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Found 32 results

  1. Version v9.0

    79 downloads

    Super Mario RPG: Armegeddon is a difficulty and content mod for Super Mario RPG. It rebalances the entire game and adds a lot more post-game content, such as more FF bosses, two boss rushes, and even some special guests! This hack assumes you're VERY familiar with the original game. The game starts off relatively simple, but after Moleville the difficulty picks up. Looking for a difficult Mario RPG hack? This is it! Patches should only be applied to the legally obtained 1999 US version of the ROM. Compatible with SNES9x 1.53+.
  2. Hello 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.
  3. Version 9.0c

    1079 downloads

    Super Mario RPG: Armegeddon is a difficulty and content mod for Super Mario RPG. It rebalances the entire game and adds a lot more post-game content, such as more FF bosses, two boss rushes, and even some special guests! This is the more reasonable version of Super Mario RPG Armageddon. Damage is greatly reduced, FP costs are lower, and battles are in general much easier. Patches should only be applied to the legally obtained 1999 US version of the ROM. Compatible with SNES9x 1.53+.
  4. Major features: added around 70 new spells, including some physical-like techs that even Guy can learn learning new spells gives slight increases to stats modified base stats and growth of characters stat potions can no longer drop from enemies; those drop now fruits for capsule mosnter (CM) evolving added a true final boss fight with "Guard Daos" after Daos major overhaul of AI for final Sinistral fights Retry and Gift Mode are now always available Retry Mode is now Hard Mode, 2x exp/gold gain and enemies are stronger (less grind, more action) rings and rocks are now the same equip type and can occupy either of their two slots, e.g. you can wear 2 rings, 2 rocks or 1 each modified defense influence; starts with 1:1 until def = 50% raw damage then degenerates CM level is now tied to Maxim's exp/level modified CM attacks and AI slightly, e.g. Darbi can now even flee in class 5 and class 4 Flash is more likely to heal when injured class 4 and 5 CM are much less likely to use regular attacks CM can freely switch between all 5(!) classes once unlocked instead of being locked to class 1-4 OR 5 (S) Witch Ring now increases MP as advertised 25% of ATP bonuses from equipment get also added to INT 25% of DFP bonuses from equipment get also added to MGR note: NOT compatible with vanilla savegames!
  5. Version 1.042

    1940 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"
  6. Lufia 2 - Age of the Sinistrals

    Version 7

    481 downloads

    Major features: added around 70 new spells, including some physical-like techs that even Guy can learn learning new spells gives slight increases to stats modified base stats and growth of characters stat potions can no longer drop from enemies; those drop now fruits for capsule mosnter (CM) evolving added a true final boss fight with "Guard Daos" after Daos major overhaul of AI for final Sinistral fights Retry and Gift Mode are now always available Retry Mode is now Hard Mode, 2x exp/gold gain and enemies are stronger (less grind, more action) rings and rocks are now the same equip type and can occupy either of their two slots, e.g. you can wear 2 rings, 2 rocks or 1 each modified defense influence; starts with 1:1 until def = 50% raw damage then degenerates CM level is now tied to Maxim's exp/level modified CM attacks and AI slightly, e.g. Darbi can now even flee in class 5 and class 4 Flash is more likely to heal when injured class 4 and 5 CM are much less likely to use regular attacks CM can freely switch between all 5(!) classes once unlocked instead of being locked to class 1-4 OR 5 (S) Witch Ring now increases MP as advertised 25% of ATP bonuses from equipment get also added to INT 25% of DFP bonuses from equipment get also added to MGR note: NOT compatible with vanilla savegames!
  7. Version 0.710

