The RPG Duelling League
RPGDL Games => Game Design and Modifications => Topic started by: SageAcrin on April 02, 2011, 06:02:01 PM
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Annnnnd 1.1's "done" in the sense that it's up to the "someone else needs to run through it before I'm willing to consider it clear, it could have bugs I missed or something" phase! Well, except for variations. Those'll be a bit.
Topic's updated with the current 1.1 info-thanks to everyone in chat who chipped in ideas, again.
Up to Release Candidate 5, thanks to feedback from super and Neph's runs! Assorted small changes to equipment and the new steal list were made thanks to their runs. Probably the most notable changes are to earlygame physical weaponry, which tend to suck less by and large(not a big help to anyone but earlygame Locke though.).
Edit: Well, technically those things need to be tested more than the "Scattershot savestate/saveram transfer" way, but oh well. 1.1's shipped!
http://www.romhacking.net/hacks/294/ This is probably a better way to get Eviltype than attempting to grab it off the forum, now, since from what I hear you need an account to get files off the forum. Also, that actually has the updated readme. Not that anyone should read the readme. Read the info file instead. >_>
General PC balance info for the current edition:
Powers for skills are roughly linear(2x a power=2x the damage).
Break: No longer misses if the enemy is Death protected.
Now only checks for Stone immunity.
Doom: Hit rate raised from 95% to 120%.
Demi: Now adds "Near Fatal" status(No major effect), and checks for this
instead of instant death. This allows for a check for that immunity, making it and
a few other key attacks that were otherwise uselessly obsoleted by instant death spells,
allowing them to actually hit people that Doom wouldn't. Handy. Hit rate boosted to 150%.
Quartr: Now adds "Near Fatal" status(No major effect), and checks for this
instead of instant death.
Pearl: Power raised from 108 to 138.
Flare: Power raised from 60 to 73.
Ultima: Power reduced from 150 to 102.
WWind: No longer misses if target is Death protected. Instead, checks for Seizure
immunity to see if the attack should hit or miss.
Rasp: Power raised from 10 to 12.
Osmose: Power reduced from 26 to 5.
(Osmose's drop isn't as steep as it sounds; Osmose could only
deal as much MP damage as you had lost MP, and the damage was such
so that anyone could fully heal around 1.5x their MP in one casting.)
Quick: MP Cost raised to 250(Doesn't display correctly, but oh well.).
Antdot: Now can be cast on multiple targets at once. Now cures Dark, Berserk and Slow
additionally.
Regen: Now can be cast on multiple targets at once.
Ifrit: Power raised from 51 to 71.
Shiva: Power raised from 52 to 72.
Terrato: Power raised from 93 to 128, No Split Damage flag added.
Shoat: No longer misses if Death protected, only checks for Stone immunity.
Maduin: Power raised from 55 to 60. No Split Damage flag added.
Bismark: Power raised from 58 to 84.
Palidor: Cost lowered from 61 to 38.
Tritoch: Power raised from 110 to 147, No Split Damage flag added.
Odin: Status odds raised from 110% to 120%.
Raiden: Status odds raised from 140% to 150%.
Bahamut: Power raised from 92 to 112, No Split Damage flag added.
Alexandr: Power raised from 114 to 139, No Split Damage flag added.
Crusader: Power raised to 225. Accuracy lowered from perfect rate to 150%
Kirin: Now has a 10 Power (same as Cure) healing effect, in addition to adding Regen.
Sraphim: Power raised from 18 to 54. (Just under Cure 3)
Unicorn: Now has a 22 Power (Between Cure and Cure 2) healing effect, additionally heals
Zombie, Freeze, Imp, Condemned, and Berserk statii as well as the status healed before.
Fenrir: Cost lowered from 70 to 42.
Starlet: Now randomly bestows one of: Safe, Shell, Image, or Life 3, in addition to healing.
Power raised from 34 to 70. (Somewhat over Cure 3)
Phoenix: Power raised from 4(1/4th MHP revival) to 16(Full).
Storm: Power raised from 100 to 126. Now ignores split damage against multiple enemies.
Dispatch: Power raised from 120 to 155.
Retort: Power raised from 56 to 86.
Slash: Power raised from 8(Half current enemy life) damage to 12(3/4ths). (Still checks for
instant death immunity.)
Quadra Slam: Power raised from 72 to 168.
Empowerer: Power raised from 49 to 255. (Like Osmose, still caps at amount healed.)
Stunner: Power raised from 97 to 130, adds Slow additionally to Stop.
Quadra Slash: Power raised from 70 to 177.
Cleave: No longer inflicts instant death. Inflicts Petrify and Condemned at perfect rate, though
both status are still blockable. Now is 104 base power, ignores split, ignores defense,
non-elemental magical damage additionally. No longer can miss.
Pummel: Power raised from 110 to 125.
Suplex: Power raised from 180 to 220.
Mantra: Now cures Muddle, Sleep and Slow status.
Spiraler: Learned level lowered from 42 to 32.
Harvester: Power raised from 0 to 34, now heals, additionally cures Zombie/Imp/Berserk/Freeze.
Antlion: Hit rate raised from 100% to 200%. No longer checks Stamina.
Specter: Now is an 18 base power, ignores defense non-elemental spell as well as Muddling the enemy.
Will not miss if the enemy is protected from Muddle. (Not that it ignores Muddle resistance though.
Just, it'll deal damage and not confuse them if they resist Muddle.)
Sonic Boom: Now only misses if the target is immune to Near Fatal.
Cave In: Now only misses if the target is immune to Seizure.
Snowball: Hit Rate reduced from perfect to 120% base. Now inflicts ice damage. Is still 1/2
Gravity and no longer checks any other checks, meaning it will not miss based on any status
resistance. (Of course, it hits the damage cap, and it's rarer to come out of Snowman Jazz
now...) Now strikes multiple targets.
Surge: Now ignores target defense.
Cokatrice: Power raised from 50 to 60, no longer fails on those that immune Instant Death.
(Why did it do that? It made the damage totally pointless, and Petrify checks still exist.)
Wombat: Power raised from 88 to 99.
Kitty: Adds Regen, Safe and Shell in addition to Haste.
Tapir: Now cures Freeze status.
Whump: Power raised from 53 to 86, No Split Damage flag added.
Poison Frog: Power raised from 56 to 69.
Ice Rabbit: Power raised from 60 to 70, No Split Damage flag added.
Bio Blaster: Now adds Seizure and Phantasm aka "HP Leak"(small uncurable/unblockable HP drain) effects,
in addition to it's normal effects.
Flash: Instead of inflicting Blind on hit, now inflicts one of Blind, Berserk or Stop.
Air Anchor: Now hits multiple targets.
H-Bomb: Now ignores split damage among multiple enemies.
Condemned: MP cost reduced to 5. Now can hit multiple targets. Now a starting Lore.
Roulette: MP cost reduced to 3. Now removed from Lore.
CleanSweep: Power raised from 50 to 55.
Blow Fish: MP Cost halved, now heals Strago as much damage as it deals.
Revenge: MP cost reduced to 0.
Pearl Wind: Now cures Petrify, Condemned and Zombie.
L5 Doom: No longer checks for any form of status immunity. Still has the level check though.
You'd think this would make it great, but...it's way more situational than most status. Go fig.
Cost raised to 55 MP to discourage random spamming instead of just scanning people.
L4 Flare: Changed to L3 Flare.
L3 Muddle: Changed to L2 Daze. Additionally Stops the targets as well as confusing them.
L? Pearl: Power raised from 120 to 144.
Step Mine: Power lowered from 32 to 16. (Note: Lowering the power of Step Mine linearly raises
it's damage, due to it's formula.)
Reflect???: Now inflicts Confuse/Stop/Seizure additionally.
Dischord: Cost reduced from 68 to 46, Hit Rate raised from 100% to 150%. Now checks for Near Fatal
instead of instant death status.
Stone: MP cost reduced from 22 to 12.
Rippler: Cost reduced from 66 to 44.
Quasar: Cost reduced from 50 to 28. Power raised from 57 to 64.
GrandTrain: Power boosted from 84 to 108.
Exploder: Now removed from Lore.
Clear: Now toggles(ala Imp) Magitek status, defaults to hitting all allies. (How you get enemies to
*do* this is your problem. A couple of world map enemies can use Clear, but only under very weird
circumstances. It's an easter egg. Don't blame me if being Magitek at the wrong point breaks things.
Because it probably will.)
Magnitude8: Now added to Lore(Replacing Roulette). MP cost boosted to 34.
Flare Star: Now added to Lore(Replacing Exploder). MP cost boosted to 58.
Goner: Added No Split Damage flag.
Imp Song: MP cost reduced to 0(To match other Dance command moves).
Shrapnel: MP cost reduced to 0(To match other Dance command moves).
Slide: MP cost reduced to 0(To match other Dance command moves).
Desperation Attacks(All): Try them yourself. <_< Suffice it to say that they're all vastly
improved, and all still vastly unreliable, so...yeah, some mystery is fun. ^_^
Equipment:
Note: This is *changes*. So, if +1 Speed is listed, for a weapon that had +2 Speed to
start with, that would mean the equip now has +3, and so forth.
Dirk: +10% Evade.
MithrilKnife: +20 Battle Power, +2 Speed.
Guardian: +35 Battle Power, +4 Magic Power, +10% MBlock. Now enables Capture.
Air Lancet: +27 Battle Power, +6 Speed, +10% MBlock, +10% Evade. No back row
penalty.
ThiefKnife: +30 Battle Power, +3 Vigor, +3 Speed, +3 Stamina, +10% MBlock.
Now enables Capture.
Assassin: +30 Battle Power, +2 Speed, +3 Magic Power, +10% MBlock.
Man Eater: +20 Battle Power, +6 Speed, +4 Magic Power, +10% Evade.
SwordBreaker: +20% MBlock.
Graedus: +4 Magic Power, +10% MBlock, Auto-Safe, Auto-Shell.
ValiantKnife: +30 Battle Power, +4 Speed, +4 Stamina, +4 Vigor, +10% MBlock, +25% HP.
MithrilBlade: +15 Battle Power.
RegalCutlass: +20 Battle Power.
Rune Edge: +30 Battle Power, +10% MBlock.
Flame Sabre: +1 Vigor, +1 Stamina, +1 Speed, +1 Magic Power.
Blizzard: +5 Vigor.
ThunderBlade: +4 Speed.
Epee: +4 Magic Power.
Break Blade: +1 Vigor, +1 Stamina, +1 Speed, +1 Magic Power, +10% MBlock.
Drainer: Unchanged.
Enhancer: Unchanged.
Crystal: +5 Battle Power, +5 Vigor, +5 Speed, +6 Magic Power. Same damage from back row. Hit
rate raised from 150% to 200%.
Falchion: +12 Battle Power, +4 Vigor, +2 Speed, +3 Magic Power, +10% MBlock. Atlas Armlet
effect, ignore target MBlock. Now usable by Cyan.
Soul Sabre: +5 Magic Power, +10% MBlock.
Ogre Nix: +32 Battle Power, Ignore target MBlock, +7 Vigor, Hyper Wrist effect(+50% Vigor),
Atlas Armlet effect(Boosted physical damage), +10% Evade, Auto-Berserk. Now usable by
Cyan.
Excalibur: +5 Speed, +6 Magic Power, +20% MBlock, Ignore target MBlock, uses MP for
criticals, Auto-Haste.
Scimitar: +7 Vigor, +3 Speed, +3 Stamina, +3 Magic Power, +20% MBlock, +10% Evade,
+25% MP.
Illumina: Despite attempts to persuade me to nerf it, unchanged. <_<
Ragnarok: Now usable by Cyan. Halves MP consumption(Golden Hairpin effect.).
Atma Weapon: +7 Vigor, +25% HP.
Mithril Pike: +18 Battle Power.
Trident: +30 Battle Power, +3 Magic Power.
Stout Spear: +30 Battle Power, +3 Vigor.
Partisan: +10 Battle Power, +2 Speed, +2 Magic Power. Enables Jump.
Pearl Lance: +4 Magic Power, +10% MBlock.
Gold Lance: +15 Battle Power, +5 Vigor, +3 Stamina. Gauntlet effect(Can wield
weapon two-handed).
