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Deschain
Nov 17, 2006

to the dark tower came


Patching instructions:
1) LEGALLY AND ETHICALLY (WITH YOUR PARENTS PERMISSION) obtain a copy of the rom of the US SNES version of Final Fantasy III. (1.1 or 1.0, doesn't matter.) Also obtain an SNES emulator, such as snes9x.
2) Download Lunar IPS patcher here.
3) Download and unzip Brave New World. This folder contains the BNW patch and the patching tool, along with a readme, a printme, and an unlockme, all of which I will discuss later.
4) In the Brave New World folder, double click [n]Brave New World 1.9.0 if you are using a non-headered rom, or [h]Brave New World 1.9.0 if you are using a headered rom, then double click your FFIII rom (unless you are extremely hyper-offended by profanity, in which case pick Clean New World 1.9.0 you coward). It should pop up a message saying "The file was successfully patched!"
5) OPTIONAL: install this additional patch, which reduces the minimum steps required before getting into a random encounter. I highly recommend this.

Description
So you've probably played FFVI. Maybe you loved it, maybe you loved it but thought it was dumb that all you do is spam Ultima. Well, this romhack modifies almost every single thing about the game, and every single change makes the game better. It is not exaggeration to say that this is easily the most balanced game I have ever played. When it's time to take 12 of my 14 characters to Kefka's Tower, I have real difficulty picking 2 characters that I don't think will contribute. I have only been a part of the Discord for a year or so, and during that time I have witnessed (and participated in) dozens of balance discussions over the absolute most minute details that would stretch for hours, with hundreds or even thousands of posts. At one point we spent a week discussing an item that no one uses that doesn't even show up until Kefka's Tower. Numerous spreadsheets were involved :psyduck:

Okay, so what's different?
A full list of all the things that are changed would take ages, because nearly everything has been changed, but I am going to pick out my general highlights.

-Espers are now character-specific, so not every character is able to learn every spell. Most characters can only equip 2-4 espers, with a maximum of Terra and Celes at 7. Now the game is balanced around having a balanced party, rather than just spamming Ultima on every fight!
-Stat growth is tied to espers now. Instead of getting stats just from leveling, you "buy" them from espers with esper levels, and what you can buy depends on what espers you are allowed to equip. For example, only Mog and Sabin can equip Terrato, the esper that gives +60 HP.

-Stats have been fixed. Every point of stats is now noticeable, so picking gear is much more interesting than "wear latest thing I acquired." You will have to frequently swap out gear depending on the situation.
-The damage formula has been rebalanced so that physical attacks are not utter poo poo compared to magic attacks.
-Remember how vanilla had 256 rages for Gau, and ~253 of them were useless? Now there are 64, and ~62 are useful. You can also leap anywhere, rather than only on the Veldt, so you no longer have to grind rages. Similarly, Strago's Lore list has been trimmed down to just 13, focusing on unique abilities that didn't just duplicate already-existing abilities.
-Cover is based on stamina; high stamina allows you to cover attacks targeting even full-health characters, so you can have proper tanks now.
-Every, every ability is useful now. Remember how in vanilla you learned so much poo poo and never used 90% of it? In my most recent playthrough there were maybe 8 spells/abilities, between 14 characters that I didn't use. And that was just because they didn't fit properly into my builds.
-The storyline has been improved. No longer do you wonder "why the hell is this character doing this?" The script has been rewritten to clarify important storyline moments and directions, and also to make each character have more of a personality. This is the aspect that tends to be people's biggest complaint (there are a few memes/jokes/fourth wall breaks, but they have been significantly toned down in recent patches. I enjoyed them, myself) and not all the changes are perfect, but I believe the vast majority are for the better. The script still maintains the feel and spirit of the original, while feeling less like "oh, this is obviously just a translation from Japanese."
-Difficulty and AI have been heavily rebalanced, so that random battles take actual strategy and bosses can actually be difficult. This mod will make you think, plan, strategize, and revise.
-Gauntlet and Genji Glove have been removed. Locke/Sabin/Shadow can now naturally equip two weapons, and katanas and spears can naturally be dual-wielded.
-Magic menu is condensed in battle. If you only have 6 spells, all 6 spells will be at the top of the magic menu, instead of having to scroll all the way through the blank spaces to get to the spell you want
-Pretty much every bug has been fixed, including dozens that you probably never even noticed but should have made the original developers very embarrassed!
-Leo can now be resurrected
-Think of something that annoyed you about FFVI -- like having to hunt down Doomgaze or that the option to go to the Floating Continent was really easy to accidentally select or that Odin was only in the game for approximately 10 seconds -- it's probably been fixed!

