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Found 13 results

  1. Version 3.00

    72 downloads

    Welcome 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.
  2. Version 1.0009

    0 downloads

    Difficulty 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
  3. Version 1.0.1

    6 downloads

    Difficulty & Rebalance mod for Golden Sun by Vanish Mantle. What's New in Version 1.0.1.R (See full changelog) 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.
  4. Version 0.925

    82 downloads

    Major features: Equipment offers various bonuses instead of a simple attack and defense progression Rebalanced classes, stats and spells, almost everything is usable now Modified formulas that keep even high level techs useful Expanded inbattle options with running, regular strong attacks and counter techs Passive MP regeneration with high cost spells: be smart with your magic Extensive boss AI changes Accelerated level curve: from class changing at the earliest mana stone to facing the final boss at the level cap Transformed the shield slot into a second accessoire slot for everyone, shields count as regular accessoires Increased inventory capacity to 20 per item type instead of 9 Tons of bugfixes ranging from agility stats not working to Kevin's wolfform stacking attack bonuses 5 difficulties to choose from, covering the spectrum from "easier than vanilla" to "Atlus would be proud"
  5. Version 0.1.6

    5 downloads

    Patch must be applied to a Mega Man X2 (U), UNHEADERED ROM . Patching into the wrong version of the ROM will lead to glitches and bugs all over the place. Mega Man X2: Hard Type Mega Man X2: New Hard Type is a WIP project - rebalance and stage redesign project for Megaman X2 for the SNES. Within its objective is to enhance the difficulty to provide a fresh new experience to veterans of the platform genre. 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. Note that this is an Alpha release. Further development of X2 will be done after its sister project, Mega Man X: New Hard Type gets to its final version. Want to donate? Click here! 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
  6. Version 0.0.5

    3 downloads

    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. 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
  7. Version 2.2.2

    8 downloads

    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. Mega Man X: Hard Type Mega Man X: Hard Type is a rebalance and stage redesign project for Megaman X for the SNES. Within its objective is to enhance the difficulty to provide a fresh new experience to veterans of the platform genre. Mega Man X: Soft Type Mega Man X: Soft Type is a patch included in the download, which features all of the changes listed below, except for the level redesigns. It's a must for players who want to check out a rebalanced verison of the original, without having to play the redesign stages! Think of it as a middle ground between the original, and MMX: Hard Type! List of changes: Level changes: Every single level has been redesigned from scratch, including bosses arenas. AI changes: Regular enemies, bosses and minibosses have had their AI enhanced, making them more responsive and faster, among other things. Enemy stat rebalances: Enemies have had their HP rebalanced and they usually deal more damage. Player stat rebalances: Ammo has been reduced, and each of the weapon's costs have been rebalanced. Damage done by weapons have been rebalanced as well (The Hadouken isn't a 1-shot anymore), both against regular enemies and bosses. Some weapons had their speed rebalanced. The body upgrade has been nerfed to 25% damage reduction. Other misc changes: Infinite lives. Dialogue changes. Spec mode modified. Death counter in the pause screen. Each of the bosses can now be rebattled. Each of the Maverick stages can be exited without having beaten it first. Hadouken capsule only requires 1 visit. Doesn't require all stages beaten. Dash acquired after completing the Intro Stage. Custom Title. Other rebalances and small additions. 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
  8. Version 1.8.5

    275 downloads

    My most recent and arguably most ambitious project to date, Brave New World is a joint effort between myself and a fellow by the name of Synchysi, the result of which is a complete overhaul of perhaps the most beloved entry in the long-running Final Fantasy series. Our mod proudly features... • Character-based esper restrictions & new stat boosts that promote greater diversity and allow for customized development • New and reworked formulas which rescue everything that isn't magic or magic evasion from the dump-stat heap • Rebalanced equipment, items, spells, and skills that aim to remove dead weight and give players more (and better) choices • A complete overhaul of enemies from their stats to their behavior to better challenge veteran players and newcomers alike • Tons of bugfixes, as well as remedies to many of the game's more annoying aspects (such as rage hunting taking a lifetime) • A new script that restores much of what was lost in translation and builds on existing plotlines and characterization • Much, much more But even though much has changed, I think one player who blogged about our mod put it best when he wrote, "...the goal seems to be to celebrate what makes FFVI the game it is, rather than undoing it and making an entirely new game out of it." Verily, Brave New World is beyond all else everything I feel that Final Fantasy VI could (and should) have been if at least half of its dev team wasn't on crack. And as the above post continues on to suggest, our mod was created to be accessible to brand new players as much as it was to people who've played FFVI dozens - or even hundreds - of times.
  9. Version 8.0.0

