download file with the optional patches recommended if you can't read any Japanese. If using SNES9x-rr 1.60, please patch the music fix or read the instructions in the optional patches folder under the music fix description to adjust the emulator's settings for the music. However, ignore this if you plan to use MSU-1 (see the thread here for how to set up that). The game is pre-patched and ready to play for English (barring optional patches), but if you wish to play it in Japanese, just find a JP ROM and use the Lunar IPS patch to patch over it. The current EX translation for English is a bit rough menu wise, but the rest is fully translated. Note: The below 2 Let's Plays are very old (2017 or so) and were done in the original Japanese version and then the very first beta English translation when work had started. Many other streamers have since posted their own LPs on Youtube with 100% English so it may be better to watch their runs than my own. Want a visual guide for the game or live translation of the events? Check my LP below (Japanese version) Want it in partial English? Check my 2nd replay LP of it (note: This version has since been greatly modified/translated. What you're seeing is a very rushed beta): Final Fantasy VI: T-Edition and EX This is a Japanese mod of the original Final Fantasy VI based off a previous mod called Omega Patch. I personally have little information on exactly what Omega Patch is beyond some inventory expansion and other things, but this is what T-Edition is built off of. What is T-Edition? Firstly, let me be clear that I nor anyone else here did not make this mod. The mod creator is a Japanese modder by the name of Tsushiy. Myself, Lazarus_DS, and dn are the ones managing the translation: Kain Stryder - Translator, handled the html files/in-game translations/upkeeps the translation. dn - Coder, handled menu and coding work. Lazarus_DS - Translator/Coder, handled menu/in-game translations/coding work. So what is it, exactly? T-Edition is a massive overhaul to the base game and much much more. Here's a *basic* list of what you'll find (spoiler-friendly): - Over 50+ new side quests, handled via the barkeeps in cities/towns, and later other places in the WoR (explore everywhere!) - An Achievement/Collection Room in the Narshe Beginner's Hall, showcasing your feats and tracking your progress (includes EX mode achievements). - Several new dungeons and areas, including some of the GBA content. - Tons of new events and dialogue (the main story remains the same, but small things have been changed/inserted for a more fuller experience, be it cut content from the original game or Tsushiy's own ideas). - A developer's room, mostly with Tsushiy's commentary and events, leading into EX mode access. - The esper leveling system for stat gains has been removed. In its place is a costume system, where upon finishing achievements, side quests and/or story progression, you will unlock costumes in the WoR on the Falcon to swap characters into (requires a bar quest done first that's available upon receiving the Falcon -- search for it!) This changes their stats for better or worse, but it depends on your play style for that character. Each character has 4 costumes, all based off other Final Fantasy characters they have similarities or things in common with. This will change their sprites and menu graphics. Leveling up simply makes you stronger now, so don't hold back! Grind, grind, and grind some more! - Some enemies now can drop up to 4 different items instead of 2. - Stealing is now a 1/4 and 3/4 for the rare/common item respectively and also slightly easier overall. - Difficulty re-balancing - The game for the most part in WoB is vanilla difficulty but upped a little bit in some areas, especially side content. The new content is challenging, sometimes even brutal, until you figure out the strategy. The difficulty doesn't spike until the WoR when you begin doing the new content and side quests, with some stuff being hard to really hard. Final Kefka is no pushover, don't expect to breeze through this. Enfeeble enemies, buff yourself, try out new tactics, see what works, because enemies can be debuffed, perhaps things that didn't work in vanilla work now, so it's worth casting and seeing what happens. Even if you think "that won't work", TRY IT, you may be surprised! - Over 170 new songs have been added (not including Inn music and Fanfares), being able to listen to them in the Config menu -> highlight "Sound" and click (A) to open the Music Player like the GBA version. If using the lua scripting, there's a nice little feature here, too! - Ultimate weapons have been added for each character. These range from decent/good to godly and are part of a large side quest to obtain. - Gau has been reworked to be able to learn Rages anywhere in the game. Simply have him in party and do the fight and he'll obtain the Rage. Leap has been removed also; he now has a Fight command and can use Claws/Axes. Several of his Rages are extremely good, especially late game when he becomes a God. If you disliked him before, give him another look here. - New 2nd abilities for characters have been added for Celes, Terra, Mog and Relm (that replace Runic, Morph, Dance and Sketch, respectively). Control/Possess has been removed from the game. - The damage cap for party and enemies has been risen from 9999 to 32,000. - Almost every character's toolkit has been changed or re-balanced, please read over the html files to see everyone's abilities now. There's too much to write here. For the most part, everyone plays a bit differently than before but most of it is still familiar. Umaro for example is now controllable and has the "Snowstorm" ability to use at will, aka Blizzard Orb. He can also use magic, but only outside of battle, and knows any spells your team does, like Gogo. - To promote some character's jobs, people such as Sabin get more HP but much less MP, making him more of a physical attacker, so he won't make for a good mage. However, some of his Blitzes are magic based, so gearing him in a specific costume and giving him Magic+ gear can make him a potent physical magic damager. - A new game+ feature - Done at the Narshe Beginner's Hall (once the Falcon is obtained), the man behind the counter in the lobby will reboot the game for you, allowing you to keep ANY items, Espers, magic, rages etc gained, but key items, levels, and the Veldt encounters are reset. Treasure and side quests are reset too, allowing for you to obtain duplicates of things or to just simply restart the game if you royally botched and missed something important, or just wanting a fresh start and being OP from the get go, yet still retaining a challenge (due to your levels being reset). - A "disc 2" so to speak. Very late in the game, once a specific side quest chain has been finished, the middle door in the Narshe Beginner's Hall will unlock, leading to the developer's room. Inside here is a seperate room with Moogles and a save point, explaining to save your game here and to read the ex html file. EX is "disc 2", where once loaded, you'll be in the Moogle room with a new door but the exit missing. Traveling through said door will put you into a Crystal Room where you may select various bosses from past Final Fantasy games to challenge. These offer no rewards besides just "I beat them!", so play only if you wish for a challenge. That said, these bosses are HARD, so go in prepared. When a boss is defeated, saving your game then reloading the save BACK to "disc 1" the boss's painting will appear in the gallery room to prove you won. - Many other surprises await you to find, as if I listed *everything* here, it'd spoil the fun, but please keep in mind that this mod, according to Tsushiy and in his own words, was made for himself. He decided to share it so others may enjoy it, but he goes on to say that if you don't want your memories of Final Fantasy VI ruined or dislike fan fiction, please don't play it. This is to say that, some new events expand on the lore of the game and characters and in my opinion, he does it justice without coming off as cringe or "this doesn't fit, at all. Overall, just have fun with it and enjoy the experience for what it is. As a foot note, this is a VERY popular mod in Japan and Tsushiy is overjoyed people outside of Japan are now experiencing his mod, as he never dreamed anyone overseas would play it. There's so much more to list, it's easier if you just read over the notes and changes within the download's html files or just play and unlock the mysteries for yourself. Join us on Discord and pop into the T-Edition channel if you have any questions/comments, or post here in this thread.
1. 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.