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

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Hey, I have this error too, can anyone help?
You need to download the old version of FF8 since the new update (which fixed the PC fps issue) messed up the mod. Instructions can be found on Qhimm discord.
 
Thx a lot for your answer, could you post the instruction here? I can't find it on the discord
 
Thx a lot for your answer, could you post the instruction here? I can't find it on the discord
Since its kinda long I recommend checking out this video about downloading old depots from Steam :


You can find different depot versions of FF VIII here: https://steamdb.info/depot/1026681/manifests/ . Just replace the one in the video with the one you chose from steamdb. Steer clear of the latest depot update and it should work fine with Maki's older version of Demastered (he made a new ver. for the newest patch but I doubt it's compatible with older FF8 files). Big thanks to Sebanisu and Maki for the original method and Demastered.
 
Looks like a real threat to play this mod since SE last update x)
Thx an other one for your answer, will try this when I have some time
 
Updated both versions with the following changes:

Remastered

  • DL now includes a new IPS patch to ensure compatibility with game version 1.0.2 and latest Demaster patch.
  • The Spirit stat of two optional bosses has been corrected for Lionheart mode.
Other than that, some more changes have been ported from the 2013 version:

  • Draw point contents are now identical between the two versions.
  • SeeD Rank payout values have been adjusted.
  • Some Draw points change their contents throughout the course of the game.
  • Several Triple Triad cards have had their elemental attributes changed.
  • The PuPu card has been slightly buffed.
With the SeeD Rank payment values now being the same as in 2013, the following Remastered exclusive changes have been reverted:

  • Increased prices for items at shops
  • The harsh calculation of the initial SeeD Rank after returning from the Dollet mission

2013

  • The new EXP-None Character Ability is now properly integrated.
  • Shiva's Ability list has been slightly changed to prevent conflicts with a certain early-game tutorial (in which Shiva's list is highlighted).
  • The Spirit stat of two optional bosses has been corrected for Lionheart mode.

Version 1.3 is still not quite ready, but I'm working on it whenever I find the time. Currently trying to make Auto-Berserk and Auto-Double a permanent status in battle, which is a lot harder than expected. It is no problem to set the two status effects at the start of a battle through a custom Ability, but making them ignore Dispel, Esuna and KO really is.

Also thanks a lot for impressions and feedback lately, and also for answering user questions. Unfortunately, I don't have the time to comment on everything at the moment, mostly due to caretaking business, but I'm trying my best to be a bit more active again from now on.


what is the patch for the FFVIII_EFIGS.dll file for this mod for?
It's actually very important and should not be ignored during mod installation, as it adds features such Draw cap-removal, 9999 damage limit removal, magic damage increase for party members as well as enemies, adjustments to Darkside, Return Damage, Cover, Kamikaze Abilities, Angel Wing damage multiplier etc - pretty much everything that's inside 2013 exe file.
 
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Back to say that all work perfectly with the downgrad method but well looks like our Calisto resolve the problem for last version :)
Thx you dude ;)
 
Welcome back,

Take your time Callisto, I'm just glad seeing you posting again lol. Dunno why but reading posts in this thread today put a smile on my face, 2022 is looking like a good year :)
 
A quick question about rinoa, in vanilla game it's better to not learn the early angelo skills for having a better chance of proc his last one in end game.
Is it the same in this mod or I can learn every pet magazine I find?
 
@EthanWaber: Thanks. I'm also glad there's still some activity and general interest here, which helps with the motivation to finalize version 1.3.

@levantine: It made sense in the base game to not learn Wishing Star, to get Invincible Moon procs even at Crisis Level 4, but Invincible Moon has been changed to "just" a free Megalixir in this mod, so I would say skipping on Wishing Star is not as tempting as it usually is.

Some players also decide to not learn Angelo Strike to have a higher chance of triggering Angelo Cannon because it hits all enemies for about the same damage as Angelo Strike, but in this mod, Angelo Strike has a much higher damage potential with the 9999 damage limit removed; it also inflicts 100% Confuse on an enemy not immune to it to make up for the attack only being single-target.

