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

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@Yuey: Cerberus has been made tougher than other bosses at that point intentionally, as he still casts Double and Triple when summoned, which is very useful for longer battles, and - more importantly - also because he is an optional boss. That's also why the Brothers are harder to defeat than Edea (1st), for example.

Still, the drop in difficulty between Cerberus and Edea (2nd) might be a little too noticable indeed. So I guess a small speed bonus to Edea (2nd) sounds reasonable, as well as increasing the level requirement for Leviathan to learn the second Treatment Ability.

Speed junction bonuses will be further reduced in the next update, probably releasing next week. This will also change Triple availability. At the moment, the earliest methods of aquiring Triple is by finding Three Stars from Chocbo World, by modding the Selphie card, or through High Mag-RF from Alexander a little later. There are only 2 non-regular enemies you can draw it from on disc 3 or 4, so make sure to not miss out on them if you prefer drawing it.


@fooli: I rechecked SeeD rank salary for each rank and found that the value for rank 16 is busted because of a typing error in the ragnarok_mod text file. Thanks a lot, I probably wouldn't have spotted it myself anymore.

The soldiers from the Missile Base boss battle can be tricky indeed, but there are various spells that help dealing with them. For one, the Base Soldiers are very vulnerable to Slow, a spell that should be easily accessible at this point of the game. Quezacotl has a chance of inflicting Slow as well. They can't even cure the status with their Remedies, so it'll definitely help. The Base Leader's HP have been made that high to give the Demi spell an opportunity to shine in a boss fight.

In general, if you feel like being overwhelmed by certain enemies, don't hesitate to try status changing spells. They are sometimes the key for winning battles. This is particularly true for the (in this mod) infamous Esthar Cyborgs as well.

I'm not sure what caused the increased encounter rate at the Oilboyle screen; it's even set to be slightly lower than elsewhere at MD-Levels. Guess I'll just decrease it further, as it can be really annoying to run into a random battle on your way to where the Oilboyles spawn. Sorry for the inconvenience.

Mixed text fonts are definitely not caused by this mod. I know what you mean, and I believe it happens more frequently if you alt-tab out of the game and back in with any font-changing mod active, but not entirely sure what causes it.

Zell's Duel damage can still be high and compete with other characters' Limit Breaks when using certain combos (outside of repeated use of Punch Rush and Booya, known as the "Armageddon Fist" in the base game). Nothing has changed about command order, so you can use this as a guide:

https://finalfantasy.fandom.com/wiki/Duel

Irvine's natural Speed growth will be increased for the next update, so he will be the only character that reaches a high Speed stat without grinding for Speed Up items (only Selphie will come close). Angelo Cannon and Angelo Strike damage is based on Rinoa's Strength, which is rather low naturally, but can be increased with junctions to somewhat decent levels. As a compensation, her Limit Break will trigger a little earlier than that of the characters (40% max HP instead of the usual 30%) and Wishing Star is currently still incredibly powerful.
 
Rank 16 is indeed the rank I am at. Can't fix my stupid amount of gil it at this point so I guess I will keep an eye on other ranks too. Don't have Wishing Star for Rinoa yet, but her magic stat has already jumped up over Selphies around lvl 25 or so. Not sure what I am doing wrong with Zell, and a speed boost will make Irvine an excellent mugger ;D

Hope these things aren't coming through as complaints, I am enjoying this mod a great deal and am trying to keep things constructive.
 
I can't seem to get the person in the Winhill Hotel to play cards with me.
 
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If you are looking for the Kiros card, then try searching the inn a bit. The card player in question doesn't show up immediately when entering the room and remains hidden until doing a certain action.

Here's a new text file you can use to fix SeeD rank 16 by the way. Put it in RaW/Global/Hext and replace the old text file.

https://drive.google.com/open?id=1W7Sey3BTTKiJftInphYeRVY-4aydfWHZ

Didn't get your feedback wrong, no worries :)
 
As promised, here are my thoughts and impressions after having gone through the mod once:


As a general disclaimer, this is my first time revisiting the game since it first came out on PC back in 2000. As such, do forgive me if I end up mistaking any parts of the original game as part of the mod or vice versa. I did get up to the beginning of disc 3 before restarting over with the mod so I have a good feel for most of the changes up until that point. Everything afterwards however is entirely new to me. I also did my playthrough in its entirety on the 1.1.2 version of the mod.

Characters and Junctions

(For the character discussion part, assume I am talking about Lvl100 characters with no extra stat gains from Devour or Stat Up items.)

Overall, there’s not much to say about junctions. I like how you made it so there’s more of a meaningful trade-off between where you junction high level spells. It’s a small but welcomed change that added a bit of character customization that was much lacking in the original. This combined with the more diverse growth you gave each character made it so that there’s no longer a single, most optimal junction setup for everyone. I enjoyed having to rethink my junctions depending on who was in the party or actually having to give up some offensive power if I needed survivability for a certain fight.

As for characters, I absolutely love the new identities you gave everyone. Really makes each character feel special for gameplay. I had some misgivings early on since I felt like Quistis and Irvine were really lacking compared to their counterparts. Rinoa is the obvious choice for heavy magic damage and Selphie is, in my opinion, the best for support casting due to her speed whereas Quistis didn’t really have any defining features. In a similar vein, Irvine felt like he did no damage compared to Squall or Zell while also not being able to tank like the other two.
 
