Re: [PSX/PC] Alternate F...

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Thank you :)
Indeed, I decided to give only a minimal description of what the abilities do, following the principle of the original (I mean, Lucky 7's or Limit Glove's descriptions are basically "It deals damage"... very informative!). I made that choice mainly by laziness: it would have taken a lot of time to decide how to formulate complete descriptions of the abilities in all the languages and make sure that they are small enough to be contained in the battle help (in the menus, there isn't really a limitation of space but there is in the battles).

In the spreadsheet, I could write things in english only and use a formal description that would be a bit dry in-game. I agree that it's far from ideal though.

I look forward to see how you will fare against the new bosses! A couple of people commented them but they didn't make a video out of the fights :D
Until then, good luck!
 
Oh god I give up, I cannot get the last Ragtime question right. Does anyone know how to answer his last question correctly? lol EDIT: Nevermind
 
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Thank you :)
Indeed, I decided to give only a minimal description of what the abilities do, following the principle of the original (I mean, Lucky 7's or Limit Glove's descriptions are basically "It deals damage"... very informative!). I made that choice mainly by laziness: it would have taken a lot of time to decide how to formulate complete descriptions of the abilities in all the languages and make sure that they are small enough to be contained in the battle help (in the menus, there isn't really a limitation of space but there is in the battles).

In the spreadsheet, I could write things in english only and use a formal description that would be a bit dry in-game. I agree that it's far from ideal though.

I look forward to see how you will fare against the new bosses! A couple of people commented them but they didn't make a video out of the fights :D
Until then, good luck!
I understand, this is mainly a nitpick and not a deal breaker issue anyway ^^, I'm already thankfull for this mod being playable in my native language which is great ;)

I'm looking forward for the new bosses tough it won't be before quite a while ^^
 
I wasn't sure I saw you on the Joueur du grenier forums, but also here and Insane Difficulty so wasn't sure if you were french to or not ^^.
 
Oh wow, 5.0 is out? And Beatrix got a Trance? And there's a Beatrix-only mod now as well? Awesome! That new Steal mechanic sounds fantastic as well, finally stealing will not be irritating. Man, I didn't expect all this stuff when I randomly came here today, but I might end up replaying AF as soon as I finish FF7 New Threat. Fantastic work Tirlititi!

I do have some questions from when I played 4.2:

1. Would it be possible to add a version where every character joins at level 1? I'm not sure what kind of scripting this would require, but it always bothered me that if Freya/Quina/Eiko/Amarant/Beatrix join at higher levels, they will have less HP/MP/Magic stones than if they had joined at level 1 and leveled up naturally. I think it would be a neat addition and luckily all of them (except maybe Beatrix) join at a point where they can easily be levelled up. I used to use the Memoria save editor to reset everyone's stats upon joining but I'm not sure if that would cause problems. Would Memoria cause problems?

2. Have some of the bosses been toned down since 4.2? I remember a lot of people having trouble with the Beatrix fights, she would constantly inflict doom at a point in the game where there was no reliable way to cure it. I even had trouble with the very first Steiner battle, he would kill my entire party before I could steal all his stuff. Somehow I got through them, but I'm wondering if there's been any significant change.

3. Does Zidane's Transcend still use the SFX magic animation from the stage battle in the beginning? If so, I would recommend switching the animation to Amarant's Aura. If I remember right, since you've removed that ability, nothing else uses that animation and it looks much better than the goofy SFX abilities. I might be wrong though, but still, that ability needs a better animation.

Cheers!
 
Thanks Dorklord.
However, I won't update the mod anymore except maybe for Moguri/Snouz mod compatibility.
So, no, party members don't join at lvl 1 (unless all your other characters are lvl1 as well) and Transcend's SFX will still be the same (and I like that :p). You can use the Memoria save editor without problem though.

Most bosses should be slightly easier in v5.0 due to the battle mechanics allowing more things to the player. However:
- Steiner's first battle was made even easier. I think that he was already nerfed in v4.5 because he could kill you too easily on bad RNG. He can still hit hard but that's less RNG-dependant now so he won't always use his best attacks.
- There is a reliable way to cure doom as soon as you fight Beatrix for the first time... On top of that, a doom-immunity supporting skill was added in v5.0 and is available for Freya/Steiner at that point.
- Necron is noticeably harder now, even though there are many possible strategies against it.
 
Alright, sounds good. I know how to edit the hws file, so I can always try to change the SFX for Transcend if I feel like it. :) The difficulty changes sound good too, I remember those two battles being really irritating when I played AF but I got through the rest of the game fine so I'm glad to hear those two have been changed.

On another note, I've been thinking about mixing together the AF .hws with the Beatrix-only .hws. If I patched my game with Beatrix-only first, then patched regular AF on top of that, but during the import selection I don't select the enemies, what would happen? Would I end up with all features from AF, but keep the vanilla enemies (plus the few extra bosses) from Beatrix-only?

Also, bit of a random question but is the stat growth of characters the same as in vanilla FF9? To be clear, I'm talking about natural stats, not bonus stat growth from equipment.
 
Personnaly I only had trouble for the third Beatrix fight due to Stock Break giving her a multi-target option, for the first 2 fight Quina's Mighty Guard make her such more manageable, also since her attacks are mostly physical and single target putting everyone on low HP but Freyja with the Cover ability is a valid strat even more on the second fight since Freyja can equip the helm that give immunity to Doom (I just forget to equip the ability like an idiot on my video XD), tough for the third fight once I figure I should use the Back Row it became a lot easier as Steiner could still hit her 1200 despite the Back Row penalty and Freyja can hit her from afar with Jump which does good damage.