[Now you may be thinking, hold up Deschain, this SOUNDS cool, but I know this game, I watched/read the Let's Play, it looks like it sucks! :froggonk: Well, that LP was from version 1.3.2. It's currently on version 1.9.0, and everything that looked like it sucked from 1.3 has been fixed. The current game has gone through so many major overhauls it is nearly unrecognizable compared to its early versions.]

-Tips
-Do not ignore status effects :negative: The biggest mistake new players make to this game is thinking it's just like vanilla and status effects are useless. Every boss is vulnerable to sap and slow, and most are vulnerable to at least one more (consult the printme for what.) If you approach random battles like you are playing vanilla, some of them can shred you. Approach them like a puzzle instead; can I blind/stone/doom any of these enemies? Do they have weaknesses I can exploit?
-Enemy counterattacks can be even stronger than their regular attacks. If every time you use Auto-crossbow against a particular enemy they pound Edgar into the dirt, it's likely that that enemy counters the Tools command, use something else dummy!
-Focus on a particular goal in mind when you are spending your esper levels. Locke has a ton of options for building him, but if you just randomly throw points in stats, he will be bad at everything. You can focus Edgar on being good at DPS with jumping or good at supporting with tools, or he can be extremely mediocre at both, depending on how you build him.
-The espers you used to buy at the auction house has been moved to the dude starting the colosseum, in the most northwest part of the map.

Additional crap
For a full list of changes, consult the readme in the download folder. It lists pretty much all the changes, including the rationale for the changes. If you are too cool and badass to do that, at least go to the in-game beginner's school and talk to everyone. If you don't even do that, well, good luck.
Also in the download folder is the printme. This printme contains a full description of every attack, every ability, every rage, every esper, every item, and every enemy in the game. I highly suggest you do what it tells you to do and actually print it, because you will be consulting it more than you'd think.
If you like the mod and want to talk about it, or want to ask a dumb question that's definitely already answered in the readme that you didn't read, or both, join us in the Discord! All the developers are super active and (generally) friendly, and there's a sizeable community of weirdos that excessively enjoy talking about FFVI. If you want a Discord invite, send me a PM.

(By the way, I had no part in the creation of this mod other than some minor bug testing, I am just a fan and wanted to share it)

Deschain fucked around with this message at 19:36 on May 29, 2018

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Prav
Oct 29, 2011

last time i played this all bosses had like six billion hp and took ages to kill. it was not fun and i stopped playing well before beating the game.

Deschain
Nov 17, 2006

to the dark tower came
Yeah that's a common complaint from the earlier versions that they put a lot of effort into addressing in the most recent few versions (although it's true that some people still find they have too much health, and a few, noteably Hidon, still probably have too much.)

I am currently looking at the printme. So as an example, Dadaluma, the first difficult boss in the game, has 15000 health. Sure, this will take a long time if all you are doing is swinging your sword at him. But he's a human and he's weak to poison. Dispatch does double damage to humanoid enemies, and that does ~1.5k to him at this point. Bio Blaster is poison-based, so it also does double damage to him, and also kills his adds, hitting for about 1k. You can buy Poison Claws in Kohlingen, which is on the way to Zozo, so you can also have Sabin swinging for about 2k per swing. Gau has rages that do poison damage. Locke and Shadow can dual-wield Butterflies, which deal double damage to humanoid enemies. Celes doesn't have a way of doing good damage to him, but she's there to cast slow and to heal. If you do some combination of the above you will have enough DPS to kill him in 5-6 rounds. If you don't do any of that, it will take forever.

That's pretty much how every boss in the game is. They are hard baseline, but become quick and easy with the right strategy. The difficult part is not treating it like vanilla where every boss dies instantly to just throwing your most powerful attacks at it.

Deschain fucked around with this message at 15:44 on May 28, 2018

Infinity Gaia
Feb 27, 2011

a storm is coming...

It feels kinda dumb to have to have a printme to be able to fight effectively at all. I understand since it's a mod there isn't really a way to transmit this information through the game, but it's still really goddamn lame to be playing the game with what amounts to a strategy guide next to you.

Drowning Rabbit
Oct 28, 2003

YAAAAAAAAAAAAAAAY!

Deschain posted:

Yeah that's a common complaint from the earlier versions that they put a lot of effort into addressing in the most recent few versions (although it's true that some people still find they have too much health, and a few, noteably Hidon, still probably have too much.)