    8 downloads

    This hack assumes you're VERY familiar with the original game. This hack is not for amateurs. It can be very difficult even for pros This isn't just a stat increase. The game starts off easy, but after Molevile the difficulty picks up. You can beat the main game around the 20s. But in order to take on the super bosses, you'll need to be at level 25+, and 30 for the boss rush. Even then you're going to have a hard time. Looking for a difficult Mario RPG hack? This is it! What's New in Version 6 (See full changelog) Version 6.1 Upgrades: This Upgrade was made to balace the difficulty of the game. I fixed a few things on the way. First..I need to say that those of you who played version 6.0 and want to load from where you where, you may. Your stats my be too high or too low depending on how you leveled them up. Example, Mario may end up having 255+ defense without Stell shell Armor! Conside yourself lucky if this happens. Or you may even have a funny HP number..which means you have over 1000 HP. Play a new game to experience the difficulty that was meant. If my Math was correct, using Stell Shell armor will be the ONLY way to reach 255+ Defense, making it a very important item. New "GOD" BOSS: Jinx!! Go to the GOD BOSS Section for details. Some monsters have been tweaked here and there.... P-Down/D-Up: ------------ I'm sorry guys, but using this with the Stell Shell breaks the game and makes the Boss Rush too easy. I've come to the conclusion that it must go, and I changed it to another item. However..I added more defense points for the party in multiple ways. It's possible for all members to reach 240+ Defense without using this item now. Metal Cap: ---------- This replaced P-Down/D-Up. Naturally, only Mario can use it. It raises his defense by 12, which is higher than any other accessory he can use other than the Crystal Ring. it also raises attack by 75, magic defense by 17, and buffs attack and physical defense. To finish it off, this item blocks thunder, ice, fire, AND death attacks! Of course it slows him down little.....Those of you who have p-dpwn/D-Up already on another party member from 6.0, once they take it off, they can't put it back on. Thunder Staff: -------------- Just like thor's Hammer, this weapon now has TWO timings! Keep it for life, for it's actually mallow's best attack weapon late game when the foe is weak to thunder. If you sell it, it's gone for good! Use the Holy Rod when you know you'll only use magic. Some of you may have Geno doing a Holyja spell, which was a mistake on my part. It doesn't do extra damage like Peach's though. The New link has the fix. Not much of an Upgrade I know, but again this is mainly to balance to difficulty and force more tactics over than tanking with Stell Shell and P-Down/D-Up. I've made some last minute upgrades to the game. I won't spoil these pleasant and NASTY surpises. You'll just have to stumble on them.... FIRST... I want to say sorry for the hold up..but the bugs kept coming and coming. SECOND... I want to thank everybody for baring with me and informing me of the bugs from the beta version. I can't belive how much I missed. I've done a few things to the game that makes it wise to start a new game. You don't HAVE to though......unless you come acroos some bugs. if you see something funny like People on screen when not suppose to be, or open doors locked again, then yeah, you'll need to start over. Most of the major changes take place late game. Elemental Weapons: ------------------ Perhaps the biggest upgrade. Many weapons have been giving an element(Ice, Fire, and Thunder). If the monster is weak to that element, they take double damage. If they resist it, they take 0 damage! This forces you to be more tactical. Of course I'll be increasing the HP of certain monsters because of this. Every ally has at least 1 weapon with an element attack. Mario has one for all 3. It's possible to attack for 3,000+!!! Any weapons you get from treasure chest or special events can only be obtained once. If you sell it, it's gone for good. Be careful, as some elemental weapons are obtained this way. Bowser's Keep: -------------- Most levels haven't changed a bit but Bowser's keep is completly different. For starters, the 6 Door rooms are all connected! You won't do the Barrel counting, 21 coin chest, or the marathon event thing. But everything else is there. It seems like you have infinite tries, but I hacked it to where you have up to 266 tries. I don't see how anybody can fail this many times. If for some reason you do, you'll suffer the same fate as you would for failing one of Dr. Tropper's Quizes. Speaking of which..... As I said, you won't do the Barrel counting 21 coin chest, or the marathon event thing. But you will do the other 3. I added a nasty surprise for those who fail one of these. If you've played Paper Mario, I shouldn't have to tell you what happens if you fail.....However..there's a reward for winning this difficult battle. There are a few other surprises in there that you'll surely stumble on.... Smithy: ------- Smithy's not pulling any punches this time..... The first fight hasn't changed at all..but the second one is a lot different than it was before. Ending/Post Game: ---------------- I've been thinking...and who here hasn't seen the ending a thousand times?? A new feature that i've been working on. I got it to work..and it wasn't easy might I add...many offical games have this feature. After beating smithy...you will continuing playing the