Aura Lance: +2 Vigor, +2 Speed, +2 Stamina, +2 Magic Power, +10% MBlock. Randomly casts
Flare.
Imp Halberd: Randomly cast Imp on attack, Hyper Wrist effect, +10% Evade.
Imperial: +3 Speed, +10% MBlock, +10% Evade.
Kodachi: +3 Speed, +10% MBlock, +10% Evade.
Blossom: +4 Speed, +10% MBlock, +10% Evade.
Hardened: +5 Speed, +10% MBlock, Hyper Wrist effect, +10% Evade.
Striker: +7 Speed, +5 Magic Power, +10% MBlock, +10% Evade.
Stunner: +7 Vigor, +7 Speed, +2 Stamina, +3 Magic Power, +20% MBlock, 2x damage to
humanoid enemies(Man Eater effect.), +20% Evade, Atlas Armlet effect.
Ashura: +20 Battle Power.
Koutetsu: +20 Battle Power, +1 Vigor, +1 Magic Power.
Forged: +25 Battle Power, +2 Vigor, +1 Magic Power.
Tempest: +10 Battle Power, +2 Vigor, +3 Magic Power.
Murasame: +20 Battle Power, +3 Vigor, +2 Speed, +3 Magic Power, +10% MBlock.
Aura: +43 Battle Power, +4 Vigor, +5 Speed, +2 Stamina, +4 Magic Power, +20% MBlock,
Atlas Armlet effect, Gale Hairpin effect(Raise Pre-Emptive Strikes), Randomly Slice(Scmitar
effect.), +10% Evade, Auto-Shell.
Strato: +10 Battle Power, +7 Vigor, +3 Speed, +3 Magic Power, +10% MBlock, Auto-Float,
Auto-Safe, Vigor +50%, +20% Evade.
Sky Render: +5 Battle Power, +7 Vigor, +5 Speed, +2 Stamina, +4 Magic Power, +20%
MBlock, Auto-Regen, Auto-Haste, Auto-Image, Atlas Armlet effect, use MP for criticals.
Heal Rod: +10 Battle Power, +10% MBlock, Safe at low HP, Shell at low HP(Czarina Ring
effect), Ignore target MBlock, randomly cast Cure on attack, use as an item for Cure(Doesn't
break Rod.). Cost changed to 10000.
Mithril Rod: +30 Battle Power, +1 Magic Power, randomly cast Scan on attack,
use as an item for Scan(Doesn't break Rod.), +10% Evade.
Fire Rod: +5 Vigor.
Ice Rod: +5 Speed.
Thunder Rod: +3 Vigor, +3 Speed, +3 Stamina.
Poison Rod: +20 Battle Power, +2 Magic Power.
Pearl Rod: +2 Magic Power.
Gravity Rod: +4 Magic Power.
Punisher: +81 Battle Power, +4 Vigor, +4 Speed, +4 Stamina, +4 Magic Power, +10%
MBlock, Hero Ring effect(Boost Physical and Magical damage), randomly casts Stop
on attack. Now allows for Runic and Sword Tech.
Magus Rod: Randomly casts Dispel on attack.
Chocobo Brsh: +20 Battle Power, +4 Speed, +1 Magic Power, +10% MBlock, Raise
Sketch Rate.
DaVinci Brsh: +20 Battle Power, +1 Speed, +3 Magic Power, Raise Sketch Rate,
+10% Evade.
Magical Brsh: +10 Battle Power, +1 Vigor, +1 Speed, +4 Magic Power, +10% MBlock,
Auto-Shell, Raise Sketch Rate, Raise Control Rate, randomly casts Rasp on attack,
same damage from back row.
Rainbow Brsh: +26 Battle Power, +1 Vigor, +4 Speed, +1 Stamina, +4 Magic Power,
+20% MBlock, Use MP for criticals, Safe at low HP, Shell at low HP, Raise Sketch
Rate, Raise Control Rate, randomly cast Osmose on attack, same damage from back row,
raises magic damage.
Shuriken: Unchanged.
Ninja Star: Unchanged.
Tack Star: +65 Battle Power.
Flail: +19 Battle Power, +3 Vigor, +2 Speed.
Full Moon: +56 Battle Power, +3 Speed, +2 Magic Power, +10% MBlock, randomly
cast Sleep on attack.
Morning Star: +27 Battle Power, +4 Vigor, +4 Speed, +1 Magic Power,
+10% Evade.
Boomerang: +65 Battle Power, +7 Speed, +10% MBlock, randomly cast Muddle on
attack.
Rising Sun: +58 Battle Power, +4 Speed, +4 Magic Power, randomly cast Fire 2 on attack,
+10% Evade. Cost changed to 6500.
Hawk Eye: +71 Battle Power, +5 Speed, +10% MBlock, randomly cast Bio on
attack.
Bone Club: +47 Battle Power, +7 Vigor, +7 Speed, +3 Stamina, +20% MBlock,
Auto-Regen, Auto-Haste, Auto-Shell, Auto-Safe, Raise physical damage, +50% HP,
allows weapons to be wielded two-handed(Gauntlet effect).
Sniper: Ignore target MBlock, allows four half-powered attacks(Offering effect).
Wing Edge: +15 Battle Power, +3 Magic Power, +20% MBlock, +10% Evade.
Cards: +30 Battle Power, +2 Vigor, +2 Speed, +2 Stamina, +2 Magic Power. Randomly dices enemies(Scimitar
effect.).
Darts: +35 Battle Power, +5 Vigor, +3 Speed, +2 Magic Power, randomly cast Poison
on attack, 2x damage to humans(Man Eater effect).
Doom Darts: +20 Battle Power, +3 Vigor, +3 Speed, +7 Stamina, +7 Magic Power,
randomly dices enemies(Scimitar effect), in addition to randomly casting Doom.
Trump: +42 Battle Power, +5 Vigor, +5 Speed, +4 Magic Power, randomly casts
Drain on attack.
Dice: +3 Vigor, +3 Speed, +3 Stamina, +3 Magic Power, +10% Evade, +10% MBlock.
Fixed Dice: +4 Vigor, +4 Speed, +4 Stamina, +4 Magic Power, +10% Evade.
(Additionally, is now available as a 100% rate boss dropped item, as well as a
item in Kefka's Tower.)
MetalKnuckle: +10 Battle Power.
Mithril Claw: +20 Battle Power.
Kaiser: +20 Battle Power, +12.5% HP.
Poison Claw: +20 Battle Power, +2 Magic Power.
Fire Knuckle: +20 Battle Power, +4 Speed.
Dragon Claw: +8 Battle Power, +1 Vigor, +5 Speed, +1 Stamina, +3 Magic Power,
+10% MBlock, doubled damage to humanoid enemies, MP +25%.
Tiger Fangs: +10 Battle Power, +1 Vigor, +5 Speed, +2 Magic Power, randomly
counter-attack(Black Belt effect), randomly slices enemies on attack.
Buckler: -4 Defense, -2 Magic Defense, +10% MBlock.
Heavy Shld: Unchanged.
Mithril Shld: Unchanged.
Gold Shld: Unchanged.
Aegis Shld: Unchanged.
Diamond Shld: +10% Evade.
Flame Shld: Unchanged.
Ice Shld: Unchanged.
Thunder Shld: Unchanged.
Crystal Shld: +10% MBlock, +20% Evade, +5 Magic Defense.
Genji Shld: +3 Defense, +3 Magic Defense.
TortoiseShld: Casts Imp when used as an item, and breaks. Teaches Imp at 1x rate
+5 Speed.
Cursed Shld: Auto-Slow, Auto-Wall, protect weak allies(True Knight effect.).
Paladin Shld: Unchanged.
Force Shld: Unchanged.
Leather Hat: Unchanged.
Hair Band: +1 Magic Power.
Plumed Hat: Unchanged.
Beret: +2 Magic Power, +7 Defense, +7 Magic Defense.
Magus Hat: Unchanged.
Bandana: +2 Vigor.
Iron Helmet: Unchanged.
Coronet: +3 Magic Power, +20% MBlock, Raise Sketch Rate, Raise Steal
Rate, +10% Evade.
Bard's Hat: Unchanged.
Green Beret: Unchanged.
Head Band: +5 Magic Defense, +2 Magic Power.
Mithril Helm: +4 Defense, +6 Magic Defense.
Tiara: +7 Magic Defense.
Gold Helmet: +4 Defense, +3 Magic Defense
Tiger Mask: +2 Vigor, +3 Speed, +2 Stamina, +4 Magic Defense.
Red Cap: Unchanged.
Mystery Veil: Unchanged.
Circlet: Unchanged.
Regal Crown: +2 Defense, +2 Magic Defense, +2 Vigor, +2 Speed, +2 Stamina,
+2 Magic Power, +12.5% HP, +12.5% MP.
Diamond Helm: +4 Defense, +4 Magic Defense.
Dark Hood: +6 Vigor, +6 Speed, +3 Stamina, +10% Evade.
Crystal Helm: +6 Defense, +7 Magic Defense.
Oath Veil: +3 Magic Power.
Cat Hood: Unchanged.
Genji Helm: +3 Defense.
Thornlet: Auto-Haste, Auto-Shell, +10% Evade.
Titanium: +3 Vigor, +3 Speed, +3 Stamina, +10% MBlock. Teaches Imp at 1x rate.
LeatherArmor: Unchanged.
Cotton Robe: +1 Magic Power.
Kung Fu Suit: +1 Speed, +10% Evade.
Iron Armor: Unchanged.
Silk Robe: Unchanged.
Mithril Vest: +6 Magic Defense.
Ninja Gear: Unchanged.
White Dress: Unchanged.
Mithril Mail: +4 Defense.
Gaia Gear: +10% Evade.
Mirage Vest: +6 Defense, +8 Magic Defense, +1 Speed, +10% MBlock, Halve Fire,
Halve Ice, Halve Thunder.
Gold Armor: +3 Defense.
Power Sash: Unchanged.
Light Robe: Resists Pearl, Wind, Earth and Water elements. +20 Magic Defense.
Diamond Vest: +5 Magic Defense.
Red Jacket: +10% Evade, +25% HP.
Force Armor: Unchanged.
DiamondArmor: +4 Defense. Mog added to the list of characters that can use it.
Dark Gear: +6 Magic Defense, +6 Vigor.
Tao Robe: +1 Magic Power.
Crystal Mail: +5 Defense, +5 Magic Defense.
Czarina Gown: +9 Magic Defense, +2 Vigor, +2 Speed, +2 Magic Power, +10% MBlock,
Safe and Shell at low life, null Blind, Poison, Mute, Petrify, Muddle, Sleep,
Berserk, and Seizure, +25% MP, +10% Evade.
Genji Armor: Unchanged.
Imp's Armor: +5 Vigor, +5 Stamina, +10% MBlock. Teaches Imp at 1x rate.
Minerva: Unchanged.
Tabby Suit: Auto-Shell. Gogo added to list of characters that can use it.
Chocobo Suit: +10% MBlock, +10% Evade, Auto-Haste. Gogo added to list of characters
that can use it.
Moogle Suit: +15 Defense, +10% MBlock, +10% Evade, Auto-Safe. Gogo added to list of
characters that can use it.
Nutkin Suit: +10% Evade, Auto-Regen. Now blocks Instant Death and Petrify.
Gogo added to list of characters that can use it.
BehemothSuit: Unchanged.
Snow Muffler: Unchanged.
All Tools: Unchanged(As items, see above for ability changes).
Throwing Skeans: Unchanged.
Goggles: +5 Defense, +5 Magic Defense.
Star Pendant: Unchanged.
Peace Ring: Unchanged.
Amulet: Now blocks Zombie, Imp and Muddle instead of Zombie, Poison and Dark.
White Cape: Unchanged.
Jewel Ring: Unchanged.
Fairy Ring: Now blocks Sleep instead of Poison.
Barrier Ring: +2 Magic Defense.
MithrilGlove: +4 Defense.
Guard Ring: Unchanged.
RunningShoes: Unchanged.
Wall Ring: Unchanged.
Cherub Down: +12.5% MP. Now resists Wind element.
Cure Ring: +12.5% HP. Now resists Pearl element.
True Knight: +10 Defense, +10% Evade.
DragoonBoots: Unchanged.
Zephyr Cape: +5 Speed.
Czarina Ring: +3 Vigor, +3 Magic Power. Now blocks Poison element and status. Cost
lowered to 2000.