I am currently looking at the printme. So as an example, Dadaluma, the first difficult boss in the game, has 15000 health. Sure, this will take a long time if all you are doing is swinging your sword at him. But he's a human and he's weak to poison. Dispatch does double damage to humanoid enemies, and that does ~1.5k to him at this point. Bio Blaster is poison-based, so it also does double damage to him, and also kills his adds, hitting for about 1k. You can buy Poison Claws in Kohlingen, which is on the way to Zozo, so you can also have Sabin swinging for about 2k per swing. Gau has rages that do poison damage. Locke and Shadow can dual-wield Butterflies, which deal double damage to humanoid enemies. Celes doesn't have a way of doing good damage to him, but she's there to cast slow and to heal. If you do some combination of the above you will have enough DPS to kill him in 5-6 rounds. If you don't do any of that, it will take forever.

That's pretty much how every boss in the game is. They are hard baseline, but become quick and easy with the right strategy. The difficult part is not treating it like vanilla where every boss dies instantly to just throwing your most powerful attacks at it.

This reads less like fun, and more like "Read a strategy guide to figure out what does +Damage to what".

Since there is no way to communicate this in game, it feels like bad design instead of 'fun new way to play a game'! Sure the old game wasn't difficult, but it's an RPG. Grinding just to get past something is how it was done back then. On top of that, hidden mechanics with no explanation other than an out of game strategy guide can be really frustrating.

The exact scenario you listed of getting completely destroyed by a new enemy in a random encounter is a nightmare. Oops I didn't save recently and a random encounter just wiped an hour of my time, oh well, guess I'll have to redo everything!

Deschain
Nov 17, 2006

to the dark tower came
Yeah, it is definitely an issue that some information is not shown during battle, which is what the printme tries to solve. Some of the hackers have put a lot of time and effort into trying to get more information displayed, and ultimately run up against engine limitations. However, it doesn't take too long to figure out general concepts, like that animals are susceptible to most/all status effects, humans are weak to poison, undead are weak to fire, etc. and most of them make intuitive sense. But I wouldn't call the information "hidden" other than enemy information, everything else you can find from the menus exactly like in the original game. Like to find that dispatch does double damage to humans, you just have to go to the skills menu and look at the dispatch description.

If you are really getting killed by a random encounter, there are Warp Whistle items that are cheap to buy that let you instantly escape from a battle, so I would say it rarely happens that you just straight up get party wiped, more like "oh poo poo, I need to escape and try something else." Bosses pretty much universally have save points right in front of them.

Ultimately, the developer has balanced the mod around watching players (both new and veteran) stream themselves playing the game, and thousands of hours of discussion and feedback, so he has largely gotten rid of the things that piss people off. It's harder than vanilla, but that's so that you have to actually play the game, not to be hard for hard's sake.

Deschain fucked around with this message at 16:36 on May 28, 2018

Drowning Rabbit
Oct 28, 2003

YAAAAAAAAAAAAAAAY!

Deschain posted:

Yeah, it is definitely an issue that some information is not shown during battle, which is what the printme tries to solve. Some of the hackers have put a lot of time and effort into trying to get more information displayed, and ultimately run up against engine limitations. However, it doesn't take too long to figure out general concepts, like that animals are susceptible to most/all status effects, humans are weak to poison, undead are weak to fire, etc. and most of them make intuitive sense. But I wouldn't call the information "hidden" other than enemy information, everything else you can find from the menus exactly like in the original game. Like to find that dispatch does double damage to humans, you just have to go to the skills menu and look at the dispatch description.

If you are really getting killed by a random encounter, there are Warp Whistle items that are cheap to buy that let you instantly escape from a battle, so I would say it rarely happens that you just straight up get party wiped, more like "oh poo poo, I need to escape and try something else." Bosses pretty much universally have save points right in front of them.

Ultimately, the developer has balanced the mod around watching players (both new and veteran) stream themselves playing the game, and thousands of hours of discussion and feedback, so he has largely gotten rid of the things that piss people off. It's harder than vanilla, but that's so that you have to actually play the game, not to be hard for hard's sake.

This reply, vs. the description you gave earlier, have two very different tones, at least to me.

The initial reads more of "OMG Dark Souls LOL Let's make everything hard and obfuscated for no reason, this is awesome!", which is the band wagon a lot of people are on. Yes the Souls series is hard, yes it's sometimes obtuse, but it's done well. The "Let's make games hard just because we hide everything" is not good game design and it's being hoisted on every game as a 'hardcore mod'.