Ironically, both Quistis and Irvine ended up being the two party members that I managed to beat Omega Weapon with. I don’t know if it was intentional on your part or not, but the two of them really shined end-game. In particular, once you had access to a decent supply of Aura and could utilize Limit Breaks reliably in a fight, I really felt like those two pulled ahead.

For Irvine, early on his biggest issue was his damage output but once you gained access to Aura or Ultima as a junction, you can still cap his Str at Lvl100. Obviously, both Squall and Zell can do it before 100 and with a weaker spell but the potential is still there for Irvine to reach them. As a comparison, neither Quistis nor Selphie can max their Mag stat even with best junction and a Mag+30% allowing Rinoa to maintain her dominance. Then there is Irvine’s limit which I feel is so much more versatile while being comparable in damage over a long fight. Don’t know if a boss is vulnerable to statuses or not? Fire off a bunch of dark ammo to check. High Vit boss and can’t get Vit0 to stick? AP rounds. Low Vit boss? Fast rounds. In addition, he still has decent Vit and Spr (unlike Zell) while having the highest Spd.

Simiarly, Quistis really came to be once you reach the tougher battles. Her higher Hp and Vit compared to Rinoa and Selphie made her a better choice in fights like Ultima or Omega Weapon where the other two simply cannot survive as well without sacrificing extra ability slots. A simple Aura + Mighty Guard to start off a fight before the boss can get anything deadly in can make a huge difference. White Wind is also a straight up counter to many heavy AOE abilities (Megiddo Flame, Ultima, etc) without relying on megaelixirs or multiple casts of Curaga with Shell on.

Now, I don’t really know if anything really needs to be changed and if so, how to go about it. I mainly wanted to share my impression on this aspect that I think was particularly well done in this mod.

Guardian Forces and Abilities

(I’m only going to list the things I feel are worth noting.)

Treatment: My absolute favorite ability (please don’t nerf it). Like you said, a higher level requirement for learning the 2nd one might be warranted. In the end, I had one for each of my main party members. In most cases, it feels just like using an elixir. The heal is usually enough to get whomever back into a healthy enough Hp for Regen to do the rest.

Step-mine: Or as I like to call it, the Cactuar farming ability. Hard to utilize normally. For a time, I put it on my casters but that was before I got Quake or Tornado. My playthrough clocked in at about 80hrs and I think it was doing about 3k at the end. Not too shabby for an AOE, but not really useful either at that point.

Darkside: Still extremely good even after the nerf in this mod. About the only real way most of your physical dealers will do damage outside of Limits. Which makes it most useful in the first half of the game before you get Aura, but also the most dangerous part of the game to use since I feel like monsters and bosses in general tend to hit harder relative to your Hp pool early on. I will elaborate more on this below.

Mad Rush, Defend, Counter, Cover, Return Damage: All still have their situational uses.

Absorb, Renew: These are the two abilities that I feel are still rather useless and could maybe use a buff or some changes. Absorb still doesn’t hit or heal for much even with ignoring Spr. As for Renew, by the time you get Alexander and learn the Ability, you’re pretty much in Esthar and can farm Toramas for Full-Life. Moving it to an earlier GF and giving it a lower AP requirement might help.

(In general, I didn’t make much use of GFs past disc 2 but I can still see their uses, especially for ones like Cerberus, Doomtrain, Bahamut, or Eden. However, I did make use of them extensively during disc 1 and some of disc 2 and that’s where I would like to talk a bit about.)

Quezacotl + Shiva:
I realized early on that GFs were just much better at killing than I was. As a result, for most of disc 1, I would basically just summon Quezacotl, Shiva, and Ifrit (except he never actually gets a turn) at the beginning of every battle and be done with it. Not very engaging I know. However, they summoned nearly instantly with max compatibility (I was playing on max battle speed), didn’t have that long of animations compared to later GFs, and would usually kill the entire group with just 1 summon. So why not? As a result, they massively out-leveled my characters (Quezacotl was almost double my Squall’s level at some point) and had much higher HP compared to my party members. I ended up just using them for boss fights too (they both tanked better than I did and did 2-3 turns worth of my damage in an AOE). X-ATM092, the 2x Cyborgs at Excavation Site, D-Prison fight, and the Missile Base fights were probably made too easy because of this.

Of course, this strat started to lose potency when I started getting better magic to junction and gaining some levels. At some point, bosses and some mobs in general started outright killing my GFs too. A small downgrade in power and Hp for the early levels of these GFs might help.

Cerberus: I was so excited to get this GF, but then he started at level 8 or 9 with 300 compatibility and he has no health in general. I understand why, but I just wanted to rant a bit for this one.  :P

The extra status ailments added to the earlier GFs are a nice little touch.

Monsters and General Playthrough

(I want to preface this by saying that I feel like I might have been overleveled for some parts of the game, especially towards the end of disc 3 and disc 4. In general, I tend to fight most of the random encounters I come across. I would say a good 2/3 of them. However, I did not intentionally stop and grind for exp except for two occasions (one at the deep sea deposit to farm a dark matter from the fixed tri-face encounters and the other in disc 4 before Ultimecia’s Castle to get everyone to 100). If I recall correctly, my main party’s levels were as follows: around 20-ish at the end of disc 1, 40-50 by the end of disc 2, 70-80 before I entered Lunatic Pandora, and 100 before Ultimecia’s Castle.)

Disc 1:

Even though I abused the hell out of GFs during this disc, it was still decently challenging since this is when you have the least amount of options as a player. The hardest fights ended up being the ones where I stubbornly tried to draw full stocks of spells from (who would’ve thought.) Junctions were weak and limited, spells were weak, and physicals were weak.