In the end, I would say you can't really go wrong with learning them all.
 
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@Callisto Rank 1 Seed back at it again with Lionheart difficulty. I'm playing off stream this time.
I know you've balanced the game for it but I'm doing this with no card mod for extra challenge.

So far I'm having a blast, Just wrapped up disc 1 last night and felt pretty good about the scaling throughout. I didn't go out of my way to grind large amounts of exp but did find myself tacking a few extra fights in areas to draw new magic or get a few gf abilities that are close to leveling.

I really like how you've paced magic out. Every enemy I have found so far has been exciting to see what new magic they have and the stat progression is enough of an upgrade to be meaningful without blowing the game wide open.

The boss fights have been great, I love how you added extra depth and strategy rather than bonking with limit breaks (though one particular limit break stands out)

Xatm: I went for the 50ap boss reward because I wanted to challenge myself and he was rough. Huge physical AOE and ray bomb make it almost impossible as a sustain fight.
I did manage to win but was disappointed that there were no additional rewards for such a challenging early battle.
I found salvation in Selphies Slots, landing spells like meteor x3, holy x2, meltdown x2 and Flare x1. Her limit break does and continues to do a ridiculous amount of damage for most of disc 1.

I never really considered using Selphie in a regular playthrough but they pay off for a good slots is so huge that I found myself leaning on her as the spellcaster/ Slots wildcard and used the other two party members as support casters (to buy time to roll slots safely). She has been a may stay in the party since and probably my favourite character so far.

Granaldo: What a fight, I died several times figuring out what to do.
I made the rookie mistake of killing the Raldo asap and had to deal with the ff8 equivalent of a raging wasp. I could not survive the agro magic/phys mix of the angry bee but by keeping one Raldo alive and blind, the match was much more managable. Fantastic idea for rewarding damage control.

Diablos: So I learnt early not to use draw against him, being punished with stop is rough. A good way of restricting Demi draws while still having it available.
Over all great fight, again leaned hard on Selphies limit breaks for big damage.
 
President: This guy was a push over, I think he needs more hp or more threatening damage/ a gimmick like zombie chance on hit.

Brothers: I seriously considered doing this at a later point in the game because it was so hard.
Being pelted by large phys/magic damage made protect and shell a tall order to keep up, especially with the mad cow special that does about 70% at my current stats. I opted to start the fight with Selphie on low and try my hand at some big rerolls. after a few retries I had a good start with 3x tornado for 2.5k a piece into a calamity for 17k, suffice to say that was a satisfying wipe.

Seifer/Edea: Either I'm a better player this time round or these two were a lot easier to handle this time round
Seifer I can understand because its a 1v1, its hard to make it challenging but also not be a complete cockblock as there is a point of no return save just before him.
Edea: Rinoa was on double healing duties, Irvine was back up healer and Squall was big boi renzokuken dps. I used the lack of AoE killing spells to keep everyone up, esunaed and healthy enough to tank the spells. She has a great mix of spells/status effects to keep a player on their toes, would probably have gone differently if I didn't have doubles.

Thank you for fixing the issues with the recent patch. I was really excited to play it after seeing lionheart mode being implemented last year but unfortunately the steam client got borked by windows 10.
This is by far one of my favorite game mods and you truly elevate this game to another level with these changes.

I'm looking forward to disc 2!
 
This mod is great so far, I'm just having some trouble finding a good spot to level before the 2x Iguion during the assassination arc in disc 1.
All of my known spots are nerfed (like using zombie on Vysage and nuking them with phoenix down).

I get wrecked by the Iguion's and I think its because Irvine is just too low level. I've been grinding outside of the city but its been slow going.


Anyone know of a better place to grind a few levels?


EDIT: Nevermind, I just junctioned fire/fira to elm-def and it was a lot easier lol
 
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Hello Calisto,I find a bug in your mod.
During cd2 in the prison when Irvine apear with master class to shot galbadian soldier (just before rinoa kick her ass lol), during this animation, Irvine haw no head, and just after game crash.
I manage to passed this by uninstal the mod, pass this sequence, and them re instal the mod (no conflict with geforce ability by done this).
 