That is what this sounded like from the pitch. :(

Having a blanket of settings "All humans are weak to poison" does make more sense. I'll have to load this up on my SD2SNES and give it a try though. Final Fantasy 6 was my favorite RPG as a kid.

sudonim
Oct 6, 2005
I think it was poster Mega64 of these very forums who did an informative screenshot LP of an earlier version of this mod if anyone feels like checking the LP archive website. Funniest part is when one of the creators showed up to lend commentary then outed himself as someone who enjoys My Little Pony porn.

Deschain
Nov 17, 2006

to the dark tower came
Yeah, sorry if I made it sound like it was difficult for the sake of being difficult. What I meant to convey is that, unlike vanilla, it is actually difficult. That is, you can just faceroll the combat in vanilla pretty much from the first battle to the last boss. In BNW it's totally different. Every battle takes thought and planning, but with the purpose of making combat mechanics interesting and meaningful, not difficult for difficulty's sake.

If 1 is Cookie Clicker and 10 is Dark Souls, FFVI is a 3 and BNW is a... 7?

Deschain fucked around with this message at 00:27 on May 29, 2018

Scalding Coffee
Jun 26, 2006

You're already dead
Was the building dedicated to tutorials not enough to explain the mod?

Defiance Industries
Jul 22, 2010

A five-star manufacturer


quote:

The damage formula has been rebalanced so that physical attacks are not utter poo poo compared to magic attacks.

...But all the best damage-dealing methods in FF6 are physical attacks at the end of the game? Stuff like the Valiant Knife and the Dragon Horn. My end game fights were just going "Hello this is Locke and he has the Valiant Knife" and then the enemy explodes.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


sudonim posted:

I think it was poster Mega64 of these very forums who did an informative screenshot LP of an earlier version of this mod if anyone feels like checking the LP archive website. Funniest part is when one of the creators showed up to lend commentary then outed himself as someone who enjoys My Little Pony porn.

ahahah I forgot about that. He was doing so well, and then the biggest goddamn :doh: of a post.

I never beat the original game without cheating gratuitously. Might have to give this a new look one of these weekends, with that other mod that just scales encounters down and rewards up.

exquisite tea
Apr 21, 2007

Carly shook her glass, willing the ice to melt. "You still haven't told me what the mission is."

She leaned forward. "We are going to assassinate the bad men of Hollywood."


It's hard to understate just how embarrassingly bad this translation is, with such choice lines such as "I'm way better than that old shitbag" and "drink your loving tea." It has all the edgy dialogue you'd expect from an 11-year old who just got into the really dark animes mom and dad don't know about.

Hobojim
Oct 31, 2011


I played an old version of this mod and made it a couple of hours in, enjoying some aspects like making the characters feel unique. What I didn't like, and what eventually made me stop playing it, was that it felt like every single enemy either had a counter attack of some sort, and I couldn't keep in mind the attacks required to beat every single encounter, or they did an attack when they died, which felt like really cheap difficulty in the worst possible way.

Did either of these things get addressed? Should I even bother if I'm really not into keeping the printme next to me the entire time playing?

Deschain
Nov 17, 2006

to the dark tower came

Hobojim posted:

I played an old version of this mod and made it a couple of hours in, enjoying some aspects like making the characters feel unique. What I didn't like, and what eventually made me stop playing it, was that it felt like every single enemy either had a counter attack of some sort, and I couldn't keep in mind the attacks required to beat every single encounter, or they did an attack when they died, which felt like really cheap difficulty in the worst possible way.

Did either of these things get addressed? Should I even bother if I'm really not into keeping the printme next to me the entire time playing?
The thing about the counter-attacks is that they are only tied to specific commands. So some enemies counterattack tools, some counterattack blitzes, etc. (For example, Albatross is a particularly nasty enemy on the river rafting section that counter-attacks blitzes with Fireball.) So there aren't actually death-counters, there are just counters, which can trigger even if the attack that causes the counter also kills the enemy. You just have to avoid those commands if you can't take the counter-attack.

Unfortunately there isn't really a way around this. (Although nothing counters jump or sketch so you can rely heavily on those!)

Hobojim
Oct 31, 2011


Deschain posted:

The thing about the counter-attacks is that they are only tied to specific commands. So some enemies counterattack tools, some counterattack blitzes, etc. (For example, Albatross is a particularly nasty enemy on the river rafting section that counter-attacks blitzes with Fireball.) So there aren't actually death-counters, there are just counters, which can trigger even if the attack that causes the counter also kills the enemy. You just have to avoid those commands if you can't take the counter-attack.