On the other hand, bosses and enemies weren’t too crazy either. Elvoret in general had me excited for this mod since I couldn’t just auto-attacked him to death like in the original. T-Rexaurs, Wendigos, and Anacondaurs always had me on my toes when I met a group. I didn’t even bother trying to kill an Ochu. Saw one, drew some spells, tried a few attacks and just ran.
 
The highlights were definitely Diablos and the Brothers. Really well-tuned fights in my opinion and I had a blast with both of them. Not much I could add here.

Seifer was probably the biggest letdown. I had Drain junctioned to ST-Atk on my Squall and that was that.  Probably not much you can do for balance since it’s a 1on1 fight. Maybe make him more resistant to drain so you have to rely on other forms of healing as well. Not much to say on Edea. Maybe a bit more Hp for her, since I felt like the fight was over too quickly.

Overall, a very solid start to get the player acquainted with the mod. Not too easy, but not too difficult either.

Disc 2:

This is, in my opinion, the hardest disc (not including a few optional fights) as well as the one I enjoyed the most from a gameplay perspective.

At this point in the game, you started having access to a much greater variety of spells and you actually have to make good use of them in fights. Protect/Shell/Regen basically became a staple for me for boss fights and I had to plan my limited uses of Double carefully. Junctions started to have a more profound effect on my characters and the difference in character growth really started to show. I had to start actively hunting for new/higher level spells. GF management was important as well in order to maximize junction spread and abilities. All in all, I felt like I had to really think and micro-manage my party correctly since fights were getting tougher and that is not a bad thing.

The Ironclad was actually still pretty challenging even with my Quezacotl spam. The second time around was actually easier (though that might make sense story-wise.)

I actually got a game-over from the Tri-face in Balamb Garden and had to start over in the Missile Base.  :-\

NORG felt too easy if you just kept the orbs down. I feel like the fight should still be a bit challenging even if you do the mechanics correctly and be overwhelming if you don’t. Let’s be honest, those mechanics aren’t that hard to figure out even without a guide.

Highlights of the disc this time around were Tonberry King and Cerberus. I already gave my thoughts on Cerberus in an earlier post but I just want to mention that I really enjoy the difficulty of these optional fights.

I ended up doing a lot of exploration on this disc after getting the mobile Garden and went around looking for new spells to draw. Some of the harder fights for me were actually from random encounters I found while doing this. Blue Dragons, Hexadragons, Ruby Dragons, Abyss Worms, and Chimeras all were boss fights by themselves. I met a Malboro too but that was impossible.

Disc 3 (pre-Lunatic Pandora):

So nothing really happened for the first half of this disc, gameplay-wise. I actually farmed up a bunch of spells from the end of the last disc (notably quake and tornado) and basically didn’t get to use them at all only for me to get better spells right after the gameplay starts again (post lunar base.)

The difficulty took a big spike once you could encounter enemies like Behemoths, Iron Giants, and the likes, but once you managed to stock up on all their juicy spells things became a lot easier. Your characters also ended up gaining a pretty big power spike when you suddenly have access to Full-Life, Holy, Flare, and Meteor allowing you to pretty much fill up all your necessary junctions with high stat boosts. Felt pretty jarring coming from disc 2 actually, but I don’t really see a better time to introduce them.

The optional bosses this time around weren’t as exciting. Cactuar and Bahamut both didn’t pose much of a problem. I don’t know if it’s due to the power spike from the new spells or what, but I never felt like I was in any real danger compared to bosses like Diablos or Cerberus. I actually did Ultima Weapon but I want to talk about him a bit later.

Lunatic Pandora + Disc 4:

So this is what I really wanted to talk about when I mentioned how I might have overleveled. Before I go further in-depth, I want to mention that from this point on, every boss encounter (with the sole exception of Omega Weapon) felt very underwhelming.

As I stated before, I entered Lunatic Pandora at around levels 70-80 on my main party. At this point in the game, I pretty much had full stock of every available spell on my 3 main characters (including Aura, Triple, and Ultima.) This is where I am uncertain if I’m simply over-prepared or the balance is too weak. Nonetheless, I want to share my experience and let you make with it as you will.

Fujin, Raijin, Mobile Type 8, Seifer. None of them last more than a few turns of actual damage. I spent more time trying to mug them to see what they have than actually fighting them, if you can even call it a fight. And I think I know what the culprit is: Aura. I suddenly have access to pretty much unlimited Limits during boss fights when before I could hardly use them. Darkside + normal attacks and Double spell spam used to be my bread and butter for damage dealing and fights feel like they lasted an appropriate amount of time as a result. Now my fight opens with Triple + Aura (with expand 3x-1) and simply spamming Limits on my physical dealers while spamming Triple Meteors on my caster. Buffing up only takes at most 1 or 2 turns with Mighty Guard and Triple casts to fill in the rest. Bosses simply don’t have the health to last through that kind of punishment and they didn’t do enough damage to force a defensive style of play.

Adel lasted longer simply because of the nature of the fight.

Needless to say, most of Ultimecia’s minions suffered the same fate. I was level 100 on all my characters at this point (mainly to see what their final stat values looked like.) As I didn’t bother to mug any of the fights, they all ended in 1-2 minutes if even. Tiamat actually died before he got a turn since Squall proc’d a lucky Lionheart. Irvine’s AP rounds took care of Krysta and Red Giant. In the aftermath, from Fujin + Raijin all the way to Ultimecia’s final form, I didn’t drop a single KO on my main party (the other 3 got sucked into time :D)
I feel like a health boost to a majority of these bosses (minus Ultimecia which I feel is solid in length but lacking in damage overall) will go a long way in making them feel more worthwhile and actually getting to see some of their attacks.