Rank 1 Seed reporting in again,

Disc 2 is finally complete, I try to avoid grinding where I can but jeez these fights have been pretty tough.
I had to go out of my way and level up/ accrue magic to deal with some of them.

Overall Selphie is proving to be far too inconsistent and has been replaced by Rinoa, I think this is where her slots starts to roll worse magic than the start of the game so :(.
Oh well, Rinoa has a stronger magic stat and wild card Angelo assist which is proving more useful than I thought.
Quistis fits in the support role, Matra magic has been extremely useful on more occasions than I expected.
Zell feels pretty much useless and Irvine is only a slight upgrade to him(curse ammo is somewhat useful in regular fights), I think at this stage my preference is leaning toward heavy magic use like my first playthrough on standard.

I am having a hard time against regular foes, so much so that I cant even sit and draw to 100 especially with anyone other than Rinoa (due to high magic stat).
Regularly using life/Phoenix downs in-between and during fights because theres just soo much damage being chugged out all the time.
Not complaining mind you, just didn't expect this much resistance.

District Prison boss - Oh boy 4 enemies, usually 3+ enemies is enough to team wipe with bad turn usage.
If a GIM52A gets an aura stone, its GG unless you've downed a few enemies or have protection active.
I found for the first time I had to use GF summons for extra HP and aoe damage.
Once the Biggs are down, the robots are no issue but getting over that initial hump is tricky.

BGH521F2 - Easiest fight of my life, Selphie + Quistis double water spam. I cant even remember if it had any damaging attacks.

Oilboyle - Just like the original, classic Fire weakness. Gets cooked fairly easily.

NORG - Eye opener of a boss. If you run in expecting to just roll face, you are in for a crude awakening.
Letting the orbs go to red is a death sentence, the magic spam was unhealable for my party.
Zell and Squall on eye watch duty while Rinoa starts double pumping the Def with Shell/haste.
Once ready to roll open the shell and blast him with bio. Poison is really important for this fight and I learnt status effects on bosses are going to be a big deal where applicable in future.
This took me a ton of retries to finally beat but man was it satisfying.

BGH521F2 rematch - Stay alive. I learnt the hard way in standard last year that this guy hits very hard very early but has a gimmick where he tapers off after x turns.
Priority set to defence with shell/protect and constant healing. I noticed that defend ability was moved to Alexander so its not possible to use that this time round.

Raijin/Fujin - Another wall off a boss and sadly I hadn't trained enough to compete on even footing. Additionally I had saved in zells house so any chance to train was out the window.
Fortunately I had Selphie in the party which means I can take advantage of Raijin not attacking women (sometimes anyway)
First Raijin fight was a bit tricky but straight forward, He hits like a truck and the soldiers are no joke either. I had to lean on using Doom to time them out because my damage was so low.
Second fight was mainly about preparing Selphie for a solo fight against Fujin. Raijin in this fight is merciless with the damage, learning a new combo that instakills without protect.
Fujin has a decent mix of attacks and spells, one that even reduces the enemy to 1 HP. A cheeky tactic is to reflect Raijin and catch some of Fujins Shell/protect buffs.
Probably my hardest fight to date, even when Fujin is eventually downed Raijin decides he CAN hit woman now and I did get game overed by a cheeky 1800 melee hit.

Seifer / Edea - Oh god. This was a nightmare.
I thought the last fight was rough, this takes the cake. Seifer always starts the fight with a huge melee swing at Squall which is mostly always followed by Edea Maelstrom when she gets ATB. That combo alone had me see the game over screen several times before I got to play.
I learnt fast that I need aoe healing or this is impossible at my level, fortunately Leviathan has some interesting abilities.
TIL of the power of "item" and Med data. Remedy+ is the perfect counter for maelstrom and med data mega-potion healing for 3k to the party is insane.
With healing out of the way and some focus fire onto Seifer, Edea wasn't too bad solo. Almost forgot to draw Alexander in my excitement.