Unfortunately there isn't really a way around this. (Although nothing counters jump or sketch so you can rely heavily on those!)

Ah, I see. So are you expected to play with their printout thing next to you at all times or just remember each attack type and keep track of when each specific enemy does their counterattack? It seemed like a ridiculously large number of enemies had counter-attacks.

Thanks for the info btw.

What was the one item in Kefka's tower that was so heavily discussed, anyway?

12 rats tied together
Sep 7, 2006

Scalding Coffee posted:

Was the building dedicated to tutorials not enough to explain the mod?

It exists and it's fine. It even says that humanoids are all weak to poison and spells out the rest of the inherent weaknesses for you if I recall correctly.

Hobojim posted:

So are you expected to play with their printout thing next to you at all times or just remember each attack type and keep track of when each specific enemy does their counterattack? It seemed like a ridiculously large number of enemies had counter-attacks.

I've beaten the mod twice without really using the printme at all. The older version of the mod (~1.3?) was much much worse with boss health, as I recall Atma weapon took me like half an hour real time. I think it was about 5-6 minutes in my most recent playthrough which was about 5 months ago.

It's a good mod. I liked it a lot.

Corvinus
Aug 21, 2006
I last played one of the last 1.6 versions; I believe Esper levels came shortly after that, and boss HP and the script were toned down a bit as well.

Playing mostly blind, the difficulty was fairly middling (Edgar still kicks rear end for much of WoB) with a couple surprises here and there. It's still possible to grind extra levels and since Esper levels removed the need to attempt some level of LLG, boss mechanics can still be brute-forced by over-leveling.

Good use of debuffs and buffs are one of the main thing I see new players fail to do; Espers that cast party buffs (Golem, Phantom, Fenrir, Siren) are really loving good, Strago's Refract and Shield are really good, Shadow's Smoke Bombs are really good. Almost everything is vulnerable to Slow and Sap (unless they have auto-haste or auto-regen), Edgar and Cyan have multi-target Confuse. Though one of the most overlooked, Mute shuts down a number of nasty enemies/bosses; admittedly it's hard to tell if something is worth attempting to Mute.

Also, Leo returns in a small, usable way mid-WoR.

Drowning Rabbit
Oct 28, 2003

YAAAAAAAAAAAAAAAY!
Does Cyan’s ability get reworked from “waste a ton of time to get a slightly more powerful attack”?

SpazmasterX
Jul 13, 2006

Wrong about everything XIV related
~fartz~
FF6 was already good, all this stuff sounds like time consuming bullshit.

Deschain
Nov 17, 2006

to the dark tower came

Hobojim posted:

Ah, I see. So are you expected to play with their printout thing next to you at all times or just remember each attack type and keep track of when each specific enemy does their counterattack? It seemed like a ridiculously large number of enemies had counter-attacks.

Thanks for the info btw.

What was the one item in Kefka's tower that was so heavily discussed, anyway?
A lot of enemies have counter-attacks, but I'd say only a few are bad enough that you really need to remember. I can only think of ~4 off the top of my head that I specifically go out of my way to avoid. The main thing the counter-attacks make you do is play a little more defensively, on average.

The Fixed Dice. I have never used them because I never built Setzer for attacking, but I hope someone out there does, because it was probably closer to 2 weeks they discussed it...

Drowning Rabbit posted:

Does Cyan’s ability get reworked from “waste a ton of time to get a slightly more powerful attack”?
Very much so. The gauge fills about 10x faster, for one thing. The abilities are:
1) Double damage to humans, ignores armor.
2) Drains 500 MP
3) Sets sap, steals HP/MP
4) Attacks 4 times, sets muddle
5) Deals damage based on Cyan's stamina, petrifies
6) Deals damage based on stamina to all enemies, blinds
7) Attacks 4 times ignoring defense
8) Kills all enemies that can be killed by instant-death attacks (I believe it's a percent chance for each based on Cyan's stamina)

He's also just vastly improved as a character now that cover and counter are stamina-based rather than RNG. Load him up with stamina, give him a katana that has inherent counter, and give him a True Knight, and he'll tank for your squishier dudes and then deal damage from counter-attacking after he guards.

Deschain fucked around with this message at 14:58 on May 30, 2018

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Scalding Coffee
Jun 26, 2006

You're already dead
Is this the one where you can Suplex literally everything in the game, including yourself? I have been planning on doing FFVI for a while now.

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