[FF8PC-Steam] Ragnarok Rebalancing Mod (v1.2.3 & v1.1b)

  • Thread starter Thread starter Callisto
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Callisto said:
Been working on it on and off since around mid 2022 when I started to put into practice what JWP had taught me earlier about hijacking functions and creating custom code. I just felt the balancing is still lacking in some ways, and what I could do with the existing FF8 tools was pretty much exhausted, so further adjustments could only be achieved by altering game code.

For example, it has always been baffling to see how far one can get by just spamming the same first three GF over and over, even on Lionheart mode, so I made it so that GF can be summoned only once per battle, mainly to shift the focus to all the other GF than just the first three (+Diablos) when going for an GF approach. The same goes for Limit Breaks; being able to use them over and over, despite enemies being more threatening, just isn't healthy to the game's balance and could still be abused to some degree, so there will be a simple cooldown on most of them, which in turns makes some of the harsher nerfs redundant (Zell, Irvine).

Besides that, Gravity damage missing on so many enemies can be frustrating for sure (especially after sitting through long attack animations), so there will be no Gravity immunity in 2.0, just damage reductions depending on the target (1/2 to 1/256).

As you can see, there were still some things left do, and 2.0 will hopefully sort most things out. I hope for a release in March. Thank you.
Yes, in 2.0, Triple will no longer be available for the player party and replaced with a second water-elemental spell. The only way to further increase magic damage output (besides Double) will be summoning Cerberus for a +25% boost, having certain weapons or GF equipped, through Selphie's Slots or Rinoa's Angel Wing.

Characters that aren't supposed to be proficient as casters will also have trouble accessing powerful magic, as there will be casting restrictions depending on the user's Mag stat (for example, a minimum Mag of 150 is needed to use Full-life, 200 for Ultima etc). In addition, stat-ups from items and devoured enemies will be limited throughout the game (Forbid Med-RF will be replaced with Blue Mag-RF), which will likely lock out certain characters from high-tier magic entirely.

This might sound harsh, but there should be plenty new options to increase the incentive to use physical attacks more often, such as the aforementioned Lucky 7 ability on Irvine's Bismarck, which works similar to Zidane's ability of the same name in FF IX (randomly adds either 7, 77, 777 or 7777 damage as fixed damage to the final damage output), when choosing the Attack command; some of the "Killer" abilities will also be back as passives slapped onto weapons and do additional damage to certain enemy types (beasts, demons etc), and Aura will increase physical damage output by 25% instead of granting a massive boost to Crisis Level, with its availability generally being more common than before.
Do you plan to update also the Remastered version? I would be tempted to wait for the new release before starting a full playthrough, then...
By the way, thank you so much for this mod, it's amazing :)
 
Hi there, sorry in advance, i know this its a really old post and its an amazing work, but i had a little question, exist a way to put the ragnarok rebalancing mod to a Spanish Version of the game (2013) i try putting the files and the game crash, i try only injecting the Ragnarok.txt but when i go to overworld crash, i find in other place a "Hardcore mode" and it works but for example the flying bugs do 9-13 dmg, the lionheart they do 100+ damage XD so i want to try that experience but keeping the game on Spanish, i dont know if its possible, thanks in advance 
 
Hello ! I tried to install it via CrossOver by following exactly the steps described (twice) but I don't have any music neither the "Double" draw point in the library instead of the Esuna one. I don't know if someone already tried to install the mod via CrossOver before (I'm on MacOS). I successfully installed an other mod before but not this one :/

Any suggestions?
 
Pegazorg said:
Hello ! I tried to install it via CrossOver by following exactly the steps described (twice) but I don't have any music neither the "Double" draw point in the library instead of the Esuna one. I don't know if someone already tried to install the mod via CrossOver before (I'm on MacOS). I successfully installed an other mod before but not this one :/

Any suggestions?
Hi,
It's really similar of problem seen on steam os. (they're use Wine, so the solution could be the same)
I'd suggest you to look at the registry and edit it for:
[Software\\Wine\\DllOverrides] "ddraw"="native,builtin"
if you've installed FFNX, you should change the hext file location to the ffnx one.
 
Hello!  I have a question about documentation.  Is there a document we can look at to see the changes in the game, such as the level ranges, changes to drops and draw pools, etc?

Short of that, do Rare Card Command Results still exist?  Given the low drop rates, it'd save a lot of time in trying to find out what the "new rare card drop is" for monstesr if it turns out they're no longer a thing lol. Confirmed by getting the drop that rare card results are still a thing.  In semi-related news, I am kinda bummed that the beach fish only give potions now.  At least Potion+ would have been more interesting, but with it being just the cheapest item in the game... yeah, I'm gonna avoid beaches now...
 
Hi Callisto,

I’m absolutely loving this mod—it’s so great to have to actually interact with the mechanics of FF8. I’m playing Lionheart, which is absurdly hard at times (the second Edea battle took me four hours to finally get right). I also seem to be playing differently than the people on here—I do a lot of Selphie’s limit abuse in the early game, and now I defeated Jumbo Cactuar almost entirely through Angel Wing abuse.

 I just finished the Lunar Cry on disk 3 and I’m searching around for stuff to power up my team before I go any farther. Can you help me find Adamantine (and Pulse Ammo)? It doesn’t seem like Adamantoises have it anymore, even when I LVL then up to 100.

Thanks!
 
Asmorano said:
Hi Callisto,

I’m absolutely loving this mod—it’s so great to have to actually interact with the mechanics of FF8. I’m playing Lionheart, which is absurdly hard at times (the second Edea battle took me four hours to finally get right). I also seem to be playing differently than the people on here—I do a lot of Selphie’s limit abuse in the early game, and now I defeated Jumbo Cactuar almost entirely through Angel Wing abuse.

 I just finished the Lunar Cry on disk 3 and I’m searching around for stuff to power up my team before I go any farther. Can you help me find Adamantine (and Pulse Ammo)? It doesn’t seem like Adamantoises have it anymore, even when I LVL then up to 100.

Thanks!
Adamantoises still have it as a drop, but they need to be at least LV 40. Drop is no longer guaranteed though; around 60% with Rare-Item equipped, and 30% without. As for Pulse Ammo, the most convenient way of getting it is doing the fixed Elnoyle encounter in Esthar City over and over for the Energy Crystals the monster drops. Those in turn refine into Pulse Ammo using Ammo-RF.

2.0 release delayed, but not by much. Needs some more weeks. There is only one more sidequest that needs to be finished, and some QoL additions to D-District prison. I have set a personal deadline which is August 31st. If for some reason it's still not finished at that point, it'll be just released as is and the remaining features added at a later date.
 
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