    393 downloads

    Chrono Cross meets Bravely Default in this re-imagination of Final Fantasy 5. The main ideas were to make the battles more dynamic and give each character more, well, character. As a result of that every character has now access to an individualized job list of 21 out of total 31 jobs (freelancer is NOT available) while each job level now has a permanent impact on a character's stats. For example klutz Bartz can not be a chemist and Lenna hasn't in her to go Berserker. More dynamic battles are achieved via !Brave, !Def and field elements. Move a future turn to now with !Brave or take two turns at a later point with !Def while modifying the field elements to your liking with each skill or ability used. Changed field elements affect damage, healing and status effect chance. major features: all party members can be renamed at any time difficulty can be adjusted via in-game menu elements play a larger role extending to every item, ability, status effect and monster rebalance of equipment, spells, abilities and enemies instead of helm, armor and relic you can now equip 3 relics relics add a mix of resistances, weaknesses and power bonuses to same-element attacks spells scale with weapon power keeping them relevant until the end spell lists have been altered, e.g. Fire1/2/3 was reduced to just Fire and there are now new spells replacing the missing spells items are not consumed but introduce a cooldown on !Item, !Mix, !Drink and !Throw auto-heal some HP after battle victory (trade-off for disabled potions) ATB does not proceed until the currently active actor is finished with their turn, but then moves instantly to the next event most importantly - a New Game Plus mode!
  8. Chrono Trigger is considered easy for vetarans due to core characters having high speed making random encounter and boss fights becoming less challenging especially with haste for 24-26 Speed (excluding +3-6 speed items buff). This re-balance mod will focus on utilizing roles based on utility and speed. I'll fix other issues too so let's address issues aside the speed with each character unit in Chrono Trigger below. Crono Issues: His magic is low so Luminaire has OP power to compensate and can be broken with Magic tab. Some gameplay can be easily be done with magic tab and Crono spamming Luminaire with GoldenStud. Resolution: Fix his magic inefficiency by adding +4 Magic to one of his Sword like Frog and reduce Luminaire power. Marle Issues: Her heal is very strong to the point where Cure 2 isn't needed at all in late game. Her saving grace Haste will be obsolete with HasteHelm. She's the only one who doesn't have AoE heal too. Resolution: Reduce healing power and make Cure II as a party heal with reduced power. Make HasteHelm with reduced armor and +2 Speed instead. Lucca Issues: She's slow and her early abilities aren't really useful enough so people often use her has dual tech linker or item user. Resolution: Buff magic a bit so her usefulness will improve a bit and make buff affecting whole party. Frog Issues: His Heal ability is too OP. Aural Whirl needs Crono and Marle to perform with 2+1 MP and he can do that with only 2MP alone and can act fast. Resolution: Increase MP consumption and reduce healing factor to balance things out with Aura Whirl. Robo Issues: He have slow speed (just like Lucca) and abilities to compensate for slow speed is too OP especially healing. Not to mention he'll gain +3 speed in later side quest making him faster than Marle. Resolution: Reduce his speed by 1 so he'll truly be the slowest unit and nerf his healing teches with magic tab in consideration. Ayla Issues: She doesn't have major issues to deal with except Kiss that can make her a bit OP with magic tab. Her dual teches are quite OP too. Resolution: Reduce healing factor and other based teches for reducing dual tech damage a bit. Magus Issues: He's a solo unit without dual tech so he's pretty balanced. Nothing to be fixed Resolution: No need though I'll nerf his Dark Matter a little. Character speed re-balance If you group characters based on speed into slow/normal/fast, the pacing will be 6/8/12 making fast characters being too fast and make the game unbalanced. I will reduce speed on fast characters to make the game moderately more challenging with balanced pacing with 5-6/7-8/9-10 instead. It took me a long while to find optimal speed re-balance in various scenarios. I find it has pretty good pacing through the game without imposed difficulty. Character teches re-balance It always troubled me why Frog's Heal ability can perform healing as effective as Aura Whirl with just 2MP while Aural Whirl needs Crono-2/Marle-1 to perform the similar effects when dedicated healer like Marle needs someone to perform party heal. Robo's healing teches will easily be over powered with some speed and magic tabs so healing re-balance is the the main reason I started this mod. Slurp and Kiss can be over powered with some magic tabs too. While working on teches re-balance, I find dual malee teches being more effective than dual malee + magic teches as tier 2 spells are under powered too much. So I'll re-balance between malee and magic attack power for dual teches better. After a few test runs, I believe this tech re-balance shouldn't break the original game mechanics and improve usefulness of Marle/Lucca through the game better with improved crowed control teches. You can still beat the game with any party combination but using proper strategy and planning will be more important to win the game without imposed challenge. Items Re-balance The main reason I started items re-balance started from fixing HasteHelm that makes Marle's Haste ability being useless. I later added some bonus in some weapons helping the game balance and bring back removed items as enemy's drop at appropriate time. I tried to fix stats abusing but the only way to proper fix is removing them. I made some adjustments in items to help the game instead of those boosted stats. This mod isn't hard type mod so any player can enjoy this mod without feeling challenged or have grinding required. Please apply this IPS patch below on original unheadered ROM file to play. Download: Chrono Trigger Valeria 1.0
  9. Version 1.1

    105 downloads

    A hardtype hack that drastically increases the difficulty of the original game, as well as altering various aspects for the sake of balance, customization, and/or fun. A key part of the rebalance in this hack is making most Dual Techs and Triple Techs significantly stronger than in the original game, compared to Single Techs
  10. Version 1.5

    414 downloads

    This mod is also hosted on Qhimm Forums: http://forums.qhimm.com/index.php?topic=14938.0
  11. Version v8.0b