Cursed Ring: I think I'll throw up the effects, just for this topic. In addition to it's old effects
(including inflicting Condemned, remember), it now has the following changes:
-3 Vigor, -3 Speed, -3 Stamina, -3 Magic Power, +10% Evade, +10% MBlock, +10 Defense, +10 Magic Defense,
can be used as an item to cast Merton(and breaks), halves all elements but Earth and Pearl, weak to Earth
and Pearl, Auto-Float, Auto-Seizure, blocks Near Fatal, Raises Pre-Emptive Attack rate, prevents back attacks,
enables GP Rain and Control, enhances Jump(Dragon Horn effect), raises Steal, Sketch and Control rates,
ignores target MBlock(Sniper Sight effect), protect weak allies(True Knight effect), Safe/Shell/Reflect at low HP,
raises fight and magic damage(Hero Ring effect), and enables faster walking on the map(Sprint Shoes effect).
Earrings: Unchanged.
Atlas Armlet: Unchanged.
Blizzard Orb: +7 Speed, +2 Magic Power, +20% MBlock, Raise Magic Damage(Earrings
effect.), null Death, null Sleep, resist Pearl, resist Water, +20 Magic Defense.
Rage Ring: +2 Vigor, +20% MBlock, Auto-Berserk*, randomly counter-attack,
Hyper Wrist effect, null Poison, null Seizure, resist Poison element, +10 Defense,
+40% Evade.
(Note: Berserk's only effect on Umaro is to raise damage dealt.)
Sneak Ring: Unchanged.
Pod Bracelet: Unchanged.
Hero Ring: Unchanged.
Ribbon: Unchanged.
Muscle Belt: +7 Vigor, +7 Speed, +7 Stamina, +10 Defense.
Crystal Orb: +7 Magic Power, +10 Magic Defense.
Gold Hairpin: Unchanged.
Economizer: Unchanged.
Thief Glove: +5 Defense, +3 Speed, +10% Evade.
Gauntlet: +10 Defense.
Genji Glove: +5 Defense.
Hyper Wrist: Unchanged.
Offering: Unchanged.
Beads: +7 Stamina, +12.5% MP, +12.5% HP, Walk Faster (Sprint Shoes effect),
null Blind.
Black Belt: +4 Vigor, +4 Stamina, +12.5% HP.
Coin Toss: +7 Vigor, +3 Stamina, +5 Speed, +1 Magic Power, +10% MBlock, randomly
counter-attack, Gale Hairpin effect, Back Guard effect, Atlas Armlet effect.
FakeMustache: +3 Vigor, +3 Stamina, +12.5% HP, +10% Evade, randomly counter-attack,
+50% Vigor.
Gem Box: Unchanged.
Dragon Horn: Unchanged.
Merit Award: Unchanged.
Memento Ring: Resist Fire, Resist Ice, Resist Thunder. Now blocks Near Fatal
and Seizure status(in order to maintain full Gravity damage blocking).
Safety Bit: Now blocks Near Fatal and Seizure status(in order to maintain
full Gravity damage blocking).
Relic Ring: +2 Vigor, +2 Speed, +2 Stamina, +2 Magic Power, +10% MBlock,
Null Ice, Null Wind, Absorb Poison damage, +25% HP, +25% MP, +10% Evade.
Moogle Charm: Can be used as an item out of battle to cast Warp without breaking.
Charm Bangle: +10% Evade, +10% MBlock.
Marvel Shoes: Unchanged.
Back Guard: +4 Speed, +4 Defense, +10% Evade.
Gale Hairpin: +7 Speed, +10% Evade.
Sniper Sight: +2 Defense, +2 Vigor, +2 Speed, +12.5% MP.
Exp. Egg: Unchanged.
Tintinabar: +1 Speed, +1 Vigor, +1 Stamina, +1 Magic Power, +10% Evade.
Sprint Shoes: +3 Defense, +3 Magic Defense, +1 Speed.
All items: Unchanged.
Espers spells/stat boosts:
Ramuh: Safe and Shell added at 4x rate.
Ifrit: Drain raised to 3x.
Shiva: Unchanged.
Siren: Teaches Rasp at 3x.
Terrato: WWind raised to 3x, Quartr raised to 10x. HP bonus raised to 50%.
Shoat: Doom raised to 3x. Now adds +30% HP on level instead of 10%.
Maduin: Unchanged.
Bismark: Teaches Poison at 20x. Life raised to 8x.
Stray: Muddle/Imp teach rates rased by 1x each. Float raised to 4x. Teaches Berserk at 4x.
Teaches Demi at 2x.
Palidor: Slow/Haste 2 raised to 5x. Float raised to 15x. Now adds +1 Speed on level.
Tritoch: Unchanged.
Odin: Meteor raised to 5x. Merton added at 1x rate. Now adds +2 Speed on level.
Raiden: Meteor added at 2x rate.
Bahamut: Fire 2, Ice 2 and Bolt 2 added at 10x rate. Doom added at 15x rate.
HP bonus raised to 100%.
Alexandr: Now adds +1 Magic Power on level.
Crusader: Merton raised from 1x to 3x. Teaches Flare at 3x rate. Teaches Pearl at 3x rate.
Ragnarok: Now adds +2 Speed on level.
Kirin: Cure 2 raised to 2x. Scan raised to 20x. Now adds +10% HP on level.
Zoneseek: Unchanged.
Carbunkl: All teach rates are doubled. Now adds +1 Magic Power on level.
Phantom: All teach rates are doubled.
Sraphim: Unchanged.
Golem: Now teaches Antdot at 20x.
Unicorn: Safe/Shell boosted to 10x, Cure 2/Remedy/Dispel raised by 1x each. Now adds +1 Magic Power
on level.
Fenrir: Warp boosted to 20x. Drain added at 10x rate. Quartr added at 5x rate.
Starlet: Unchanged.
Phoenix: Unchanged.
Dance:
Desert Aria: Antlion is now the fourth most common result, while Wind Slash is now the second.
Kitty is now the third most common result.
Love Sonata: Imp Song replaces Snare. Shrapnel replaces Elf Fire. Order from most commonly used
to rarest is now Imp Song/Specter/Shrapnel/Tapir.
Earth Blues: Sonic Boom is now the third most common result, while Sun Bath is now the second.
Dusk Requiem: Snare removed, replaced with Slide(75 power multiple target Earth damage), moved
to the third rarest slot. Elf Fire moved to second most common slot.
Snowman Jazz: Surge is now the most common result, with Snare being second, Snowball being
third and Ice Rabbit still being rarest.
Runic:
The following abilities now cause Runic to block them: Lullaby, Acid Rain, Confusion, Mute,
Delta Hit, Cyclonic, Fire Ball, Raid, Absolute 0, Flash Rain, Mind Blast, Love Token,
S. Cross, Cold Dust, Dread, Blaze, Soul Out, Lifeshaver, TekBarrier.
Natural Magic:
Most naturally learned(by levels) magic now has much earlier times, and the lists have been
somewhat shuffled in order.
One spell(Pearl) was removed from Celes' list, as it was both horrifyingly, uselessly late
(So no one will miss it), on Celes' list and Terra's lists both, and could be replaced by
another more thematically-consistent spell(Which is to say, Celes gets a *lot* of positive
status magic. So, Life 3.).
Also, Antdot was removed from both lists,as it's a massive waste of earlygame space that
could be put to more interesting magic (Antidotes are cheap enough. Why trivialize poor Poison
this much? I did improve Antdot, but considering both characters get three spells only for a fair
deal of time, Antdot's just a waste.).
Otherwise, the actual content of the lists is the same.
Terra:
L1: Cure (Same learning point.)
L3: Fire (Same)
L6: Remedy (Replaces Antdot)
L12: Drain (Same)
L14: Life
L16: Fire 2
L17: Cure 2
L19: Break
L21: Slow 2
L24: Quartr
L26: Dispel
L30: Fire 3
L34: Life 2
L38: Pearl
L44: Merton
L50: Ultima
Celes:
L1: Ice (Same)
L4: Cure (Same)
L8: Shell (Replaces Antdot)
L12: Scan
L13: Imp(Same)
L14: Muddle
L15: Safe
L15: Haste
L16: Ice 2
L17: Bserk
L20: Vanish
L24: Haste2
L30: Ice 3
L35: Flare
L40: Meteor
L44: Life 3(Replaces Pearl)
Shop changes:
South Figaro(WoB): Barrier Ring and MithrilGlove added to Relic shop.
Mobliz(WoB): Czarina Ring added to Relic store.
Nikeah(WoB): Czarina Ring added to Relic store.
Tzen(WoB): Rising Sun added to weapon shop.
Alrook(WoB): Forged replaced with Boomerang.
Maranda(WoB): Forged added to shop. (Forged is available in Vector and Jidoor as well;
this is mostly to make Boomerangs more easily accessed.) Dice added to shop.
Thamasa(WoR): X-Potions and Ethers added to item shop, item shop contents generally changed.
Note: This shop has a 2x modifier on all costs now, and both items now have base costs;
as such, the buying price for these are 2500 for X-Potions and 7500 for Ethers, from this
shop. (The 2x is to lower selling worth, as said items are somewhat easier to come by early
in the game now.)
Jidoor(WoR): Heal Rod added to weapon shop.
Formations:
-CzarDragon appears at 1/16 rate in the Tyrannosaur Forest.
-Colossus appears at 1/16 rate in the World of Balance, in the forest near the Phantom Forest.
The one with the Grenades.
-Allo Ver appears at 1/16 rate in Kefka's Tower in some zones.(To allow it to be learned
as a Rage).
-Chupon appears at a 1/16 rate in Kefka's Tower in some zones.(To allow it to be learned
as a Rage).
-Siegfried appears at a 1/16 rate in Kefka's Tower in some zones(To allow it to be learned
as a Rage).
Assorted:
-Boosted Wedge and Vicks' HP by 9. This should make the intro sequence have a bit more leeway.
As the only healing is in battle at that stage, it wasn't completely impossible to take some damage,
get into the scripted Pincer attack and have offense focused onto the same character, killing them.
This was avoidable(and five minutes from the start of the game, so easily remedied by a restart),
but irritating, and this should give a reasonable buffer against it happening.
(Why 9? Blame Meeple.)
-Colosseum has been redone. This is...largely a cosmetic effect-there are almost no really incredible
new gains to be made, but half the Colosseum is no longer SUDDENLY, CHUPON wastes of time-you'll
often get something better, even if you're betting something like a MithrilBlade. Just, don't expect
to get a Graedus or anything from that. (There's still some Chupon fights, but it's mostly consumable
items.)
-Metamorph packs redone. Generally speaking, they don't get you anything you couldn't get anyways,
with about as much ease. Of course, you can use it to get more of them than usual in some cases.
Or more easily. It should be more useful now, but not very major still. I don't want the sword vs
Esper choice to be much more balanced against the sword.
-Sketch, Steal and Rage lists tweaked. In Sketch and Steal's case this is a 1.1 exclusive thing,
while in the case of Rage I actually went back and skimmed it again, tweaking a few Rages here and
there. And removing the ID Special Rage. I shouldn't have had that in there. >_>
As a note; there's no fast way that I know of to dump the Sketch, Steal and Rage lists. Steal generally
is oriented towards giving you equipment from the next town or so, as a rule of thumb, though sometimes
it's way better(There are actually cases of WoR weaker armor pieces being stealable rarely from bosses),
while sometimes it's just decent items like Potions(early), Tents, Sleeping Bags, etc.
Sketch, meanwhile, is basically oriented towards being a kind of damaging help system, intelligently exploiting
elemental or status weaknesses when it would be remotely in character for the caster to be using them on
themselves, and mostly just using the strongest attacks when not. I haven't tested this yet-not far enough
in the beta run-but it should work out a lot better than it used to.
Edit: Having completed the run, I can genuinely say that it is a crapshoot and pretty much only good when it's using status that hits the thing it's sketching or non-stat-based damage, even against heavy damage hitter enemies. It does that decently often, at least. It's probably better than using her physical, which reasonably is all you can ask.
Rage, like it was in 1.07, is basically oriented towards people who don't recall what the good Rages are. Big
improvements to off Rages, thanks to converting Battle(normal physical) on many of them into a second skill,
while the original skill is almost always left untouched for those that did know the Rage list well.