I really enjoyed the fights in this disc. I have had to junction and leverage a ton of abilities and strats I wouldn't normally have employed. Counter-picking ailments and elements has never been more important for me than in this current run.

Chur chur and I'll report back at the end of disc 3
 
Hi guys, i have a question, if i use the ragnarok lionheart mode, i can use magic booster option from ff8 steam? I'm late game and it's boring draw magic to take 100 of all magic. I thinking use the magic booster to stay 100 of all magics i have in game, i can do this or the mod is down if a use the option?
 
have small question, finished installing all the lunatic pandora mods and wanted to know if RR is compatible with it

saw that this mod changes some stuff that also LP changes so wanted to know if anyone tried merging both mods
 
Xatm: I went for the 50ap boss reward because I wanted to challenge myself and he was rough. Huge physical AOE and ray bomb make it almost impossible as a sustain fight.
I did manage to win but was disappointed that there were no additional rewards for such a challenging early battle.
I found salvation in Selphies Slots, landing spells like meteor x3, holy x2, meltdown x2 and Flare x1. Her limit break does and continues to do a ridiculous amount of damage for most of disc 1.
Yes, the battle can be rough depending on the resources available. Probably the safest way to go is having a few Double spells left for Selphie and make her some Thundaras with the two Magic Stones that are dropped by Elvoret. With that, X-ATM092 should go into repair mode quickly enough (after dealing around 2300 HP damage). During that phase, it is best to not damage it any further until it gets up again, as the key to winning is triggering the self-repair sequence 5 times. Instead, the idle time should be used to roll through Selphie's Slots until you get something powerful enough to strike it down again immediately after it gets up to avoid any of its attacks for the time being. Right before X-ATM092 stands up for the last time (when all of its ~11000 HP need to be depleted in one go) you should have Protect and Shell on all party members which is most easily done with Selphie's Fortify spell.

As for the rewards, you should have gotten either a Power Wrist, Orihalcon, Hypno Crown or a Force Armlet, as in the base game.

Selphie's possible spell combination at the beginning of the game is admittedly way to good sometimes. Her Limit Break is intended to be powerful due to its luck-based nature, but 3 times Tornado, Quake, Meteor, Flare or Holy was actually not planned and will be adjusted to 1 time max at lower levels for aforementioned spells, and max 2 times for all -aga spells and Meltdown.
 
President: This guy was a push over, I think he needs more hp or more threatening damage/ a gimmick like zombie chance on hit.
I think this boss is fine on Standard Mode, but yes, for Lionheart, it can be a little underwhelming. For the next version of the mod, I already set some counters for Cura and Fira, and gave it the Zombie spell, but now that you mentioned it, I think an attack with Zombie on hit might be even better than just the spell. I'll think about it.

Quistis fits in the support role, Matra magic has been extremely useful on more occasions than I expected.
You mean Micro Missiles, right? If so, then yeah, this one is especially useful against many high HP normal enemies later in the game and benefits a lot from having the damage cap removed. Gravity Bombs work similarly, do a little less damage, but hit all enemies and there's no need to be at low HP to use Limit Breaks, so I'd recommend getting them. They can be bought from Odine Shop in Deling City with Tonberry's Familiar Ability learned.

Zell feels pretty much useless and Irvine is only a slight upgrade to him(curse ammo is somewhat useful in regular fights), I think at this stage my preference is leaning toward heavy magic use like my first playthrough on standard.
Zell and Irvine's usefulness mostly depend on weapon upgrades and leveling up. After reaching certain Strength values, they should be able to compete with the damage spellcasters do, especially when using the Darkside Ability. I know that the investment to make them worthwhile in current versions is a little high, so I'll try to make them do more acceptable damage from the get-go.