    168 downloads

    Super Mario RPG: Armegeddon is a difficulty and content mod for Super Mario RPG. It rebalances the entire game and adds a lot more post-game content, such as more FF bosses, two boss rushes, and even some special guests! This is for betas and other unofficial releases that happen to be faster than the official releases. This is strictly for those wishing to speedrun the game. For first-timers, play the content mode. Patches should only be applied to the legally obtained 1999 US version of the ROM. Compatible with SNES9x 1.53+.
  12. I've asked this a few years ago, but it was said that this would be impossible because of how the game was scripted. This was back when the game only existed for the ps2, however. So now I'm wondering, since a PC version exists and has for a year now, if it's possible to mod FFX-2 to be much harder than it is now? I really liked the game when I was a kid, it was challenging at the time... but now I'm not a kid, and the game's ridiculously easy. :\ I wanna play it again, but I can't stand games that are too easy. Is it possible to reduce Yuna's, Rikku's and Paine's stats by a third or half, or to simply increase the health pool and stats of enemies themselves? I hope nobody minds me asking... I checked the rules, didn't see that it was against to request or suggest a mod. I'd try myself, but I'm really stupid when it comes to scripting and computer languages. ;-;
  13. Version 0.1.6

    509 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
  14. Version 2.2.2

    2611 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
  15. Tactics Ogre: One Vision

    Version 0.92d

    623 downloads

    TO: LUCT is no doubt one of the classics of turn based tactical games, it can boast complex storyline with a memorable cast of characters and multiple endings, as well as a deep combat system with a vast arsenal of equipment, items and spells. Its PSP port can also serve as an example of how such things should be done, with the game getting not only a much needed facelift but also a thorough redesign of most combat elements. Sadly, the game isn’t without faults, as some of the new features make it extremely prone to exploits which an experienced player can use to fully remove any challenge from the game. The main goal of this mod is to render such exploits more difficult, bringing weapons, classes and skills closer to the level they should perform at, as well as to each other. Its secondary goal is to provide tweaks to immersion, visuals and some of the more cumbersome game systems like crafting and endless skill farming. This is still a work in progress so all feedback is welcome. For installation instructions and more info check the included Readme file. Major features: Weapon, armor and consumable item rework. Equipment is more likely to do what you expect of it, 2H weapons will do a lot of damage and a tank in heavy armor will be hard to kill. Additional items, spells and skills, as well as changes to the existing ones with a focus on improving the more unappealing choices. Skills that grant stat bonuses, like Strengthen or Spellcraft, as well as static choices like Switfoot or Spell Ward were removed and compensated with higher stat differences between classes than in vanilla game. A full Finishing move rebalance. Most ways of gaining permanent stats were removed to reduce power creep in late game and increase options during early game. The power of special characters was reduced across the board, they're about on par with each other now and not overwhelmingly stronger than generics. Generic characters have more diverse templates that split into fighter, rogue, mage and generalist archetypes, their stats can differ a lot depending on which one you hire. Significantly increased the levelling speed of slow skills, like Steal or Parry. Most classes were tweaked, with emphasis on nerfing the strong ones and buffing the weak, many gained new tricks. Monsters don't scale natural armor as high as before. With the changes to skills, their new role is high HP bullet sponges that take a lot of damage and use the TP gained to spam special moves. Many items are easier to acquire, reducing the endgame tedium. Visual changes to some items, special characters, skills and spells. Streamlined crafting. Consolidated changelist available in feedback thread.
  16. For once in my life I want to see something finished by me (well except college, that's a different story). And I hope you guys can help me along the way. Here's the rough draft of what I'll be making with the game, hopefully more ideas will come my way: Re-balance jobs (maybe some stat improvements or downgrades) and job tree Re-balance enemies (stats, equipment and abilities) -- this is to avoid playing it only in hyper-offensive teams rather than a mix or defensive teams. Re-balance some of the equipment. Spells will generally be faster as to avoid being not used for the majority of the game. Make status spells GREAT AGAIN. (Aiming for 60-80% chances, need some insight on this) Get rid of/balance broken shit. Make all encounters go on average level with your party. (I think I'll have bosses start with +5 levels or something, thoughts?) Make NPC's controllable. Implement a Exp/JP ASM hack if needed. Credits to Emmy of course. EDIT: for now this project is on hiatus, all my focus is currently on an RPG I am making
  17. This patch is a modification of LandonRay's Final Fantasy IX Unleashed 2.0.9 mod. You can find more information on LandonRay's mod here : http://ngplus.net/InsaneDifficultyArchive/www.insanedifficulty.com/board/index2711.html?/topic/2652-final-fantasy-ix-unleashed-v209/ My patch removes all sources of AP from the game which means that you can't learn any ability. The only abilities and support abilities that you can use are from your current equipment. In the original version of the game, some items that could be bought became permanently missable or available in limited quantity after you reached a certain point in the game. These items have all been added to shops that are still open at the end of the game. Here is the list of added items : Treno (Disc 3-4) Air Racket Iron Helm Chain Mail Daguerreo (Disc 4) Zorlin Shape Diamond Armor Black Mage Village (Disc 4) Mythril Sword Diamond Sword Flame Saber Rune Blade Javelin Trident Heavy Lance Obelisk Mythril Claws Scissor Fangs Tiger Fangs Asura's Rod Fairy Flute Hamelin Octagon Rod Silver Fork Silver Gloves Diamond Gloves Bandana Green Beret Black Hood Leather Plate Chain Plate Mythril Vest Judo Uniform Gold Armor v1.1 Changes Added items to shops This patch can only be applied on the original PSX NTSC-U version of the game, it contains both Unleashed 2.0.9 and the No AP mod. Download link : https://www.mediafire.com/file/ju8sahlnxnehjt9/FFIX+Unleashed+2.0.9+No+AP.zip To apply the patch you can use ppf-o-matic : http://ngplus.net/index.php?/files/file/24-ppf-o-matic-psx-game-patching-tool/
  18. Version Creamy