Known Issues:
-Quick's cost isn't displayed properly in battle. Neither is Step Mine's, but that was a base
flaw and Quick's my fault. All attacks over 100 MP don't display their MP costs right.
Edit: Actually I think it's displayed properly some of the time. I need to check exactly when it looks right and when it doesn't.
-Clear-or, rather, Magitek status outside of the times you should normally have it-is a buggy
mess, screwing up one character's palette if you have four people in the party and replacing
enemies with garbled Magitek armor sprites, after even cursory testing. I can't guarantee
it doesn't do worse.
Magitek's also kinda overpowered, but never mind that.
As such, if you *do* find a Clear-casting enemy, I suggest you just mess with it for a while,
and make them cast it on you again to lift the Magitek status, or load from a save. It's
intended as a novelty, not something to use seriously, and casual play should never, ever
see it. So this is all fine with me.
-An interesting quirk of changing Demi, Quartr, Sonic Boom and Dischord over to a Near Fatal
check is that any equip that adds Safe/Shell at low HP will trigger their effects upon being
hit by these spells. This is a an odd quirk, and one that minorly improves all of the
equips with this trait.
As this trait is largely pretty minor anyways on base(as many enemies will blow right past
critical life in Eviltype), and as Demi/Quartr/Sonic Boom triggering critical life to start
with was fairly common, I'm actually pretty okay with this. Think of it as a feature.
A really weird one. Besides, I couldn't think of any simple fix to it, besides ditching
the improvement to basic gravity attacks.
-Cleave doesn't have the nifty cut people apart animation anymore. The animation is basically the same except that you just get damage numbers and deaths after that. Blame FF6 for this one; Turns out FF6 hardcodes that animation to dice apart the sprite of any enemy hit by the attack in any way. You'll have to use a weapon with the "dices enemy" effect to get your cutting apart critters kicks, I'm afraid. Making Cleave actually worth something seems like a worthwhile tradeoff.
(Small edit: Added etinfo11 as an attachment. Doesn't say anything this post does not, though. Just handy if you want to keep it on the HD rather than look this up.)
-
For the love all that is good polish, please add some of those hidden effects to weapon descriptions in game. mostly Auto Crits, randomly cast spells, etc. Stuff you can't see by simply checking the weapon stats or equipping it.
-
Yaaaaaaayyyyyy have some variants.
Had to put this into two posts or it wouldn't fit~
Black and White are the B&W file, M&I are Mild and Ikari.
-
Edit: Editing this into a lower post than before so I can use my second post for variants.
Yeah, been trying to do that.
There's an issue though; I can't get all of them into the space allotted. Not window size, per se...just no bytes of space left... :|
I probably need to go through, strip out more extraneous fluff stuff, and use the extra space. But yeah, I've been headed in that direction.
Edit:
And, that's been now largely done. The space constraints were pretty easily fixed by just removing stuff like USE WITH THROW on every throwing item ever and CAN HIT FROM BACK ROW on the weapon type(Diamond icon weapons) that is all throwing weapons(and that actually has the consistent trait of being able to hit from back row more often than it has the BACK ROW description...). Along with all the elemental announcements on weapons/armor(There is a part of the menu that shows those just by double tapping confirm on an equip. It also shows all the elemental traits that the item descriptions didn't list, too...).
I'm not able to put every single trait on every single weapon-about 60 characters per item sets some strong limits, as does byte space even with those removals. But, a very vast majority of all of the traits are now on equipment descriptions, and the least obvious traits that have gone missing are generally Safe/Shell at low HP effects, or 12.5% HP/MP bonuses. It's probably as consistent than the original game was, at least.
Also, here, have steal and drop lists, courtesy of me actually thinking to check what "Make Report" means as a button.
*cough*
(Also HP/MP/Level of monsters. Don't take it too literally on bosses, as they start HP looping and don't have the HP shown in practice after a point.)
Feel free to point out any Steals that seem really out of place. I've been looking them over, and some are pretty decently strong, but I don't think I produced any massively gameplay changing steals.
Mst# Name HP MP Lev Exp Gold Absorb No_FX Weak Steal_item 1 Steal_item 2 Drop_item 1 Drop_item 2
000 Guard 80 15 7 48 48 -------- -------- ---P---- Potion Tonic <WD>Dirk Empty
001 Soldier 350 30 16 0 48 -------- -------- ---P---- X-Potion Potion Tonic Empty
002 Templar 1000 50 14 0 96 -------- -------- ---P---- X-Potion Potion Potion Empty
003 Ninja 3599 130 30 694 520 ---P---- -------- --L--p-- <EA>Tabby Suit <ER>Back Guard <WST>Ninja Star Potion
004 Samurai 16000 500 40 1545 791 -------- -------- ---P---- <EA>Mirage Vest X-Ether Sleeping Bag Sleeping Bag
005 Orog 8200 250 40 510 716 ---P---- -------- F----p-- <ER>Amulet Ether <ER>Amulet Revivify
006 Mag Roader 980 100 23 232 277 -I------ -------- F------- <WST>Tack Star <ISK>Bolt Edge <ISK>Water Edge Empty
007 Retainer 13333 2600 59 2300 2000 -------- -------- ---P---- <WK>Tempest Empty Empty Empty
008 Hazer 450 200 12 35 101 -------- -----p-- -------- Potion Potion Tonic Empty
009 Dahling 6777 500 37 1151 1260 -------- -------- ---P---- <EA>Moogle Suit Empty Elixir Empty
010 Rain Man 8272 180 49 890 485 -------- -------- -I---p-w <ER>Gold Hairpin Empty Fenix Down Fenix Down
011 Brawler 334 100 12 79 84 -------- -------- -I-P---- <EH>Bandana Empty <EH>Bandana Empty
012 Apokryphos 2750 195 32 1200 525 -------- -------- --L--p-w <ER>Cure Ring Empty X-Potion Empty
013 Dark Force 12345 700 55 2950 600 -------- -------- -----p-- <WSW>Falchion Empty Empty Empty
014 Whisper 570 90 15 42 125 ---P---- -------- F----p-- Tincture Potion Soft Empty
015 Over-Mind 855 190 16 65 228 ---P---- -------- F----p-- X-Potion Potion Revivify Green Cherry
016 Osteosaur 7578 143 45 770 542 ---P---- -------- F----p-- Magicite Remedy Empty Revivify
017 Commander 204 50 14 85 153 -------- -------- ---P---- Tincture X-Potion Empty Empty
018 Rhodox 230 100 15 59 80 -------- -------- -------- <ER>Peace Ring Sleeping Bag Antidote Empty
019 Were-Rat 58 0 6 21 22 ---P---- -------- F------- <ER>Fairy Ring <ER>Star Pendant Tonic Empty
020 Ursus 6899 74 40 882 4000 -------- -------- F------- <ER>Charm Bangle <ER>Sneak Ring <ER>Thief Glove Empty
021 Rhinotaur 552 100 13 246 186 --L----- -------- -------- <WC>Mithril Claw Smoke Bomb Remedy Potion
022 Steroidite 45000 350 54 4200 100 -------- -------- -----p-- <ESH>Thunder Shld Empty Empty Empty
023 Leafer 66 0 7 24 45 -I------ -------- F------w Fenix Down Potion Tonic Empty
024 Stray Cat 260 60 14 42 90 -------- -------- -------- <EA>Tabby Suit X-Potion Tonic Empty
025 Lobo 74 5 8 37 30 -------- -------- F------- X-Potion Potion Tonic Empty
026 Doberman 1120 40 18 0 83 -------- -------- F------- Elixir Elixir <ER>Cure Ring Empty
027 Vomammoth 150 30 2 50 90 -------- -------- F------- Tincture Sleeping Bag Potion Empty
028 Fidor 988 80 16 160 180 -------- -------- F------- <ER>Gale Hairpin X-Potion Empty Empty
029 Baskervor 1800 100 26 465 458 -------- -------- -------- <EA>Gaia Gear Empty Potion Empty
030 Suriander 9999 1337 42 1150 435 -------- -------- -----p-- <ER>Exp. Egg <WST>Tack Star Empty Empty
031 Chimera 5787 100 30 1144 2678 -------- -------- -------- <WSP>Rising Sun <ER>Hyper Wrist <EA>Gold Armor Ether
032 Behemoth 12680 180 32 2055 0 -------- -------- -I------ <ER>RunningShoes <WSP>Rising Sun X-Potion Empty
033 Mesosaur 1821 130 32 459 456 -------- -------- -I------ Magicite Magicite X-Potion Empty
034 Pterodon 560 70 12 464 325 -------- F------- -------- <WD>Guardian <WD>MithrilKnife <WD>Air Lancet Empty
035 FossilFang 3156 219 22 380 1870 ---P---- -------- FI---p-w <WRD>Gravity Rod Revivify Empty Empty
036 White Drgn 59876 12000 85 0 0 -----p-- -------- -------- <WL>Pearl Lance <WL>Pearl Lance Empty Empty
037 Doom Drgn 34019 10000 66 8500 2700 -------- -------- -------- <ER>Marvel Shoes <ER>Pod Bracelet Empty Empty
038 Brachosaur 65535 51420 99 30000 30000 -------- -------- -I------ <ER>Offering <ER>Ribbon <ER>Economizer <ER>Hero Ring
039 Tyranosaur 37000 420 55 9800 20000 -------- -------- -I------ <EA>Imp's Armor <EH>Titanium <WL>Imp Halberd Empty
040 Dark Wind 51 60 5 28 41 -------- -------- F------- <EH>Plumed Hat Potion Potion Empty
041 Beakor 690 30 16 108 135 -------- -------- F------- X-Potion Tincture Potion Empty
042 Vulture 1276 60 22 160 485 -------- -------- ----W--- <WG>Dice Potion Fenix Down Empty
043 Harpy 7230 233 50 1994 1221 -------- -------- -------- <ER>Safety Bit <ER>RunningShoes X-Potion X-Potion
044 HermitCrab 555 35 32 267 400 -------- -------- -------w X-Ether X-Ether Warp Stone Empty
045 Trapper 1111 80 24 235 200 -------- -------- --L----w <ITL>Debilitator Ether Empty Empty
046 Hornet 148 0 13 48 64 -------- -------- F------- <WL>Mithril Pike Potion Warp Stone Empty
047 CrassHoppr 497 20 14 89 145 -------- -------- F---W--- <ER>Czarina Ring Tincture Potion Empty
048 Delta Bug 2248 80 32 288 211 -------- -------- F------- <EH>Thornlet X-Potion Tincture Empty
049 Gilomantis 2442 110 32 559 756 -------- -------- F------- <ESH>Aegis Shld Tincture X-Potion Empty
050 Trilium 316 100 12 97 134 -------w -------- F------- <WRD>Poison Rod <ER>Star Pendant Potion Empty
051 Nightshade 4400 305 50 872 767 -------w -------- F------- <EA>BehemothSuit <EA>Nutkin Suit Empty Empty
