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The download for this mod and translation can be found here: https://www.mediafire.com/file/u1o65w6f6zva0be/FF6_T-Edition_English.rar/file IT'S A VERY GOOD IDEA TO REDOWNLOAD THE FILE PERIODICALLY, AS WE DO OCCASSIONAL SMALL UPDATES/FIXES TO IT -- ALTERNATIVELY, CHECK THE POSTS BELOW TO SEE IF ANY OTHER MAJOR UPDATES HAVE TAKEN PLACE. 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. It is strongly recommended you use the emulator included in the download to play this mod. If not, some of the new songs will sound off or "nails on a chalkboard" in some spots, including just random beeps and boops. The emulator is a very specific build and runs like SNES 9x, so don't worry. However, you can use Retroarch also if for some reason you can't or won't use this emulator. The game is pre-patched and ready to play for english, but if you wish to play it in japanese, just find a JP ROM and use the Lunar IPS patch to patch over it. You WILL need to do this for EX aka disc 2 for english still, but DO NOT WORRY - your save file will work just fine and transfer back perfectly also! (We currently have no plans to touch EX *for the moment*. We are focusing our efforts on the main game.) As of 10/25/19, the english version is currently only translated for the menus, item, magic, weapons, etc - NO dialogue or descriptions has been done yet. This is a grueling process, not to mention editing the japanese version is different than english. Because the game is so large, FF3USMe will not work with it and tons of memory addresses and strings have been moved/changed. Due to also editing the game into english so far, currently item names from treasure boxes and character names in dialogue appear as garbage - even if you can read japanese, they won't make sense. To bypass this for now, please constantly sort your inventory and check what you've obtained after each chest. This is tedious but I apologize until we can sort this out. Stealing is the same way, so please check your inventory often. We will be working on descriptions and the like firstly, actual game dialogue dead last. 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, but this is what T-Edition was built off of. What is T-Edition? Firstly, let me be clear that I did not make this mod. The mod creator is a japanese modder named Tsushiy. Myself, Lazarus_DS, and dn are the ones managing the translation: Kain Stryder - Translator, handled the html files/upkeeps the translation. dn - Coder, handled menu and coding work. Lazarus_DS - Translator/Coder, handled menu/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: - Over 80+ new side quests, handled via the barkeeps in cities/towns, and later with Banon/Arvis in Narshe. - An Achievement/Collection Room in the Narshe School, showcasing your feats and tracking your progress (includes EX mode achievements). - Several new dungeons and areas, including 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). - A developer's room, mostly with Tsushiy's commentary and events, leading into EX mode. - The esper system has been removed. In its place are 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. This changes their stats for better or worse, matching your play style. Each character has 4 costumes, all based off other Final Fantasy characters they have similarities or things in common with. This will their sprites and menu graphics. Leveling up simply makes you stronger now, so don't hold back! Grind, grind, and grind some more! (Highly recommended.) - Enemies now can drop up to 4 different items instead of 2. - Difficulty rebalancing - The game for the most part in WoB is vanilla difficulty but upped a little bit. Side content is challenging, sometimes even brutal. 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. - Over 150 songs have been added, which the ability to change a town's music via clicking a song in the Config Menu (select Sound and hit the A Button to bring up the Music Player, ala GBA version) and then exiting. - Ultimate weapons have been added for each character. These range from 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 rebalanced, 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. - 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 specific costumes can make him a potent melee magic damager. - A new game+ feature - Done at the Narshe School, 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 and such are reset. Treasure and such is 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. - 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 School 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 then load up EX. EX is "disc 2", where once loaded, you'll be in the room with a new door. 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" aka T-Edition 2.9.2 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 stuff, 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. Overall, just have fun with it and enjoy the experience for what it is. There's so much more to list, it's easier if you just read over the notes and changes within the download or just play and see for yourself. Join us on Discord and pop into the T-Edition channel if you have any questions/comments.
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.