game. Mario will return to the Pipe house using the opening event when toad ran into the house. It's a little buggy, but unharmful. It's not a new game plus...you simply keep playing the game instead of it ending it. You'll recieve 50 frog coins every time you do this. Boss Rush: ----------- In the room with Magikoopa..the right door leads to Boomer, and the left door leads to the Boss Rush. However, this time..the boss rush is inacessable until you've completed the main game! The Boss rush is complelty different than before. Go to the Boss rush page for updted info. For starters..all 6 rooms are connected. Next..I added the Smithy Gang into the mix!! Losing a battle will return you to Magikoopa's room..even on the Final boss. That fight is no longer a Game Over. New Level: ----------- This level in inaccesible until you FULLY complete the Boss rush. You will notice something funny in the game..some rooms have been skipped. Rooms that I find to be compleltly useless, I removed them so I can use those exits to make a new level for the post game. This is because the game can only hold so much information before it bugs up like crazy. A good example is the entrance to the throne room in the Mushroom Kingdom. This room is 3 steps big. Another is the water house in Rose Town. Did you really ever go in there? The level isn't really NEW..it's a custom made level using unused areas from the game. It's 5 rooms with a few battles. The game's toughest normal monsters come together here. This level will also include suped up versions of the monsters previously lost in older versions, like Gorgon and Strawhead.(I think C4 wanted me to bring them back..^_^) The point to fighting these monsters is that they often drop the game's rarest items. Hidden Element: --------------- Noticed how you can jump on foes you normally couldn't? I find it pointless to make foes weak to jump when I can make this element more useful. I used this element and gave it to a few items, spells, and weapons..making them do massive damage. EVERY monster in the game is weak to this element. You'll notice that Bowser's normal attacks do a lot of damage...and rightfully so. All of his claw weapons and the Chomp use the hidden element...turning him into the physical powerhouse he was meant to be. Use the Hurly Gloves or the Fire Chomp when you want him to use magic more. Most if the Ultimate weapons also use this hidden element. Monster Changes: --------------- -You will notice that Gunyonk, Countdown, and Corkepte are gone. They have been replaced with other monsters. The countdown sequence bugged up too much. So I removed the room and turned the Bells and Countdown into other monsters. Stumpet will pick up where corkpete left off... The fight with 'GUNYOK" just got more interesting....I won't spoil it for you. You'll see when you get there. -The Master fight in the ship has been moved to the third fight with Jinx. You win the Bombs away AND Jinx belt after victory. Another monster has taken it's place in the ship. -Dark Bahamut is no longet in Bowser's Keep. He's moved. I won't tell you where he is. -New Super Boss..King Bomb. Once the fight begins, you'll understand the terms. It's possible to beat it after at least one ally has 376+ HP. -Magikoopa is now VERY HARD to beat..unless you bring a certain party member to the fight....Beating him at his full power will net you LOTS of EXP and the exclusive Aura Stone! But the only way this can be done is if you're over leveled. If you fight him at full power at that point, he'll most likely wipe you out on the first turn. Physical Elemental Attacks -------------------------- Some monsters will use an attack that seems like an element, but it's actually a physical attack that can't be blocked by elementals guard items. Example, Bowser shoots flame at you, but it's a physical attack. Some monsters use a special Shocker, others will use a Physical shocker. Ice Rock physical attack is a death hit if not blocked. Death Attacks: -------------- There are 10 death attacks in the game: Banish, Black Hole, Bomb, Death Scythe, Ice Sickle, Impale, Killer Fang, Knife, Smithy Bullet Bill, and KABOOM! Ice Sickle, Killer Fang, and knife can be blocked down to 1 HP...or no damage if blocked perfectly. Black Hole, Death Scythe, Smithy Bill, Bomb, and Impale must be blocked by equipment unless they miss outright...for they are not 100% accurate anymore. Banish is exlusive to a certain monster, and it won't use it if you're invicible. KABOOM cannot be blocked at all. -Only the following items will block Death attacks: Super Ribbon, Super Suit, Luigi Hammer, Safety Pin, Steel Shell Armor. Items and Equipments: -------------------- -Many weapons have new ways to be obtained. -The Steel Shell Armor will remain unchanged for the most. Speed will drop by ALOT NOW. Also, the monster you need to beat to get it will be extremely difficult to beat. -Ribbon and Super Ribbon have higher increases now. -New Accessory..Aura Ring..one of the Semi-Ultimate items. The Energy Stone made the other damage items useless, so I'm adding effects to them: -Fire Bomb will burn the enemy. This is actually poison, but there's no difference. Some monsters will be immune to it of course. It works on some of the super bosses. -Ice Bomb put's enemies to sleep. This will even work on a few bosses! -Electric Bomb will lower the monster's stats for 3 turns, so it's basically fear. Useful for when you're not using Bowser. Semi Ultimate Items: -------------------- These items are sold in Sea