052 TumbleWeed 6200 600 55 2554 1333 -------w -------- F------- <EH>Titanium <EH>Titanium Empty Empty
053 Bloompire 60 400 32 510 896 ---P---w -------- F------- <ER>Earrings Magicite Smoke Bomb Empty
054 Trilobiter 350 20 15 105 135 -------- -------- -------- <WD>ThiefKnife Tent Empty Empty
055 Siegfried 42760 6000 53 10000 10000 -------- -------- FILPWpEw <WSW>Excalibur <WD>Dirk <WSW>Excalibur <WD>Dirk
056 Nautiloid 289 100 18 216 173 -------w -------- F-L----- <WSP>Flail Potion <ER>Goggles Eyedrop
057 Exocite 358 100 18 162 153 -------w -------- F-L----- <WC>Kaiser <WC>Mithril Claw Sleeping Bag Empty
058 Anguiform 830 150 16 96 358 -------w -------- --L----- X-Potion X-Ether Fenix Down Empty
059 Reach Frog 6985 220 55 1550 2600 -------- -------- -I------ <WST>Tack Star <WST>Tack Star Ether Tent
060 Lizard 2560 70 36 297 356 ---P---- -------- -I------ <WSW>Drainer <WSW>Drainer Magicite Empty
061 ChickenLip 1134 155 20 190 279 -------- -------- -I------ <WD>Hardened X-Potion Empty Empty
062 Hoover 24000 10500 60 7524 10000 -------- -------- -I-----w <ER>Dragon Horn Empty Empty Empty
063 Rider 3900 170 16 400 1290 -------- -------- F--P---- <EH>Diamond Helm <EA>Mithril Vest Remedy Remedy
064 Chupon 50305 55530 53 0 0 F---W--- -------- -I-----w <ER>Gold Hairpin Empty <ER>Ribbon <ER>Pod Bracelet
065 Pipsqueak 950 50 26 115 100 -------- -------- --L----w <WSW>Rune Edge <ER>Cherub Down X-Potion Green Cherry
066 M-TekArmor 450 250 10 0 0 -------- -------- --LP---- X-Potion X-Potion <ITL>NoiseBlaster Potion
067 Sky Armor 1750 170 24 350 400 -------- -------- --L-W--- <EA>Diamond Vest Ether Empty Empty
068 Telstar 2400 250 16 0 0 -------- -------- --L----w Magicite Magicite <EH>Bard's Hat <EH>Green Beret
069 Lethal Wpn 19999 1999 47 5848 1189 -------- -------- --L----w <ITL>Air Anchor <ITL>Debilitator Empty Empty
070 Vaporite 15 0 6 23 29 --L----- -------- F----p-- Potion Remedy Tonic Empty
071 Flan 855 110 24 160 120 -------- ---PWpEw F------- <WSW>Rune Edge Magicite Empty Empty
072 Ing 1900 150 26 740 442 F--P---- -------- -----p-w <ER>DragoonBoots <ER>Amulet Revivify Empty
073 Humpty 1400 1000 35 421 326 ---P---- -------- F----p-- Super Ball Super Ball Ether Empty
074 Brainpan 2600 1000 32 550 600 ---P---- -------- F-L--p-- <ER>Earrings Empty Magicite Empty
075 Cruller 2670 100 34 419 797 ---P---- -------- F----p-- <WSP>Sniper Elixir Magicite Empty
076 Cactrot 3000 60000 27 0 10000 -------- -------- -I-----w <EA>Czarina Gown Empty Elixir Empty
077 Repo Man 45 0 8 25 25 -------- -------- ---P---- Tincture Potion Tonic Empty
078 Harvester 1243 85 16 291 314 -------- -------- ---P---- <ER>DragoonBoots <ER>Goggles <ER>Barrier Ring Potion
079 Bomb 550 550 8 35 80 F------- -------- -I-----w Tent Potion Potion Empty
080 Still Life 11111 390 47 2331 1574 -------- -------- F------- <ER>FakeMustache Empty <ER>FakeMustache Empty
081 Boxed Set 8465 105 45 1504 465 -------- -------- -----p-- Magicite Magicite Empty Empty
082 SlamDancer 784 750 15 224 296 -------- -------- ---P---- <WD>ThiefKnife <WD>ThiefKnife Empty Empty
083 HadesGigas 3800 60 16 550 600 ------E- -------- ---P---- <ER>Atlas Armlet Empty Empty Empty
084 Pug 8000 15500 27 1200 3333 -------w -------- F-L----- <EA>Genji Armor Empty <ER>Tintinabar Empty
085 Magic Urn 100 10000 31 0 10000 FILPWpEw -------- -------- Megalixir Elixir Empty Empty
086 Mover 1200 10500 51 1500 0 ---P---- -------- -------- <WSW>Soul Sabre Super Ball Magicite Empty
087 Figaliz 9551 140 45 1219 554 -------- -------- -I------ Tent Tent Tincture Potion
088 Buffalax 4784 218 32 562 458 -------- -------- F------w <EA>Diamond Vest <ESH>Diamond Shld Ether Empty
089 Aspik 640 330 15 48 115 -------w -------- F------- <WL>Stout Spear Empty X-Potion Empty
090 Ghost 512 70 12 48 75 ---P---- -------- F----p-- Magicite X-Potion Tonic Empty
091 Crawler 7500 6200 60 1456 1224 -------- -------- -I------ <ER>Genji Glove Empty <WRD>Punisher Empty
092 Sand Ray 85 10 7 41 54 -------- -------- -I-----w <WSW>RegalCutlass Potion Antidote Empty
093 Areneid 120 15 7 37 94 -------- -------- -I-----w <WRD>Mithril Rod Potion Tonic Empty
094 Actaneon 650 98 14 57 125 -------w -------- F-L----- Megalixir Potion Empty Empty
095 Sand Horse 2195 100 38 475 726 -------- -------- -I-----w <EA>Red Jacket X-Potion X-Ether Tincture
096 Dark Side 490 85 16 165 138 ---P---- -I------ -----p-- <ER>Charm Bangle X-Potion Potion Empty
097 Mad Oscar 7800 980 35 780 2292 ---P---w -------- F------- <WRD>Punisher Empty Elixir Revivify
098 Crawly 248 30 5 71 120 -------- ---P---- F------- Tent Remedy Antidote Empty
099 Bleary 278 10 15 53 80 -------- -------- F------- <ESH>Heavy Shld Potion Tonic Empty
100 Marshal 660 150 8 0 350 -------- -------- ---P---- <WD>Guardian <WD>MithrilKnife <WSW>RegalCutlass Potion
101 Trooper 615 60 19 90 96 -------- -------- ---P---- <ESH>Gold Shld Tonic <WSW>RegalCutlass Empty
102 General 1750 120 24 232 308 -------- -------- ---P---- <EH>Gold Helmet Tincture Green Cherry Empty
103 Covert 10287 240 48 1757 1768 ---P---- -------- -----p-- <WK>Murasame <WST>Tack Star <WST>Ninja Star Empty
104 Ogor 4211 219 44 1583 869 -------- -------- --LP---- <WK>Strato <WK>Murasame Empty Revivify
105 Warlock 4400 1250 49 970 333 -------- -------- --LP---- Elixir X-Ether Warp Stone Empty
106 Madam 17850 900 53 2200 700 -------- -------- ---P---- <ER>Merit Award Empty Empty Empty
107 Joker 1276 90 20 194 320 -------- -------- --LP---- <EH>Green Beret <EH>Bard's Hat <WRD>Mithril Rod Empty
108 Iron Fist 999 65 17 144 249 ---P---- -------- -------- <EH>Tiger Mask Tonic <WD>MithrilKnife Empty
109 Goblin 12125 1150 46 2189 960 -------- -------- -----p-- <EH>Genji Helmet Empty Empty Empty
110 Apparite 2189 60 26 415 300 F--P---- -------- -I---p-- <WSW><WSW>Break Blade Revivify X-Potion Empty
111 PowerDemon 6278 360 50 485 385 ---P---- -------- F----p-- <ESH>Genji Shld X-Potion <ER>Amulet Revivify
112 Displayer 38260 13270 48 1510 393 ---P---- -------- F----p-- <ESH>Genji Shld Empty Ether Tincture
113 Vector Pup 322 10 15 128 83 -------- -------- F------- Tent Sleeping Bag Empty Empty
114 Peepers 1 19 23 2 0 -------- -------- -I-----w Elixir Elixir Eyedrop Empty
115 Sewer Rat 480 2000 20 108 156 ---P---- -------- -------- <WSP>Rising Sun Potion Empty Empty
116 Slatter 10101 97 37 830 415 -------- -------- -----p-- <EH>Cat Hood Empty Warp Stone Empty
117 Rhinox 2200 175 27 592 400 --L----- -------- -------- <ITL>Air Anchor <ITL>Flash Empty Empty
118 Rhobite 510 15 19 53 110 -------- -------- -------w X-Potion X-Potion Tonic Empty
119 Wild Cat 4449 78 36 701 416 -------- -------- F------w <EA>Chocobo Suit <EA>Tabby Suit Remedy Empty
120 Red Fang 875 20 18 135 185 -------- -------- -------- <WD>SwordBreaker Potion Dried Meat Empty
121 Bounty Man 897 200 20 115 55 -------- -------- F------- Super Ball Tincture Empty Empty
122 Tusker 410 100 14 163 102 ---P---- -------- F------- <WSW>Epee Potion Soft Empty
123 Ralph 1250 100 22 255 345 -------- -------- -------- <EA>Power Sash Potion Potion Empty
124 Chitonid 2345 60 32 321 356 -------- -------- --L----- Elixir X-Ether Remedy Empty
125 Wart Puck 10742 330 48 1595 1169 -------- -------- F------- <WG>Doom Darts <WSP>Flail Empty Empty
126 Rhyos 14141 354 44 4928 1889 -------- -------- -------- <WRD>Pearl Rod <WL>Gold Lance X-Ether Ether
127 SrBehemoth 19000 9999 55 0 0 ---P---- -------- F----p-- <WB>Rainbow Brsh Empty <EA>BehemothSuit <EA>BehemothSuit
128 Vectaur 10880 180 59 1400 350 -------- -------- -I-----w <WSP>Bone Club <WST>Tack Star Ether Empty
129 Wyvern 1987 95 23 484 434 -------- -------- -I------ <ER>Coin Toss <ER>DragoonBoots Empty Empty
130 Zombone 3641 280 25 1072 309 ---P---- -------- F----p-- <WD>Assassin Fenix Down Ether X-Potion
131 Dragon 11000 850 34 2931 0 -------- -------- --L----- <ER>Genji Glove Potion <ER>Gauntlet Tincture
132 Brontaur 26550 12850 50 3000 1200 -------- -------- -I------ <WSW>Soul Sabre <WSW>Enhancer Empty Empty
133 Allosaurus 30000 3000 48 953 731 ----W--- -------- F----p-- <WC>Tiger Fangs Empty Empty Empty
134 Cirpius 288 100 13 82 102 -------- -------- -------- <WSW>Epee Antidote <WD>Guardian Empty
135 Sprinter 7898 350 60 2293 1420 -------- -------- --L----- Elixir Elixir <EA>Imp's Armor Empty
136 Gobbler 1240 63 24 438 250 -------- -------- -------- <EA>Light Robe Green Cherry Empty Empty
137 Harpiai 4279 100 35 449 909 -------- -------- ----W--- <EH>Dark Hood Empty X-Potion X-Potion
138 GloomShell 5898 175 51 1096 421 -------- -------- -I------ X-Potion Tincture Empty Empty
139 Drop 3000 80 35 398 427 -------- -------- --L----w Ether Tincture Tincture Empty
140 Mind Candy 690 100 19 128 168 -------- -------- F---W--- Tincture Remedy Soft Empty
141 WeedFeeder 1590 20 24 278 234 -------- -------- F---W--- Elixir Elixir Echo Screen Empty
142 Luridan 4126 122 44 707 1000 -------- -------- F---W--- <ESH>Flame Shld Potion Empty Empty
143 Toe Cutter 5500 187 42 1753 726 -I------ -------- F---W--- <WRD>Magus Rod <WRD>Poison Rod <WRD>Poison Rod Empty
144 Over Grunk 1028 100 15 219 365 ---P---- -------- F------- <WK>Tempest <WRD>Poison Rod Empty Empty
145 Exoray 3699 112 35 449 370 ---P---- -------- F----p-- <ER>Memento Ring Empty Empty Revivify
146 Crusher 4195 340 46 788 577 -------- -------- F------- Empty Super Ball Super Ball Empty
147 Uroburos 50 760 67 1780 390 F------- -------- -I------ Megalixir X-Ether Fenix Down Empty
148 Primordite 325 10 15 90 115 -------- -------- --L----- Tent Tent Empty Empty
149 Sky Cap 7777 2468 40 1253 441 -------- -------- --L-W--w <WSP>Wing Edge Empty Empty Empty
150 Cephaler 1690 100 28 214 280 -------- -------- --L----- <EH>Diamond Helm Potion Tincture Empty
151 Maliga 2679 100 32 360 576 -------- -------- -IL----w Magicite Magicite Empty Empty
152 Gigan Toad 1567 200 32 235 340 -------- -------- -I------ Ether Ether Sleeping Bag Empty