And finalllllyyyyy, Ultima and Omega Weapon:

(As a side note, I avoided using the few invincibility items the game gave you to adequately get a feel for the fights.)

Oh boy, these two fights alone probably took me a solid 5-6 hours of attempts. Remember when I said I feel overleveled? Well, not for these guys. As important as I think having the right stats was for these fights (a major reason why I ended up benching Rinoa), it really came down to proper execution which I feel is how a worthwhile boss fight should be designed.

Ultima Weapon had me scratching my head for a long time. I remember reading how you said Light Pillar is now survivable but I just couldn’t figure out how. I ended up beating him once by sheer brute force (and a lot of ressing) but it just didn’t feel good. So I sat down and actually figured out how Light Pillar worked. I was actually approaching it from the complete opposite direction which is one of the reasons why it took so long. After my dumb brain finally figured it out, the fight was like 100x easier. He felt almost like a one-trick pony at this point. Regardless, still a top-notched fight.

Now, after having figured out Light Pillar, I thought Omega was going to be a piece of cake. He shoved my face in the first attempt. Then the attempt after that, and the one after that…and many more after. Now, I haven’t actually done this fight on the original game so I don’t know how it compares but I absolutely loved it on this mod. Best fight. Hands down.

I understand that he is supposed to have a fixed attack pattern in the original and that the mod mixed things up a bit. Incidentally, I actually ended up beating the fight mainly because I ended up noticing a pattern in his attacks. Needless to say, I don’t think this is a flaw but rather well-done on your part to mask it so subtly. After all, I don’t think the fight would be fun at all if it was entirely RNG-based given the nature of his attacks.

Random thoughts

Physical versus Magic:

Overall, I think this actually turned out rather balanced in the end. However, early to mid game I feel like magic casting definitely had the advantage.

For one, it is much easier to take advantage of elemental weaknesses compared to physical which had to be junctioned beforehand. As such, it is much easier to fight normal encounters with magic. Even with bosses, you would need to consult a guide beforehand to find out their weaknesses or wait until a second attempt to redo your junction where all you need is a scan for spell casting.

Once Double became more abundant, I felt casting really pulled away for that period of time. In comparison, physical had Darkside which acts as a pseudo Double. The only difference is that for situations where the enemy doesn’t have that high of defenses, a double cast of a spell will always outdo a capped 2x damage hit. I think removing the damage limit on Darkside will allow physical some much needed viability in the earlier portions of the game while maintaining its uses into the late-game. I don’t see this being too overpowered since there are very few scenarios where you would be able to push Darkside past 20k damage (the point at which it would be stronger than a Double.) And in cases where you can, it’s usually trivial encounters you’re fighting.

Once Triple-Meteors and Aura-Limit spamming becomes a thing, I feel like the two avenues of damage dealing are pretty close in output. So no problems there.

Drawing Limit: The best feature of the mod.  :P

Extra Quests: Really loving them, however minor they might seem. They really add a bit of extra flavor and personal touch to the base game. Would love to see more.

On that note, might I suggest a possible quest related to the little girl on the beach in Dollet? If you talk to her a bit, you find out that her Grandpa is no longer around and her mom has gone missing. I always feel sad when I see her playing alone in the sand. As to what the quest would be about, I have no idea. I’m not very creative, you see.

FINAL THOUGHTS (I promise)

Excellent mod. I rate Chicobo/10.

Seriously though, I had a ton of fun and really appreciate all the work you’ve put into this. I am excited to see what you have in store for the next patch and am even tempted to start up another playthrough with it with limited leveling to see how I feel about the balance that way.

As a last note, I would love to see a separate version of the mod where the main story fights are more akin to some of the optional bosses in terms of difficulty.
 
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I just obtained Ragnarok, really starting to find use out of Irvine at this point in the game. He is starting to hit a lot harder and his limit break is always useful. Although Squall remains my go to as he is level 92 while the rest are in the 60s. I was wondering where i can get Meteor, Aura and Ultima at this point in the game. Also when do we exactly gain access to Enc-None?
 
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@Yuey: Thank you very much for your detailed report. I have read through all of it, and it was really helpful.

Irvine and Quistis are actually not meant to shine only in the late-game. But in the case of Irvine and his Strength based Limit Break, this is pretty much unavoidable due to physical damage scaling with a character's Strength stat exponentially, meaning that damage output is rather low until a certain Strength threshold, and from thereon increasing rapidly. Magic damage on the other hand doesn't scale with a character's Mag stat that well, as its damage calculation forumla has no exponent in it. Spell base damage is usually higher than that of physical attacks though, which is why spells are superior in the early-mid game, when Strength can't reach very high levels yet (at least not in this mod), which fits perfectly well with what you observed. If you learn Quistis' Blue Magic spells as early as possible (especially Electrocute and Aqua Breath), she can become a very valuable character for the first half of the game as well, so I wouldn't necessarily say she only shines in the late-game.