    279 downloads

    Sid Meier's Civilization is a series that requires no introduction, and its third offering is, in my humble opinion, the greatest of them all. One of my first major modding projects and arguably what set my modding career into motion was fine-tuning the rules of the base game in an attempt to forget that the expansions ever happened. There's not much to say about this one except that it's as balanced as I feel it's ever going to get; have a glance at the readme or the quick reference sheet if you want to know more, or just dive right in and let the Civilopedia be your guide.
  19. Version 1.0.0

    57 downloads

    A small project I developed a while ago, this is a mod based on the infamous challenge-restriction run called Necrosis MO for FF7 that sets up unique conditions under which players must beat the game. The set-up is this: Every character that joins the player's party starts with 9999HP and 999MP; however, all healing has been disabled in the game meaning that any damage you take or MP you expend is permanently lost. To beat the game, you'll need to carefully manage your resources and avoid wasteful MP expenditure or excessive damage. You have free access to all commands and equipment, but bear in mind some effects are now useless (Cure, for instance, will not heal). Sources to raise stats have also been disabled. To install, extract the contents of the .zip and run the installer; specify the FF7/DATA folder of your game's installation. Remember to go into the installer's properties and unblock/run as admin if needed. If you find any bugs or discover a means with which to recover HP/MP then let me know so I can make adjustments. Good luck!
  20. Shin Megami Tensei: Nocturne

    Version 1.5.1

    110 downloads

    This 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
  21. Version 1.0009

    307 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
  22. So, as those of you in Discord may know, @Kjata has begun work on a new Final Fantasy IX mod. Right now it's kind of a brainchild, but we hope to have something out within a few months. Since I don't start work for a few weeks, I'll be helping him out with some of the legwork. Some ideas we've already been looking at: Rework damage curve Rework level curve Rework passive skills Remove fixed damage abilities If you've got any ideas, feel free to post them in this thread! Though we may not use everything, we will take it into consideration if we feel it's a good idea!
  23. Not Easy Being Green tells the story of Verdigris after the events of VVVVVV. A new dimension has several people trapped because they have never learned or are too afraid to flip! Will Verdigris be able to save them all? This is not complete (about 1/4 - 1/3 done) but the part that is done is fully playable. http://jmp.sh/hSQ54Mw
  24. Not Easy Being Green

    Version 0.06

    61 downloads

    Not Easy Being Green tells the story of Verdigris after the events of VVVVVV. A new dimension has several people trapped because they have never learned or are too afraid to flip! Will Verdigris be able to save them all? This is a long player level (20x20 map) with internal scripting. Version 0.04 changes: 1. Game is now 99% stable! All sections have been tested except for part of a very hard secret section. Everything works as intended in these sections except for one cutscene which just doesn't show up for some unknown reason, and some weirdness with a scene in the secret section. 2. Toned down a lot of stupidly difficult rooms, such as those in the green ? section. 3. Fixed a few rooms that were impossible due to broken scripts, poor platform placement, etc. Everything in the normal part of the game is now possible. 4. Hellevator section is now possible! Moderately hard but loads of fun. Unfortunately the special scene (which is supposed to trigger upon beating it) doesn't show up and the characters just stand there. 5. First part of the secret section has been confirmed as possible. This is HARD (I died 1767 times in testing this). Haven't tested after that point in the secret section yet though.
  25. Version 1.3.0.8

    437 downloads

    This mod is no longer in development. Official homepage for 1.3 is no longer available.