153 Geckorex 9000 1020 60 2400 1120 -------- -------- -I------ <ESH>TortoiseShld Empty <ESH>TortoiseShld Empty
154 Cluck 6995 185 38 770 422 ---P---- -------- -I------ X-Potion X-Potion Warp Stone Empty
155 Land Worm 32000 1300 65 4600 0 ------E- -------- -I------ <WD>Graedus Empty Empty Empty
156 Test Rider 10300 220 55 1947 520 -------- -------- ---P---- <WL>Imp Halberd Empty <WL>Stout Spear <WL>Trident
157 PlutoArmor 5625 220 55 853 629 -------- -------- --L----w Magicite Magicite Tent Empty
158 Tomb Thumb 2000 100 45 500 150 -------- -------- --L----w <ER>Crystal Orb Empty Green Cherry Empty
159 HeavyArmor 1120 150 14 80 195 -------- -------- --L----w <EH>Bard's Hat X-Potion <EA>Iron Armor Tonic
160 Chaser 3202 140 19 691 380 -------- -------- --L----w <ITL>Chain Saw <ITL>Debilitator Empty Empty
161 Scullion 41000 9000 57 9000 0 -------- -------- --L----w <ITL>Air Anchor <ITL>Air Anchor Empty Empty
162 Poplium 200 25 14 55 55 ---P---- -------- F----p-- Dried Meat Dried Meat Tonic Empty
163 Intangir 32000 600 50 0 0 FILPWpEw -------- -------- <WB>Magical Brsh Magicite <ER>Moogle Charm <ER>Moogle Charm
164 Misfit 2899 140 32 750 786 ---P---- -------- F----p-- <ER>Back Guard <ER>Back Guard Ether Empty
165 Eland 8682 145 43 775 550 -------- -------- --L----- Tent Sleeping Bag Warp Stone Empty
166 Enuo 9847 280 46 1429 968 -------- -------- -----p-- <ER>Cursed Ring <ER>Relic Ring Empty Empty
167 Deep Eye 2974 100 38 385 485 -----p-- -------- F------- Fenix Down Super Ball Ether Tincture
168 GreaseMonk 198 100 14 53 256 -------- -------- ---P---- <EH>Beret Potion Tonic Empty
169 NeckHunter 2987 150 34 588 1330 -------- -------- ---P---- <EH>Dark Hood <EH>Dark Hood <ER>Peace Ring Empty
170 Grenade 3000 500 21 190 500 F------- -------- -I-----w <WSW>Flame Sabre <WRD>Fire Rod Tincture Empty
171 Critic 7200 330 40 1323 531 -------- -------- -------- <ER>Safety Bit Empty Empty Empty
172 Pan Dora 4270 350 45 622 461 ---P---- -------- F----p-- <ER>Ribbon Empty Empty Empty
173 SoulDancer 5127 100 24 1531 769 -------- -------- ---P---- <EA>Moogle Suit Empty Elixir Empty
174 Gigantos 18000 1120 32 7550 0 -------- -------- ---P---- <WK>Murasame <WK>Tempest <WD>Hardened <WD>Hardened
175 Mag Roader 900 100 23 198 300 -------- -------- -I------ Magicite Magicite <ISK>Fire Skean Empty
176 Spek Tor 2500 200 60 1356 1524 -------- -------- -------w <WD>Man Eater <WD>Man Eater <EH>Regal Crown Empty
177 Parasite 1000 230 39 455 461 -------- -------- F------- <ER>Hero Ring Empty Empty Empty
178 EarthGuard 1 18 23 1 0 -------- -------- -------w Megalixir Megalixir <ER>Goggles Empty
179 Coelecite 1480 150 30 290 270 F------- ------E- -I------ <WSW>Break Blade Sleeping Bag Antidote Empty
180 Anemone 4000 10000 55 1000 550 --L----w -------- F-L----- Megalixir Empty X-Ether Ether
181 Hipocampus 7999 820 49 981 669 ---P---- -------- F----p-- <WSW>Ogre Nix Empty Warp Stone Potion
182 Spectre 378 120 13 220 138 ---P---- -------- F----p-- <WRD>Gravity Rod <WRD>Ice Rod <WRD>Fire Rod Empty
183 Evil Oscar 24000 500 56 2800 1320 -ILPWpEw -------- F------- <ER>Ribbon Warp Stone Empty Empty
184 Slurm 1515 20 30 232 270 -------- -------- F------- <WB>Chocobo Brsh Tincture Potion Empty
185 Latimeria 3400 100 32 612 971 -------- -------- --L----- <EA>Red Jacket <EA>Gaia Gear Antidote Empty
186 StillGoing 680 84 19 54 135 ---P---- -------- F----p-- Super Ball Super Ball Potion Empty
187 Allo Ver 32000 8000 19 0 0 ---P---- -------- F----p-- <ESH>Aegis Shld Rename Card <WC>Tiger Fangs <WC>Tiger Fangs
188 Phase 11112 1700 65 2600 890 F------- -------- -I------ Rename Card Rename Card X-Potion Empty
189 Outsider 15100 400 19 2600 2800 ---P---- -------- -----p-- <WSW>Scimitar <WSW>Break Blade Empty Empty
190 Barb-e 9278 198 49 1410 631 -------- -------- ---P---- <EA>Snow Muffler Empty Empty Empty
191 Parasoul 6311 500 47 1620 674 F------- -------- -I------ Megalixir Megalixir Fenix Down Empty
192 Pm Stalker 530 190 32 258 491 ---P---- -------- F----p-- X-Potion X-Ether X-Potion Empty
193 Hemophyte 14400 1600 56 3090 200 -------- -------- -------- <ESH>Thunder Shld Empty Empty Empty
194 Sp Forces 2800 2000 26 200 0 -------- -------- ---P---- Magicite Sleeping Bag Magicite Empty
195 Nohrabbit 1500 200 32 0 0 -------- -------- -------w Remedy Remedy Potion Empty
196 Wizard 4999 200 50 587 388 -------- -------- --LP---- <WRD>Ice Rod <WRD>Thunder Rod <WRD>Heal Rod <WRD>Fire Rod
197 Scrapper 1759 68 34 797 2000 ---P---- -------- -------- <ER>Thief Glove <ER>Thief Glove <WD>Air Lancet Empty
198 Ceritops 8000 100 55 1000 850 --L----- -------- F------- Rename Card Empty <ER>White Cape Green Cherry
199 Commando 1373 35 25 252 273 -------- -------- --L----w <EA>Mithril Mail Tent X-Potion Fenix Down
200 Opinicus 9582 514 48 1270 519 ---P---- -------- F----p-- <ESH>Ice Shld Empty Warp Stone Empty
201 Poppers 4000 100 55 800 350 -------- -------- F------- X-Ether X-Ether X-Potion Empty
202 Lunaris 1668 25 33 308 247 -------- -------- -------- <ER>Zephyr Cape Potion Potion Empty
203 Garm 1458 45 24 228 343 -------- -------- --L----w <WSP>Morning Star Potion Empty Empty
204 Vindr 1234 87 36 653 497 -------- -------- F------- <EA>Chocobo Suit Ether Empty Empty
205 Kiwok 6000 100 55 1000 750 -------- -------- -I------ <WRD>Gravity Rod <WRD>Pearl Rod <ER>White Cape Green Cherry
206 Nastidon 5666 100 65 697 298 -------- -------- F------- <WSW>Blizzard X-Potion Potion Empty
207 Rinn 334 35 15 95 100 ---P---- -------- F----p-- <WSP>Full Moon X-Potion <ER>Star Pendant Empty
208 Insecare 1878 80 30 292 410 -------- -------- F---W--- Ether Ether Smoke Bomb Empty
209 Vermin 780 4000 20 145 235 ---P---- -------- -I------ <ITL>NoiseBlaster <ER>Czarina Ring Potion Empty
210 Mantodea 9500 420 60 4612 501 -------- -------- F------- <WL>Imp Halberd Empty <WSW>Break Blade Empty
211 Bogy 4982 100 42 532 1200 -------- -------- -------- <WSP>Rising Sun <WSP>Sniper <ER>Amulet Empty
212 Prussian 6600 188 41 1396 773 -------- -------- -------- <WSP>Wing Edge Empty Ether Ether
213 Black Drgn 6000 600 42 780 502 ---P---- -------- F----p-- <WG>Doom Darts Revivify Tent Empty
214 Adamanchyt 2999 500 26 1450 189 -------- -------- -------- <ESH>Diamond Shld Empty Empty Empty
215 Dante 5999 200 36 1150 712 -------- -------- ---P---- <EH>Crystal Helm Empty <ESH>Gold Shld Empty
216 Wirey Drgn 4100 200 32 895 1300 -------- -------- -------- <ER>Gauntlet Empty Ether Empty
217 Dueller 13450 1600 53 2500 800 -------- -------- --L----w <WL>Pearl Lance <ITL>Chain Saw Empty Empty
218 Psychot 2700 555 56 347 275 F------- -------- -I------ X-Potion X-Potion X-Potion Magicite
219 Muus 2700 1000 35 189 287 -------- FILPWpEw -------- Magicite Magicite Elixir Empty
220 Karkass 7800 185 45 1399 826 ---P---- -------- F----p-- <WSW>Soul Sabre <WSW>Epee Empty Empty
221 Punisher 4899 136 45 1242 3000 -------- -------- ---P---- <WSP>Bone Club <WSP>Rising Sun X-Potion Potion
222 Balloon 2000 150 25 369 300 F------- -------- -I-----w Fenix Down Fenix Down Tincture Empty
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223 Gabbldegak 750 200 18 104 126 -------- -------- ---P---- Fenix Down Fenix Down Tincture Empty
224 GtBehemoth 34000 700 65 4100 2900 -------- -------- -------- <WC>Tiger Fangs <WC>Dragon Claw Empty Empty
225 Scorpion 580 19 32 199 336 -------- -------- -------- X-Potion X-Potion Tonic Empty
226 Chaos Drgn 27087 1300 44 4881 1000 F------- -------- -I------ Super Ball <ER>Earrings Elixir Ether
227 Spit Fire 2400 180 25 550 300 -------- -------- --L-W--- Elixir Tincture X-Ether Empty
228 Vectagoyle 7500 880 57 2900 900 -------- -------- -------- <WD>Stunner Empty Empty Empty
229 Lich 1578 90 24 374 350 F--P---- -------- -----p-- <WRD>Heal Rod Green Cherry Green Cherry Empty
230 Osprey 1700 100 32 249 596 -------- -------- -I------ Tincture Tincture Echo Screen Empty
231 Mag Roader 6999 100 54 621 352 -I------ -------- -------- <WST>Tack Star <ISK>Shadow Edge <ISK>Water Edge Empty
232 Bug 990 20 26 165 210 -------- -------- -I-----w Elixir Soft Empty Empty
233 Sea Flower 9400 200 47 1315 670 F------w -------- -IL----- Tent Ether Fenix Down Empty
234 Fortis 19200 700 54 3500 250 -------- -------- --L----w <ITL>Drill <ER>Atlas Armlet Empty Empty
235 Abolisher 2466 82 31 485 525 -------- -------- -------- <WB>DaVinci Brsh Revivify Fenix Down Empty
236 Aquila 14369 820 65 2781 906 F------- -------- -I------ <ER>Gold Hairpin Fenix Down Fenix Down Empty
237 Junk 8000 200 53 2200 1100 -------- -------- --L----w <ITL>NoiseBlaster Warp Stone Empty Empty
238 Mandrake 2895 104 25 378 450 -------w -------- F------- <WSW>Break Blade X-Potion Remedy Empty
239 1st Class 430 25 16 117 112 -------- -------- ---P---- <WL>Stout Spear Potion Empty Empty
240 Tap Dancer 9677 270 46 1727 526 -------- -------- ---P---- <WD>Assassin <WD>SwordBreaker Empty Empty
241 Necromancr 5800 900 48 1510 791 ---P---- ----W--- F----p-- Elixir Elixir Empty Revivify
242 Borras 12121 590 45 2953 2500 -------- -------- ---P---- <ER>Muscle Belt X-Potion Empty Empty
243 Mag Roader 2980 70 49 647 284 -------- -------- -------- <WST>Tack Star <ISK>Inviz Edge <ISK>Fire Skean Empty
244 Wild Rat 320 10 14 135 135 ---P---- -------- F------- <EA>Ninja Gear Potion Antidote Empty
245 Gold Bear 550 0 15 160 185 -------- -------- -------- <ER>Coin Toss X-Potion Potion Empty
246 Innoc 14400 390 52 2400 1950 -------- -------- --L----w Megalixir X-Ether Empty Empty
247 Trixter 7777 9900 49 1698 826 -------- -------- -----p-- <ER>Hero Ring Empty Fenix Down Empty
248 Red Wolf 4555 110 55 687 412 -------- -------- -------- X-Potion Tincture Potion Empty
249 Didalos 25555 100 59 3500 0 ---P---- -------- F----p-- <WB>Rainbow Brsh Empty Empty Empty
250 Woolly 6782 300 40 1385 826 -ILPW-Ew -------- F------- <WD>Hardened <WD>Hardened Empty Empty
251 Veteran 20000 300 51 2820 0 -------- -------- -------- <ER>Gold Hairpin <ER>Earrings Empty Empty