Other than that, I understand that the late-game balance is still lacking a bit in this mod, and the main reason for that is Aura and Limit Break spamming indeed - and enemies usually don't punish the latter enough when staying low on HP intentionally, just to get permanent access to Limit Breaks. I hope the next version will improve on that, by toning down certain attacks (Wishing Star and Homing Laser come to mind - the latter shouldn't do high damage and ignore enemy Spirit) and by making changes to certain enemies, so players get a chance to actually see some of their special attacks at least once. I'm also thinking of removing and replacing Aura as a spell completely, and just leave the Stones, so it is no longer possible to obtain larger amounts of Aura by drawing it in battle. I guess putting the spell on Ultima Weapon was not limiting enough, so for the next version, it will at least be moved to Omega Weapon and then possibly be completely removed in the version after that. Not sure what to replace the Aura spell with yet, but Aura in its current state needs to be addressed for sure.

Still, I want to avoid making the end-game go overboard with difficulty, so max character levels and top tier spells will be mandatory to beat the game. I've been thinking of creating an alternate, harder version of the mod, as you suggested, but at the moment, it's just a thought. Haven't started working on it yet, but maybe will do soon.

All in all, you've really made some good points. Much appreciated.   

@Nikito: Late disc 3 is a good opportunity to get the spells you are looking for. Meteor can be drawn from Lv40+ Iron Giants around Esthar (they appear very frequently at Tears Point while Lunatic Pandora is hovering above), while Ultima Weapon is your best bet for Aura and Ultima. Farming Energy Crystals from the repeatable Elnoyle encounter in Esthar and then turning them into Ultima using Forbid Mag-RF also works, as usual. Enc-None is learned by Eden, but I might change this to an earlier GF before the new version of this mod releases tomorrow.

Other than that, it's good to hear you found some use in Irvine. Maybe his Speed stat doesn't even need to be increased that much then. At the moment, it is set to peak at 82 on Level 100 (for comparison, Squall's Speed caps at 37 on Level 100), which is already a very high value for Speed, so I fear could be a bit much. Anyway, if you have more questions, let me know.
 
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The new release of SeeDReborn v4.0a has your title screen as an option to install. Just wanted to let you know :)
 
That's very nice, thank you. I'll check it out soon to see what it is has in store compared to the previous version. Looking incredible from the screens already, and I also heard it allows for window color customization for menus. That would be huge :)
 
I'm also thinking of removing and replacing Aura as a spell completely, and just leave the Stones, so it is no longer possible to obtain larger amounts of Aura by drawing it in battle. I guess putting the spell on Ultima Weapon was not limiting enough, so for the next version, it will at least be moved to Omega Weapon and then possibly be completely removed in the version after that. Not sure what to replace the Aura spell with yet, but Aura in its current state needs to be addressed for sure.
The thing with trying to balance Aura is that it is kind of like Hero/Holy War. You either have it or you don't and once you gain access to it, it makes everything much easier. There's not a lot of room in between.

I agree with limiting its availability or quantity, though it kind of sucks to lose out on a potential high tier junction. Putting it on Omega pretty much limits it to the last two fights in the game, which could actually serve as a neat little cue for the player that this is it: the final showdown. :P

As for replacing the spell, what about a physical damage increasing buff? Kind of like berserk but without the loss of control. I feel like physical would be really lacking late-game in the absence of Aura and a spell like this would fill in nicely.
 
So i just got FF VIII on steam since it was on sale and i wanted to play this particular mod for a while but i have a problem : Rose and wines.

It is required or just an option? Since it seems to be torrent download only and my IPS block any torrents download, i cannot get it.

I hope it's just optional, if not is there any chance for me to get it via other means? If not them i'm probably screwed. :(
 
Version 1.1.3 now out.


Changes Overview


Balance changes

  • Speed Junction effects have been further reduced.
  • Irvine's weapons have received an innate critical hit bonus.
  • Natural Speed growth has been increased for Selphie and Irvine.
  • Natural Magic growth for Selphie, Quistis, Rinoa and Edea has been increased.
  • Rinoa's Wishing Star base power has been reduced.
  • Quistis' Homing Laser base power has been reduced and no longer ignores enemy Spirit, 254/255 chance to cause Sleep.
  • Quistis' Acid now ignores enemy Spirit instead.
  • Quistis' Ultra Waves has a chance to inflict Blind and Berserk on all enemies.
  • Quistis' Shockwave Pulsar inflicts less damage on Crisis Levels 1-3, but can still do 60,000 HP damage on Crisis Level 4.
  • The End now inflicts 100% Doom on all enemies, rather than instant Death.
  • Base power for Tornado, Quake, Holy and Flare spells has been slightly increased.
  • Carbuncle casts Regen on the party in addition to Reflect.
  • Enc-None is still learned by Eden, but no longer requires 200 AP and is learned by default.
  • Leviathan's level requirement for learning the second Treatment Ability has been increased to 42.
  • Tool-RF and Supt Mag-RF have had their respective GFs swapped, to allow earlier access to support magic Refinement.
  • Triple can no longer be created by using High Mag-RF. Breaks can now be turned into Quakes instead.
  • A few one-time Triple Draw Points have been placed at various late-game locations.
  • Aura can no longer be drawn from Ultima Weapon and has been moved to Omega Weapon.