Side in the frog coin shop. They will be the overall strongest items from that point until the factory. By then you'll want to get stronger ones. The catch?? Your frog coin of course. Weird Mushroom: --------------- This item can help you or hurt you. It fully restores HP, but the game think it's reviving you. So it resests the ally s if they came back to life. In other words..if you're using equipment that buffs stats, it will reset if it was de-buffed. If you buffed them up in battle and they are not using buff equipmentm the buffs will be removed. A very nice item to use with equipment that buffs stats. Holy Stone/Crystal: ------------------- The Holy Stone and Holy Crystals have limited use, and should be used for that purpose. They do decent damage to foes at early stages of the game. But their main use is their effect on undead monsters. The Holy Crystal has been suped up. Now it will do 9,999 to most undead bosses. The Holy Stone is a weaker version, but it's eaiser to get. Both of these instantly defeat most normal undead monsters. Some other monsters take extra damage from these as well..like Box Box(a Ghost is in the chest ^_^) Remember that the Holy Ring and Holy Rod DO NOT have these effects. The Aura Stone: --------------- Remember that broken item you get in version 5 for beating culex? You get ONE free one in the main game. For those of you who never used it in verion 4.9, this item breaks the game..especially if you have super jump. It's now called the aura stone. I recommend saving the free one for which ever fight is giving you the most trouble. In most cases..this will be the Master or the Final Boss in the Boss Rush. There are only 3 ways to get this item: -You need to beat Magikoopa in Bowser's Keep at his full power. Overleveling is the only way to do this. -Find all hidden treasures, then recieve in monstro town. -Defeat Culex. Culex will give you one upon victory, but you'll most likely use one to beat him anyway. This is the easy way out. This item pretty much ensures your victory if Mario has learned Super Jump. So if you can live with yourself after using it, then by all means. I'm not sure if you can get the Frog coin in the Mushroom Kingdom after Toad leaves the room, so the Aura Stone in Monstro Town may be missiable. Magic Potion: -------------- I had a much better name for this item, but the game glitched wehen I use it.... Only time will tell if this item breaks the game. This is the final item you now get from the miner. It heals 255 HP to the group..that's it. It doesn't heal status effects like Elixir and Megalixir. So what's the big deal? Use it and you'll see. Culex: ------ This one's a dozy...The door doesn't dissapear. This time, you can now fight him as many times as you wish! Of..he won't give you a choice once you meet him. He's hard as hell. Even I can barely beat it. Dr. Tropper: ------------ This time, ALL of his questions are clues to help you get threw the game. Some of them are very important clues. TOADSTOOL: ------------------ She will from now on be called "Peach" in this hack. Oh yeah..Psycho Boom is gone. She has a new spell now..and you're going to use it a lot. She throws a bomb as one of her weapons instead. Monster attacks: ---------------------- You will see a few new custome made attacks later on in the game. I've come to the conclusion that those atatcks that ignore defense(meteor, Water Blast, ect... are very cheap and unfair sometimes. So I modified it a littlte. Most of those attacks now have a chance to miss you completly! The more Powerful ones (like Meteor) have a high chance to miss. Note that the Uber attacks from the 2 God Bosses will always hit. Level Up changes: ------------------------- I've modified the state growth for every character in the game. it's possible for every character to reach 999 HP. But it requires them to use ALL HP bonuses. But If you do that, their other stats may be low. Pay attention to the Level up bonuses and know when to pick what. it's very important for the Boss Rush. Mix and Match with all kinds of combinations and conquer this hack!! For those of you who started on version 6 beta, it's up to you if you want to start a new game or not. If you don't..your HP/stats may be too low..or too high!!! Example: Using all HP Bonuse on Peach with the Steel Shell Armor makes her almost unkillable. And she can still fight back with her powerful magic. Just watch out for those Fixed Damage attacks. Misc changes: ------------- -The Writing is a little bigger, and the screen is blue. -Remember those annoying dialoge bugs towards the end of the game? They've been fixed. -Jumping on wiggler 10 times gives you THREE frog coins now. I increased it since it's kind of hard to do. -Some boss fights have different battle scripts now. -The game starts with 10 FP again instead of 5. -In older versions, you could still get a seed in bean valley after Smilax. I changed it to a flower box. -Due to bugs from the update, Star blast(Meteor Blast) has now been changed to energy blast, but it's the same thing. -Your Special attacks will no longer miss. I've been told that this was very annoying. As a trade off, some enemies will be tougher. A lot of work went into this one. I really hope I didn't miss any serious bugs. It' very easy to bug up something when you change things. If anybody find any serious bugs..inform me immediatly!! Enjoy playing version 6...which will most likely be the final update..unless I finally learn how to pass level 30.
  10. Version 1.8.3