I am having a hard time against regular foes, so much so that I cant even sit and draw to 100 especially with anyone other than Rinoa (due to high magic stat).
Regularly using life/Phoenix downs in-between and during fights because theres just soo much damage being chugged out all the time.
Not complaining mind you, just didn't expect this much resistance.
Most normal enemies are vulnerable against Slow; Blind should also work somewhat reliably. Just keep in mind that when trying to inflict status effect on an enemy, use your high Magic characters if you want to do it by casting a spell, and your physical attackers if you want to cause it through Status Attack Junction, for maximum success rates.

Raijin/Fujin - Another wall off a boss and sadly I hadn't trained enough to compete on even footing. Additionally I had saved in zells house so any chance to train was out the window.
There is the possibility to leave Balamb for more training before doing Fujin and Raijin, but it's pretty well hidden. It involves the Big Bad Rascal that lives in Zell's house. Check this link for more information.

Thank you for all the feedback in general, it was a very interesting read :)


Hello Calisto,I find a bug in your mod.
During cd2 in the prison when Irvine apear with master class to shot galbadian soldier (just before rinoa kick her ass lol), during this animation, Irvine haw no head, and just after game crash.
I manage to passed this by uninstal the mod, pass this sequence, and them re instal the mod (no conflict with geforce ability by done this).
I checked this and it seems to be a problem with the Demaster tool. Opening the demaster manager in your game directory, and then unticking "Disable field character resolution limit" fixes this.


Hi guys, i have a question, if i use the ragnarok lionheart mode, i can use magic booster option from ff8 steam? I'm late game and it's boring draw magic to take 100 of all magic. I thinking use the magic booster to stay 100 of all magics i have in game, i can do this or the mod is down if a use the option?
Yes, using the magic booster still works as usual in this mod. No conflicts at all.


have small question, finished installing all the lunatic pandora mods and wanted to know if RR is compatible with it

saw that this mod changes some stuff that also LP changes so wanted to know if anyone tried merging both mods
Ragnarok is compatible with all Luncatic Pandora mods, but I would recommend not using the Lunatic Pandora hard mode as it will add features that will further increase Ragnarok's intended difficulty curve (such as decreased physical damage output by party members and increased damage output for enemies).
 
So I just started playing this mod, now I'm just wondering if I'm missing something about the ATB system?

So naturally on mods like this I usually set my ATB to wait. However it seems like that hasn't done much for my current playthrough. Not saying it's too hard just wondering if I've made my life harder by doing this.

I understand that enemies rarely skip their turns, so I'm assuming it has something to do with that.
Just wanted to be sure rather than assuming.
 
It looks like there was another update on steam (for 2019 version) to version 1.0.3 on Feb 2nd.  I have tried to install the mod today but it crashes on launch now.  Based on some other reading, I think the crash could be caused by the new steam update.  I am able to launch vanilla game fine, only crashes after installing mods.  I tried repeating the install several times from a clean steam download, but same result.

I have played this mod before on standard mode in the past.  Was looking to come back and try Lionheart mode.  Might have to patiently wait for the creator to update the mod for compatibility with the new steam patch.  Thank you for the time and effort you have put into this mod
 
A compatibility version for Remastered 1.0.3 is now out.

Installation must be done with zzzDeArchive for now, as Maki's Demaster patch has not been updated yet. If you have used Demaster prior to game version 1.0.3 and want to play this mod now, I'd strongly recommend reinstalling your game from scratch before mod installation to avoid start-up issues (mod setup instructions are included within the DL package). An alternative method will follow as soon as Demaster patch is ready.

@MrMadakey: The ATB system works as usual in this mod. Your impression about something being wrong could stem from the fact that the ATB bar doesn't stop while selecting targets, even if it's set to wait. Also keep in mind that some enemy attacks are counter attacks (such as Biggs' slash attack, or Diablos' Haste, to name a few in the early-game) or abilities that are set to be used consecutively, like the Brothers heal followed by an immediate attack regardless of ATB settings. All in all, I would recommend leaving ATB filling speed to default setting or even lower, to make it easier to keep track of the course of battle.
 
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