Enemies

  • Many late-game enemies have received a major stat overhaul and more tweaks to their AI.
  • Turn skip probability has been reduced for almost all enemies. Some late-game bosses no longer skip their turns at all.
  • Speed stats of Elastoid and Esthar Cyborg have been slightly reduced.
  • Reflect Beam, Resonance and Psycho Blast enemy attacks inflict slightly less damage.
  • Seifer's resistance against Drain has been increased.
  • Base Soldier and Base Leader drop more AP.
  • Encounters with T-Rexaurs on Balamb can no longer begin with a back attack to avoid unnecessary Game Overs.
  • Mesmerizes now appear in one of the scripted battles during the Norg scenario, which can be important for a certain weapon upgrade.
  • Bombs now appear in some of the random enemy encounters on the Galbadia continent for similar reasons.
  • Cockatrices now appear in the Laguna flashback in Winhill, alongside Bite Bugs and Caterchipillars.
  • The encounter rate for the Oilboyle screen at MD-Levels has been reduced.
  • Random enemy encounters have been disabled in all cells of D-District Prison.


Chocobo World

More items have been entirely removed from Chocobo World:

  • Three Stars
  • Status Guard
  • Elem Guard
  • Megalixir
  • Shaman Stone
  • Aura Stone
  • Fury Fragment
  • Moon Stone
  • Inferno Fang
  • Laser Cannon
  • Pulse Ammo

Some of the good items that are still available include: Healing Ring (=100 Curagas), Phoenix Pinion (=100 Firagas), Energy Crystal, Power Generator, Stat Up items.


Ultimate Weapons

The base power of each Ultimate Weapon has been increased. This value works independently from the bonus they add to each character's Strength stat, so a standard physical attack performed with an Ultimate Weapon will always inflict more damage than all the lower tier weapons, even if the character is already at 255 Strength. Note that the increased power from those weapons will affect standard physcial attacks only. Limit Breaks power is excluded from this change and relies solely on a character's Strength stat, as usual.


Universal damage limit removal

The 9999 HP damage limit has been removed for all attacks and the new limit is 60,000 HP, mainly to increase the incentive to use standard physical attacks and GF more often in the late-game. This change includes Gravity based attacks as well, so they are now extremely useful on enemies that have high HP, such as Malboro, Snow Lion or Iron Giants. To prevent Gravity attacks from becoming too powerful overall, it was necessary to make a few more enemies immune to them, or give certain bosses that are vulnerable to it a massive HP boost to compensate for the change.

This, alongside stronger Ultimate Weapons, should also solve the issue in regards to standard physical attacks becoming rather useless in the late-game, as it is now possible to get excellent value out of Darkside, especially in combination with critical hits and abuse of elemental weaknesses. In order to keep the total physical damage output in check, the Darkside Ability is now learned by only one GF, and many late-enemies and bosses have had their stats increased, as stated before. Some more Limit Breaks had to be reduced in power too, as they would do absurd damage with the cap removed, such as Blasting Zone, and most of Zell's Duel finishers.

I'm not sure if I succeeded in balancing out every late-game enemy around this new feature properly, as I haven't really had the time to do so yet. If you find something really off, like doing more than 30,000 HP damage on a certain enemy by using only a single physical attack, please report it here.     

 
Angel Wing

The Angel Wing damage multiplier has been increased from 3 to 4, so using this Limit Break always has an advantage over just casting Triple spells. Furthermore, spell determination no longer depends on what spells Rinoa currently has in her inventory. Instead, the spells she uses are now randomly selected from a set table that consists of only higher tier spells, with different probabilities for each spell.


Summoning Odin

Odin summon mechanics have been changed in a way that he no longer interrupts battles randomly, and is now summoned by using an item instead, to avoid his often unwanted occurrences once and for all. After defeating Odin at Centra Ruins, the player receives 10 units of this new summon item, and 3 more each time Odin's chamber is visited again after all of these items are used up. There is no other way of getting this item, so the maximum amount the player can carry at the same time will always be limited.

The idea behind this change is adding another resource management element to the game, and of course also to make getting Odin more worthwhile. Gilgamesh is not available in this version of mod for now, as I haven't found a way to get these items out of the item menu properly right before the Seifer battle at the end of disc 3. He might return in a later version though.

Important: This change as a whole can cause quirks on game saves in which Odin has already been unlocked. If you wish to use this version of the mod on an older save that has Odin unlocked, I would recommend using the Hyne tool, go to G-Forces, select the Griever icon and untick Odin from there. Otherwise, Odin will still appear randomly at the beginning of a battle.   


Other changes and bugfixes

  • Draw amounts in battle have been further increased, so even low Mag characters can draw basic spells relatively fast.
  • Some more new battle items that replace Death/Holy/Flare/Meteor/Ultima Stones have been added.
  • Get a healing item from Raine at the end of the Winhill flashback, depending on how many enemies have been defeated on Laguna's patrol.
  • A new sidequest is now available at Fire Cavern after the Lunar Cry event. Zell will mention it inside Ragnarok after Squall returns from space.
  • CC-Spade can now abolish all card rules for all areas on disc 4.
  • A save opportunity has been added between the Missile Base and Norg scenario events on disc 2.
  • A Junk Shop can now be accessed through CC-Joker inside D-District prison and Balamb Garden Training Center.
  • The FH shop can now be accessed through the old man at FH Seaside Station as well.
  • Status effects for GF can now be checked in battles when pressing start while having the cursor on the respective GF.
  • Stat Bonus Abilities have been removed from Cactuar for good.
  • Gil value for SeeD Rank 16 has been corrected.
  • Talking to an NPC inside Timber Train no longer shows a broken text box.
  • A mistakenly placed Card rule reset option has been removed from the vendor in FH inn.
  • Some enemy attacks have been renamed. For example, all "Breath" attacks now have their own, unique name.
  • Step Mine uses another animation, as the previous one didn't display correctly when hitting 4 enemies.