    27 downloads

    Return of the Dark Sorcerer is a Final Fantasy VI hack that's been in development for around five years and has had many different hands on to help get it to where it is today. This hack promises to showcase some of the more challenging aspects of FFVI hacking, 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, a new soundtrack, increase in difficulty, new overworld maps, lots of new battle scripts for monsters & bosses, a difficulty selection, a font change option, assembly changes, and tons of spritework.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 FFVI, it is just a massive mod and customization of FFVI. If you go into it thinking like this I am sure you will have a much more enjoyable experience than expecting some high 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 couldn't be happier with how it has turned out thus far.
  11. Version 1.0411b

    1 download

    Difficulty 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.
  12. Version 1.4

    7 downloads

    [Version 1.5 is about to release; an updated description will be available here soon]
  13. Version 1.07d

    24 downloads

    1. Introduction 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 an .ips patch file which will need to be applied to a clean UNHEADERED Final Fantasy II(US) SNES 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. 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 50 HP per tick. Caster is able to freely act while this occurs Sneak: Removed from the game. Dart: Changed 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). -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 -Individual status curing items have returned. Curative items have their corresponding status ailment icon in their item name to aid the player in identifying which curative item to use. Soft: Cures Calcify/Petrify Mallet: Cures Mini EchoScrn: Cures Mute Antidote: Cures Poison MaidKiss: Cures Toad DietPill: Cures Piggy EyeDrop: Cures Blind Ammonia: Cures Sleep/Stun Remedy: Cures All -Remedies (formerly Heal) are still in the game, but are rare and expensive. -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. 4. Known Issues -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. -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. -Finding an arrow quiver gives 10 of that particular arrow type instead of 1. Feel free to sell the ones you don't use. -During the final encounter sequence, a character's name does not display correctly. He appears to be rather fond of the new name. His name might still appear incorrectly in other places, so let me know if you find any sentences with incorrect names.