Almost finish Disc 2 so far Gargantua was the most troublesome boss due to the fact he seems to counter absolutly everything I had to take it safe and slow with him, Soulcage however is completly free as long a you aren't on LV multiple of 5 easiest boss of the mod so far.
 
By the way Tirlititi, the opening post has download links for Moguri+AF and Moguri+Beatrix-only, but I've noticed that both links lead to the same download. I think you have the wrong link up for Moguri+Beatrix.
 
I have a question about critical hits. I've been playing AF with Moguri and I've noticed that my critical hits were not doing much damage, in fact, they seemed to be doing less than regular hits. I used dnSpy to modify the formula and made all my hits critical and began testing. Sure enough, I had situations where Steiner would hit for about 120 damage with a critical, and then hit that same enemy for about 240 with another critical. Without criticals, Steiner's damage would have been around 180 or so,. This is all with bug killer equipped as well.

So I was wondering if this is normal and caused by some enemy ability or status, or if Moguri is messing things up? I wouldn't be surprised given that escaping with L1 and R1 straight up doesn't work in Moguri for some reason.
 
I was planning on trying this mod out and I was going to just stream it to my Nintendo Switch using Steam. However, I know that FFIX is pretty close to the PC Port. Is it possible to be able to port this mod into the Nintendo Switch version?
 
@Dorklord: Yes, that seemed weird to me as well... but I've double-checked the code several times and didn't see a bug, so I guess that's just because of damage roll. I didn't see that fleeing was problematic with the Moguri mod though; maybe that's because of controller compatibility? I guess they tweaked it since they at least changed the movement directions.
Strange anyway... but I have no solution.

@Ddeathscythe: No, I don't think so, unfortunatly.
Indeed, the new versions (PC, PS4, Switch, phones...) are very similar but not similar enough to do a port, even if we had the tools for these versions. I think that, let aside compressions, the "p0data" archives are called something like "s0data" for the Switch version, which is not a big deal, but the most important file, the Assembly-CSharp.dll, is different from a version to the other and I am not sure if someone could even use Hades Workshop on a non-PC version.
 
Would this mod be recommendable to someone who is not even remotely familiar with this game? On one hand, I'd like to try it, but I know virtually nothing about the actual game.  But on the other hand, I'm more used to SMT-style difficulty in my RPGs, and I know this game isn't necessarily known for being difficult.
 
The base game is fairly easy, yes.
However, the mod somehow assumes that the player knows some of the game's mechanics. It is not per say "essential" to know them because there is never only 1 way to do things, but only strategies to ease the progress. For instance, I have heard of people who don't know about ATB tricks, the effect of the status Heat, which sidequests give good rewards or the way several bosses work (like Tantarian)... play the mod and struggle because of it (not to the point of being completly stopped but to the point of trying several times waiting for lucky attempts). In my opinion, these people had the possibility to learn the mechanics, maybe at the cost of a single game over, but they didn't so it may be a difficult thing to learn on the spot.

In short, I think that the mod is easier for someone who [doesn't know the game but has not problem with difficulty] than someone who [knows the game well but expect to win by mashing a single command].

Sorry for the tedious answer; that's not an easy question ^^"
 
Hi everyone !!!

This mod looks awesome i´m giving a try, congratulations !!!

i have two concerns, the "steam mod" (second link) include the beatrix recruitable? or it is just the base mod ?
And, can you play the mod in other languajes, like Spanish ?

Thanks !! :)
 
Hi and thanks Rikku.

Yes, the "Steam version" includes Beatrix recruitable, but it is also the "base mod" of the Steam version, ie. version 5.0.
More explicitly:

  • 1st link is v3.2 of the mod on PSX: I stopped updating the PSX version because it had too many restrictions, and it doesn't let you recruit Beatrix.
  • 2nd link is v5.0 of the mod on Steam: it includes everything that is described in the OP.
  • 3rd link is v5.0 on Steam for those who already have Fraggoso's mod installed: it's exactly the same mod, but with compatibility tweaks.
  • 4th link is similar albeit concerning the Moguri mod instead.
  • 5th link is a sub-mod of the v5.0: it includes a recruitable Beatrix, the addition of "hidden dialogs" (ie. dialogs that were suppressed during the game's development and unlocked back with AF) and the addition of the 4 optional bosses in Memoria. It doesn't include any change for enemies or abilities that already exist in the base game.
  • 6th link is the Beatrix mod with Moguri compatibility.
  • 7th link is the source files (require Hades Workshop and dnSpy to work) for those who want to make their own changes on top of mine.
So whatever is you situation, you only need to download 1 link and not trying to install combinations of different links.

As for the language: yes, the mod is playable in all the languages supported by the game:
Spanish, English, French, Italian, German and Japanese.
 
Hmm not sure if this a glitch but I fought Ark yesterday at one point he cast Photon on Freyja, Freyja had Auto-Potion activate but auto-potion didn't happen, at first I thought this was because the Trance happened and cancel the Auto-Potion but on my second try Zidane and Freyja got into Trance and Auto-Potion trigger on both, this also isn't because Photon's Berserk cause on my second try he did Photon on Freyja putting her on Berserk but Auto-Potion still trigger. So no idea why it didn't trigger my guess would be Photon put her on Berserk, but then the Trance cancel the berserk and somehow this would have cancel Auto Potion but I'm not sure.
 
hey, I found an old patch you recommended to someone some years ago for removing the timer condition for the Excalibur II that you apply with Hades Workshop, is it still fine to use? wanted to make sure it wouldn't mess anything up with AF + Moguri
 
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