Thanks again for all the feedback lately - not only through users on these forums, but also through XeroKynos, who was streaming this mod a while back, which was very helpful in spotting certain late-game imbalances directly. Also huge thanks to Sega Chief, whose Ifrit tool enemy AI fix came in handy, and JWP who came up with an Angel Wing Patch that was necessary to put my ideas into practice. I hope it's a decent, less broken alternative compared to endless Meteor spam :)

@Yuey: I don't think a damage boosting spell in Aura's place is all that necessary anymore, now that the general damage cap has been lifted. I was also thinking about another Water elemental spell, as this particular element is still underrepresented in this mod, due to possible animations being sparse and/or broken when used by own party (the Grand Mantis one, for example). I'll keep your idea in mind though.

@Ai: Roses and Wine W07 is necessary to make a lot of this mod's changes work (everything that comes from the text file), such as drawing more than 9 spell units per Draw in battle, or proper magic damage calculation. I hope Yuey's link will help you getting it.
 
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Someone provided a mirror to a direct download in the official thread:

https://kalak.dhs.org/
Ah! Nice! Thanks, i should be able to get it working, if not i can always look at some tutorial.

Also, that update came right at the perfect time. :D

Time to actually get challenged by VIII for the first time ever.
 
Hello,

@Callisto, Could you perhaps name places where you should be able to get Triple and Ultima? I'm playing your mod and I really hope I didn't miss any of those spells, right now I'm after taking back Rinoa from Sorceress Memorial. I saw that Ultima Weapon has them but come on, getting them from this boss? :) (Obviously not mentioning refining items into magic, mostly talking about Triple since Ultima is only obtainable via refining and Ultima Weapon)

BTW. I really love your mod, before it I completed this game about 20-30 times and it was always oh so easy, with your mod, it's a completely new experience.

P.S.: Since I'm past middle of the game would it be possible for you to edit files from mod version 1.1.2 that would fix the SeeD rank problem at lv 16? I would not like to update to version 1.1.3 since there are pretty substantial changes between those two versions.
 
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Hey oksymoron,

There's actually a quite cheap way to draw free Triples in this mod. If you do all the base game sidequests on disc 3/4, you'll eventually find the enemy that has it. Let me know if you would like a more direct answer, and I'll put in a spoiler tag.

Ultima availabilty is actually unchanged from the base game, so it can be still only drawn from Ultima and Omega Weapon, as usual. If you want it as early as possible, I would recommend doing the fixed Elnoyle encounter in Esthar over and over, then using Forbid Mag-RF to make Ultimas out of the dropped Energy Crystals. The refinement ratio is even slightly more efficient than usual (1-5 instead of 1-3).

Here is a link to the 1.1.2 text file that has the SeeD Rank 16 bug fixed:

https://drive.google.com/open?id=1tWpPm_nBaR1f-7Bm6Z6zxkag2F5CVPKA

Anyway, thanks for the feedback, glad you're enjoying the mod :)
 
Thank you very much Callisto, I'm going back to the game with SeeD fix :)

I'll let you know about Triple, Right now I'm in the middle of chocobo quest so I will probably do them all :)

EDIT: Do you have any comprehensive list of added sidequests? Maybe not like what exactly you get from them but something that would lead us to them? Also any changes to existing sidequests?

PS. Just got Triples, clever way to hide it in the game :)

Also got a question, I think it was done in 1.1.3 version but, are effects of Stat Bonus abilities that Cactuar can learn are neglected by the fact that now characters by default get certain stat buffs with every level? Is it even worth bothering with those abilities in 1.1.2?
 
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Ok, so here's a list that contains all the extra things you can do in this mod:


SeeD Party *1
Before heading to Fire Cavern, make sure to visit Balamb Garden's Quad. Exhaust Selphie's dialogue until she asks about joining the Garden Festival committee. If you agree, you will receive two items from her during the SeeD party later. If you skip this step, you still have the chance to join the committee during the party, but then you will only receive one item instead of two.

Fire Cavern time limits *1
The time limits for completing the SeeD test at Fire Cavern have been restructured, and it is now possible to choose 5 minutes, which yields a special reward when exiting the cave after defeating Ifrit.

The Cafeteria Lady and her lost son *1
Listen to the Cafteria Lady's full dialogue at Balamb Garden's Cafeteria before heading to Timber on disc 1. Later on disc 2, this will make her son appear near the station in Fisherman's Horizon after the boss battle against BGH251F2. Talk to Mayor Dobe when he is sitting on the floor, then exit the screen and re-enter. The Cafeteria Lady's son should have appeared to the left now. Talk to him before the FH concert starts (the last chance is when controlling Irvine) and pick the correct answer while Squall wonders who he is to receive an item.

Helping the guards in Timber *1
When having the chance to fully explore Timber for the first time, make sure to stop by the Town's Gate near the inn. As in the original game, this triggers a discussion between Galbadian Soldiers and Timber Soldiers, but this time, intervening and battling the G-Soldiers will be rewarded.

Dollet Communication Tower revisited *2
Heading back to the Communication Tower after the SeeD mission on disc 1 triggers a non-escapable battle against a X-ATM092 variant that uses a different AI script and attacks (it would normally just fall down a cliff and that's it). The battle will likely be tough when attempting it at first occasion, as he starts nuking the party with strong AoE's if the battle takes too long. It should be easily doable on disc 2 or 3 though.