252 Sky Base 6000 550 52 2300 670 -------- -------- --L----w <EH>Regal Crown <ITL>Flash Empty Empty
253 IronHitman 8800 800 52 2000 700 -------- -------- --L----w <WSW>Scimitar Empty Empty Empty
254 Io 16799 1550 51 3253 1995 -------- ---PW-E- --L--p-w <WRD>Punisher Empty <ER>Cure Ring Ether
255 Pugs 42003 11000 99 0 0 -------w -------- F------- <EA>Minerva Empty <EA>Minerva <EA>Czarina Gown
256 Whelk 50000 360 4 0 0 --L----- -------- -------- <WSW>Atma Weapon Empty <ER>Safety Bit <ER>Tintinabar
257 Presenter 27987 1600 35 0 1000 -IL----w -------- F------- <WD>Graedus Empty <WC>Dragon Claw <WC>Dragon Claw
258 Mega Armor 2500 50 34 350 0 -------- -------- --L----w <EH>Mystery Veil <EH>Mystery Veil <ESH>Gold Shld X-Potion
259 Vargas 11600 220 17 0 0 -------- -------- ---P---- <WC>Mithril Claw <WC>Mithril Claw <WC>Mithril Claw <WC>MetalKnuckle
260 TunnelArmr 2800 9999 18 0 500 -------- -------- --L----w <ITL>Flash <WD>Air Lancet Megalixir Elixir
261 Prometheus 32000 2050 56 5200 1300 -------- -------- --L----w <EA>Minerva <ITL>Debilitator Empty Empty
262 GhostTrain 7600 700 15 0 0 ---P---- -------- F-L--p-- X-Ether X-Ether Tent Tent
263 Dadaluma 8195 1005 25 0 1210 -------- -------- ---P---- <ER>Hero Ring <ER>Sneak Ring <WD>ThiefKnife <EH>Head Band
264 Shiva 8500 500 27 0 0 -I------ --LPWpEw F------- <WSW>Blizzard Empty Empty Empty
265 Ifrit 10700 600 24 0 0 F------- --LPWpEw -I------ <WSW>Flame Sabre Empty Empty Empty
266 Number 024 12222 7777 29 0 0 -------- -------- -------- <WSW>Drainer <WSW>Drainer <WSW>Flame Sabre <WSW>Blizzard
267 Number 128 8768 810 27 0 0 -I------ -------- -------- <WK>Tempest <WK>Tempest Tent Tent
268 Inferno 58750 9700 67 0 0 F------- -------- --L----- <ESH>Thunder Shld <ESH>Thunder Shld Megalixir Megalixir
269 Crane 5600 447 25 0 0 --L----- -------- -------w <ER>Wall Ring <ER>Wall Ring Empty Empty
270 Crane 7800 447 26 0 0 F------- -------- --L----w <ITL>Debilitator <ITL>Debilitator Empty Empty
271 Umaro 1000 150 14 0 0 -I------ -------- F--P---- Empty Empty Empty Empty
272 Umaro 47000 6990 55 0 10 -I------ -------- F--P---- <WSP>Bone Club <WSP>Bone Club Green Cherry Green Cherry
273 Guardian 50000 5000 71 0 0 -------- -------- -------- <WSW>Break Blade Empty Empty Empty
274 Guardian 50000 5200 77 0 0 -------- -------- --L----w <EA>Force Armor <EA>Force Armor Empty Empty
275 Air Force 26000 600 25 0 0 -------- -------- --L----w <ESH>Diamond Shld <ESH>Diamond Shld <ER>Czarina Ring <ER>Czarina Ring
276 Tritoch 12000 600 19 0 0 -------- -------- -------- Empty Empty Empty Empty
277 Tritoch 12000 12000 19 0 0 -------- -------- -------- Empty Empty Empty Empty
278 FlameEater 21800 480 30 0 0 F------- --LP-pE- -I------ Empty <WSW>Flame Sabre Empty Empty
279 AtmaWeapon 40000 5000 50 0 0 -------- -------- -------- <ER>Ribbon Elixir Elixir Elixir
280 Nerapa 3900 280 30 0 0 F------- ---PW-Ew -IL--p-- <EH>Oath Veil <EH>Oath Veil X-Ether X-Ether
281 SrBehemoth 39000 1600 45 0 0 -I------ -------- F--P---- <WK>Murasame <WK>Murasame <EA>BehemothSuit <EA>BehemothSuit
282 Kefka 63001 60000 83 0 0 -------- -------- -------- Empty Empty Empty Empty
283 Tentacle 14000 800 37 0 0 F------- -------- -I-----w <ER>Amulet <ER>Amulet Remedy Empty
284 Dullahan 37987 1721 44 0 0 -I------ -------- F------- <ER>Genji Glove X-Potion <ER>Genji Glove <ER>Genji Glove
285 Doom Gaze 64645 38000 82 0 50000 -I-P---- -------- F----p-- <WSW>Ogre Nix <WSW>Ogre Nix <ER>Cursed Ring <ER>Cursed Ring
286 Chadarnook 56000 9400 37 0 0 -----p-w -------- F------- <WSW>Soul Sabre Empty Empty Empty
287 Curley 55000 4000 47 0 0 F------- -------- -I-----w <ER>Crystal Orb <ER>Crystal Orb <ER>Cure Ring <ER>Cure Ring
288 Larry 40000 2000 47 0 0 -I--W--- -------- F------- <ER>Muscle Belt <ER>Muscle Belt <ER>Wall Ring <ER>Wall Ring
289 Moe 47500 4000 47 0 0 --L----- -------- -------- <ER>Hyper Wrist <ER>Hyper Wrist <ER>Pod Bracelet <ER>Pod Bracelet
290 Wrexsoul 43526 5066 58 0 0 F----p-- -------- -I------ <ER>Memento Ring <ER>Memento Ring <ER>Pod Bracelet <ER>Pod Bracelet
291 Hidon 59876 12500 56 0 0 ---P---- -------- F----pE- <EH>Thornlet <EH>Thornlet <WG>Fixed Dice <WG>Fixed Dice
292 KatanaSoul 65535 7400 61 0 30000 -------- -------- ---P---- <WK>Strato <WK>Strato <ER>Offering <ER>Offering
293 L.30 Magic 9000 700 54 0 0 -----p-- -------- ---P---- X-Ether Ether Tincture Empty
294 Hidonite 10000 1000 43 0 0 ---P---- -------- ------E- <ER>RunningShoes <ER>RunningShoes Empty Empty
295 Doom 45000 4800 76 0 0 -I-P---- -------- -----p-- <ER>Safety Bit <ER>Safety Bit <WK>Sky Render <WK>Sky Render
296 Goddess 60000 19000 78 0 0 --L--p-- -------- -------- <EA>Minerva <EA>Minerva <WSW>Excalibur <WSW>Excalibur
297 Poltrgeist 55000 18900 69 0 0 F---W--- -------- ---P---- <EA>Red Jacket <EA>Red Jacket <WL>Aura Lance <WL>Aura Lance
298 Kefka 46000 38000 76 0 0 -------- ---P---- -------- <WSW>Illumina <WSW>Illumina Empty Empty
299 L.40 Magic 12000 1000 55 0 0 ---P---- -------- --L----- X-Ether Ether Tincture Empty
300 Ultros 5500 6400 16 0 0 -------w -------- F-L----- <EH>Tiara Empty Empty Empty
301 Ultros 9000 500 20 0 2 -------w -------- F-L----- Elixir Ether Empty Empty
302 Ultros 35000 1250 33 0 3 -------w -------- F-L----- Empty <ER>White Cape Empty Empty
303 Chupon 22000 40000 30 0 0 F------- --L----- -I-----w Empty <WD>Dirk Magicite Magicite
304 L.20 Magic 6000 500 51 0 0 ---P---- -------- -------- Tincture Tincture Tincture Empty
305 Siegfried 4000 150 17 0 1 -------- -------- -------- <ER>Exp. Egg Empty <ER>Gale Hairpin <ER>Gale Hairpin
306 L.10 Magic 3000 300 48 0 0 ---P---- -------- F----p-- Tincture Empty Tincture Empty
307 L.50 Magic 15000 2000 57 0 0 ---P---- -------- F----p-- Elixir Empty Tincture Empty
308 Head 2400 1000 12 0 0 -------- -------- ---P---- Megalixir Empty Ether Potion
309 Whelk Head 27955 1600 40 0 1000 -IL----w ---P---- F------- <ER>Blizzard Orb Empty <WC>Dragon Claw <WC>Dragon Claw
310 Colossus 18000 2000 73 0 0 -------- -------- ----W--- Empty Empty <EH>Bandana <EH>Bandana
311 CzarDragon 45001 65535 84 65535 65535 FILPWpEw -------- -------- <ESH>Paladin Shld <ESH>Paladin Shld <WSW>Illumina <WSW>Ragnarok
312 Master Pug 55000 1200 73 0 0 -------w -------- -------- <ESH>Force Shld Empty <WD>Graedus <WD>Graedus
313 L.60 Magic 18000 5000 58 0 0 -I------ -------- F------- X-Ether Empty Tincture Empty
314 Merchant 300 20 11 26 60 -------- -------- -------- <WD>Guardian <EH>Plumed Hat <WSW>MithrilBlade <WD>MithrilKnife
315 B.Day Suit 300 35 13 18 54 -------- -------- ---P---- Dried Meat Dried Meat Empty Empty
316 Tentacle 12000 700 38 0 0 -I-----w -------- F------- <ER>Guard Ring <ER>Guard Ring Remedy Empty
317 Tentacle 11000 600 40 0 0 --L----w -------- -------- <ER>Rage Ring <ER>Rage Ring Remedy Empty
318 Tentacle 9000 500 38 0 0 ------Ew -------- -------- <ER>White Cape <ER>White Cape Remedy Empty
319 RightBlade 1600 150 25 0 0 -I------ -------- -------- <WSW>ThunderBlade Empty Empty Fenix Down
320 Left Blade 2100 470 26 0 0 -I------ -------- -------- <WSW>Break Blade Empty Empty Fenix Down
321 Rough 18000 770 69 0 0 --L----- -------- -I------ <ESH>Thunder Shld <ESH>Thunder Shld Empty Empty
322 Striker 24000 2600 67 0 0 -I------ -------- F------- <ESH>Aegis Shld <ESH>Aegis Shld Empty Empty
323 L.70 Magic 21000 3000 56 0 0 F------- -------- -I-----w Megalixir Empty Tincture Empty
324 Tritoch 60000 50000 62 0 0 -I------ --LPWpEw F------- Magicite Magicite <ESH>Force Shld <ESH>Force Shld
325 Laser Gun 6500 950 24 0 0 -------- -------- --L----w <WD>SwordBreaker <WD>SwordBreaker Empty Empty
326 Speck 840 285 25 0 0 -------- -------- --L----w <WSW>Soul Sabre Empty Empty Empty
327 MissileBay 6000 7000 25 0 0 -------- -------- --L----w <ITL>Debilitator Empty Empty Empty
328 Chadarnook 62000 7600 53 0 0 --L----- -------- F----p-- <ER>Ribbon Empty Empty Empty
329 Ice Dragon 20000 9000 75 0 0 -I------ -------- F------- <ESH>Ice Shld Empty Elixir Elixir
330 Kefka 8800 3000 18 0 0 -------- -------- -------- <EA>Gold Armor Empty <ER>Peace Ring <ER>Peace Ring
331 Storm Drgn 47500 1250 84 0 0 ----W--- -------- --L----- <EH>Genji Helmet <EH>Genji Helmet <EA>Force Armor <EA>Force Armor
332 Dirt Drgn 62000 16500 68 0 0 ------E- -------- ----W--w <ESH>Genji Shld <ESH>Genji Shld <WRD>Magus Rod <WRD>Magus Rod
333 Ipooh 1080 60 14 0 0 -------- -------- F------- X-Potion X-Potion Empty Empty
334 Leader 1450 100 17 0 50 -------- -------- -------- Megalixir Empty Fenix Down <ER>Black Belt
335 Grunt 550 10 15 0 48 -------- -------- -------- X-Ether Tonic Tonic Empty
336 Gold Drgn 61357 4000 62 0 0 --L----- ----W--- -------w <ER>Dragon Horn <ER>Dragon Horn <ER>Crystal Orb <ER>Crystal Orb
337 Skull Drgn 58259 19999 62 0 0 ---P---- -------- F----p-- <ER>Marvel Shoes <ER>Marvel Shoes <ER>Muscle Belt <ER>Muscle Belt
338 Blue Drgn 65000 3800 65 0 0 -------w -------- --L----- <EA>Genji Armor <EA>Genji Armor <WSW>Scimitar <WSW>Scimitar
339 Red Dragon 40000 1780 72 0 10000 F------- -------- -I-----w <ER>Hero Ring <ER>Hero Ring <WK>Strato <WK>Strato
340 Piranha 250 60 20 0 0 -------- -------- --L----- Megalixir Empty Potion Tonic
341 Rizopas 3575 39 15 0 0 -------w -------- --L----- Elixir Empty Remedy Remedy
342 Specter 6000 10000 22 0 0 ---P---- -------- F----p-- Megalixir Empty <ER>Hero Ring <ER>Atlas Armlet
343 Short Arm 41000 10000 73 0 0 -------- -------- -------w <WG>Fixed Dice <WG>Fixed Dice Empty Empty
344 Long Arm 56000 10000 73 0 0 -------- -------- ----W--- <ESH>Force Shld <ESH>Force Shld Empty Empty
345 Face 48000 10000 74 0 0 -------- ------E- F------- <WL>Aura Lance <WL>Aura Lance Empty Empty
346 Tiger 44000 10000 70 0 0 ------E- -------- -I------ <WK>Sky Render <WK>Sky Render Empty Empty
347 Tools 38000 10000 73 0 0 -------- -------- --L----- <WD>ValiantKnife <WD>ValiantKnife Empty Empty
348 Magic 61000 10000 72 0 0 -------- -------- ------E- <WB>Rainbow Brsh <WB>Rainbow Brsh Empty Empty