Galbadia Hotel *2
After each stay at Galbadia Hotel in Deling City (at an increased price), the player receives one out of eight items randomly with equal probability. One of the items is the Magical Lamp, in case the player missed the first opportunity to get one by talking to Cid before heading to Timber on disc 1. Additional Magical Lamps can also be traded in for a random Stat Up or an Elixir at FH Seaside Station much later in the game (after the Lunar Cry event).

The old couple in Deling City *2
Talk to the old man sitting at the bench near the sewer gates. He will complain about losing all his good cards to the old woman nearby and about losing a card pack somewhere in the city. If you manage to find it, you will have the option to pick up the cards for yourself or keep the bundle to give it back to its owner (I would recommend the latter, as this unlocks the old man as a card player as well). This can be done anytime before the point of no return at the end of disc 3. The possible rewards for this quest are as follows:

- 9 monster cards if you take the bundle's contents for yourself
- 3 boss cards or 6,000 Gil if you decide to give it back to the old man

The monster hunter from Winhill *1
The counter that keeps track of the defeated enemies during Laguna's patrol in Winhill now actually matters and is used to determine an item that Laguna receives from Raine at the very end of the flashback. The item can be anything from a few Potions all the way up to a Megalixir that requires at least 30 defeated enemies (v1.1.3 only).

More items in Fisherman's Horizon *1
Talk to the man near the elevator when controlling Irvine after leaving the concert preparations. After the concert is over, talk to him again with Irvine in your party, and he will apologize for what he said earlier, handing out a Triple Triad card.

Rescuing the girl in Timber *1
On disc 2 or 3, return to the Timber station and rescue the girl that is cowering on the floor from the arriving train. As in the original game, you will end up at Timber Hotel, but this time, your SeeD Rank increases and you will receive an item.

Trading in Trabia Garden *2
There is one NPC in Trabia Garden who sells some of her belongings as her savings have been destroyed as a result of the missile attack. The player can use this opportunity to get good value for just 20,000 Gil: 2 boss cards and 3 different items. Buying or creating these items separately would be much more expensive.

The dog in Esthar *2
Stop the dog running around the streets in Esthar to make him return to his owner nearby. If you then talk to the owner while having Pet Pals Vol.3 in your inventory, you have the option to give it to him for free for an item, or sell it to him for 15,000 Gil. If you don't have it in your inventory, he will hint at it. Can be done anytime before entering Lunatic Pandora as Zell and Edea.

The reluctant card player at Lunar Gate *1
Challenge the right guard to a card game repeatedly until he agress, then play a game. He will hand over some items for having a good time, no matter if the actual game was won or lost. This can be done two times: before going to space, and then once more after the Lunar Cry event. Items received are different for the two occasions.

Rescuing the girl at Esthar's Shopping Mall *2
Talking to the crying girl at the Shopping Mall will trigger a non-escapable and unique battle with 2 Behemoths in it. The reward is an item and a card. Can be done after Lunar Cry only.

Lunatic Pandora Laboratory research project *2
After the Lunar Cry events, Esthar digs out its old mobile weapons and tries to improve them. At Lunatic Pandora Laboratory, the player has the option to try 3 different battles that consist of stronger variants of Gespers, Cyborgs and Elastoids. The battles can be repeated multiple times for no costs, but the rewards are one-time only.

Fire Cavern revisited *2
After the Lunar Cry events, Zell will inform Squall about Fire Cavern having become a nesting ground for a couple of monsters from the moon, and the player can decide to clear them, with a puzzle-like boss battle waiting at the end, where Ifrit was fought at the beginning of the game. The reward is a rare item that is required to get one of the best weapons (v1.1.3 only).

Getting back to the Ragnarok on disc 4 *1
Nothing has changed in regards to how the Ragnarok can be found on disc 4. The only difference is that Xu will hand over a bunch of items when entering the Ragnarok on disc 4 for the first time, to aid the party in their final battles.


*1 = Quest is already present in the base game, but has been changed to yield some real rewards
*2 = Completely new, mod-only sidequest


As for changes to already existing sidequests, the Queen of Cards sidequest is worth mentioning:


Instead of the Minimog card, you need to lose the Quezacotl card to the Card Queen. This creates the Kiros card, which can then be found at Winhill Inn. Second, instead of the Sacred Card, the Card Queen now requests the Pandemona card. This will create the Irvine card, which can still be won from Flo in Fisherman's Horizon. The rest of the quest remains the same as in the base game.


Other than that, it's just the rewards that have been changed. I hope completing all the Chocobo Forests will be worth your trouble :)

Cactuar's Stat Bonus Abilities aren't supposed to be available from version 1.1.2 onwards, as their presence can still limit the incentive to level up, and getting rid of these also helps with maintaining character identity throughout the entire game. All in all, it was an oversight to keep them for Cactuar, so I would recommend just deleting them using Amnesia Greens. This also frees up space for some of the new Abilities he can learn in this mod.
 
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Thank you Callisto, the list of added quests is massive in comparison to existing quests, well done, I think I missed most of the Disc1/2 quests. but that will make me do another playthrough, now with 1.1.3 :)

Really nice mod and everything you did was perfect, the balance is right and I can now not only use attack like in the original but magic (which I still used in the original but felt like it's not as powerful as it should be). Overall, I will do another playthough with no hesitation.

Gotta ask you as well, can you give me the "not-precise" location of Zell Card? Mama Ditch doesn't have it and I read that it's one of the cards that you tinkered with :) Is it still in Balamb or maybe I should look somewhere else? (I have a feeling it's connected to Zell's "Girlfriend" :))
 
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