349 Hit 48000 10000 73 0 0 -------- -------- ---P---- <WD>Striker <WD>Striker Empty Empty
350 Girl 29999 10000 58 0 0 FILPWpEw -------- FILPWpEw <WSW>Ragnarok <WSW>Ragnarok Empty Empty
351 Sleep 50000 10000 71 0 0 F------- -------- -------- <WSW>Atma Weapon <WSW>Atma Weapon Empty Empty
352 Hidonite 10000 1000 43 0 0 FILPWp-w -------- -------- Rename Card Rename Card Empty Empty
353 Hidonite 10000 1000 43 0 0 ---P---- -------- F----p-- <ER>Genji Glove <ER>Genji Glove Empty Empty
354 Hidonite 10000 1000 43 0 0 -------- -------- FILPWpEw <ER>Gauntlet <ER>Gauntlet Empty Empty
355 L.80 Magic 24000 2800 53 0 0 -------- -------- ---P---- Megalixir Ether Tincture Empty
356 L.90 Magic 27000 9000 55 0 0 ----W--- -----pEw -------- X-Ether X-Ether Tincture Empty
357 ProtoArmor 1479 125 24 499 296 -------- -------- --L----- <EA>Gaia Gear Smoke Bomb <EA>Mithril Mail Empty
358 MagiMaster 65432 54321 68 0 0 -------- -------- -------- <ER>Crystal Orb <ER>Crystal Orb Megalixir Megalixir
359 SoulSaver 1 566 41 0 0 F----p-- -------- -I------ X-Ether Empty Empty Empty
360 Ultros 39000 8000 32 0 0 -------w -------- F--P---- <WB>DaVinci Brsh <WB>DaVinci Brsh Empty Empty
361 Naughty 3000 195 30 0 0 -I------ ---PW-Ew F-L--p-- <WD>Man Eater Empty X-Potion Empty
362 Phunbaba 60000 10000 26 0 0 --L----- -------- ---P---- <WSW>ThunderBlade Empty Empty Empty
363 Phunbaba 28000 10000 36 0 0 --L----- -------- ---P---- <WSW>ThunderBlade Empty Empty Empty
364 Phunbaba 55000 10000 50 0 0 --L----- -------- ---P---- <WSW>ThunderBlade Empty Empty Empty
365 Phunbaba 44000 10000 45 0 0 --L----- -------- ---P---- <ESH>Thunder Shld Empty <ER>Muscle Belt <ER>Muscle Belt
366 35 0 5 0 0 -------- -------- -------- <ER>Star Pendant Fenix Down Remedy Empty
367 1001 0 11 0 0 -------- -------- -------- Empty Empty Empty Empty
368 1001 0 11 0 0 -------- -------- -------- Empty Empty Empty Empty
369 Zone Eater 21111 57000 61 2000 2000 -I------ F-LPW-Ew -----p-- Megalixir Warp Stone Megalixir X-Potion
370 1001 1000 1 0 0 -------- -------- -------- Empty Empty Empty Empty
371 10002 1000 25 0 0 -------- -------- -------- Empty Empty Empty Empty
372 1 1000 1 0 0 -------- -------- -------- Empty Empty Empty Empty
373 Officer 406 25 12 33 66 -------- -------- ---P---- <WSW>Epee X-Potion Potion Tonic
374 Cadet 2600 278 18 0 144 -------- -------- ---P---- X-Ether Tonic Tonic Empty
375 1 1000 1 0 0 -------- -------- -------- Empty Empty Empty Empty
376 1 1000 1 0 0 -------- -------- -------- Empty Empty Empty Empty
377 Soldier 1 50 2 0 0 -------- -------- -------- Empty Empty Empty Empty
378 50001 10000 99 0 0 F------- -------- -------- Empty Empty Empty Empty
379 1 1000 1 0 0 -------- -------- -------- Empty Empty Empty Empty
380 1 1000 1 0 0 -------- -------- -------- Empty Empty Empty Empty
381 Atma 60000 19000 67 0 0 ---PWpEw -------- -------- <ER>Gold Hairpin <ER>Gold Hairpin <ER>Gold Hairpin <ER>Gold Hairpin
382 1 1000 1 0 0 -------- -------- -------- Empty Empty Empty Empty
383 80 15 7 48 48 -------- -------- ---P---- Potion Tonic <WD>Dirk Empty
Item 1 are the rare Steal/Drop, if you're wondering.
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Is it even functionally possible to improve the chances of getting rare steals?
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Not without assembly hacking, no.
I'm sure someone's documented it somewhere, but eh... 12.5% isn't a really awful rate anyways, though, as far as that goes. At least, not when you design around it instead of making every single remotely worthwhile item rare.
FF6's Steal lists originally sorta dropped the ball on doing that...
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Not without assembly hacking, no.
I'm sure someone's documented it somewhere, but eh... 12.5% isn't a really awful rate anyways, though, as far as that goes. At least, not when you design around it instead of making every single remotely worthwhile item rare.
FF6's Steal lists originally sorta dropped the ball on doing that...
Yeah, the trick with rare drops is to make them stuff that you don't want a lot of, or which you might not even use on any given playthrough but can be cool if you have it. I.e. "this spear is a rare drop, and only one person can equip spears, and you might not even be using that character, and there's actually a more damaging spear just this one drains which makes it sexy but not essential." Rather than "this is an accessory that basically every character wants", or "this is a consumable item", which are effects better done at common.
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A lot of the rare steals here tend to equips along those lines, yeah.
Although, in FF6's case, "those lines" is...a little weird. See Rider's Diamond Helm steal, for example. WoR armor! Rare steal! I never actually used it despite getting lucky enough to get it.
Why? Bard's Hat has 12.5% MP and MBlock and is generally something I find a bit better. In many cases in FF6, "pure defense" is the sidegrade, for experienced players. Which is hilarious.
Meanwhile an inexperienced player would find such a steal a godsend overall...which is also a purely positive thing for me.
There's some direct upgrade steals, I won't lie there, but they tend to be a minority, and it tends to be things like "marginally better armor", which thanks to FF6's formula is not gamebreaking early on.
Also there's weird things here and there. In particular, a bunch of WoR knives of all things show up early, at points where they could temporarily be pretty good. Since ultimately they're sorta a lowest-common-denominator type of weapon(or are Locke/Shadow's support weaponry), it gives them a way to shine for a little without distorting their original use. There's probably more things I'm forgetting off the top of my head.
Oh, and a non-trivial amount of the direct upgrades tend to be oriented towards more obscure few/single area enemies, areas Locke would have to revisit to steal from, etc.
That doesn't explain the boss steals that can never be accessed. Those are just me being silly.
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Just out of interest, what kind of format can you output those reports to? Can you output it as CSV or some such? Might be able to make that data set a bit less ugly to look at in forums (or I could put something together for you ololol mad excel skillz yo [not really for serious]).
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Text and only text.
It's not a very *good* text output system. It'd have some way to output Rage/Sketch data if it was. (:()
On the other hand, editors having text output at all is pretty rare, so it's hard to complain.
I think I may see how well it can convert to a spreadsheet at some point, after finishing. We'll see how burnt I am by then~
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CSV is kind of raw text output, comma separated variables. Makes a report easier to import between systems and whatnot.
A shame it isn't there.
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For starters, just use the code tag; it preserves ASCII spacing. i.e.:
228 Vectagoyle 7500 880 57 2900 900 -------- -------- -------- <WD>Stunner Empty Empty Empty
229 Lich 1578 90 24 374 350 F--P---- -------- -----p-- <WRD>Heal Rod Green Cherry Green Cherry Empty
230 Osprey 1700 100 32 249 596 -------- -------- -I------ Tincture Tincture Echo Screen Empty
231 Mag Roader 6999 100 54 621 352 -I------ -------- -------- <WST>Tack Star <ISK>Shadow Edge <ISK>Water Edge Empty
232 Bug 990 20 26 165 210 -------- -------- -I-----w Elixir Soft Empty Empty
233 Sea Flower 9400 200 47 1315 670 F------w -------- -IL----- Tent Ether Fenix Down Empty
234 Fortis 19200 700 54 3500 250 -------- -------- --L----w <ITL>Drill <ER>Atlas Armlet Empty Empty
235 Abolisher 2466 82 31 485 525 -------- -------- -------- <WB>DaVinci Brsh Revivify Fenix Down Empty
If you actually want to convert it to a spreadsheet, I recommend using a program with column select; I know VS has it:
http://www.youtube.com/watch?v=dlAacV7H6sI
Not sure offhand of any free programs that have it, though. (You can get a free trial of VS, of course).
EDIT: for free editors, Alt+shift+A in Eclipse 3.5 or higher will work. EDIT2: Shift+right mouse button in sublime text. (EDIT3: Editpad is making me sad now; column select is one of their pay features? Really? At least they have find/replace by carriage return as free--that's like the whole reason I started using it--hadn't seen that feature in a Windows editor until then).
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Oh, right, code tags.
I forgot those existed. >_>
I'll keep an eye out, but the spreadsheet idea is something down the line for when I'm actually done with stuff. Thanks for the ideas for when I am, though.
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If you want column select in freeware http://notepad-plus-plus.org/ this one should do it (haven't used it in years, but my old boss at my last job used to use it specifically for that reason).
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As someone who put a playthrough of Eviltype on hold (not because I don't like it or anything, just that I had other stuff on my plate), what should I expect from this new version and what's an estimated release date?
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1.1's emphasis(as a revision) is mostly on two things(though, not just those...for example, I also went through and rechecked every area, as well, so it's got a more even difficulty curve.).
One: Adding a bunch more rebalances. In the original version(1.07, that is), rebalances were meant to be a broad strokes and minor thing, as far as the PC end goes, because I wasn't really sure how well anyone else would like them. Big boosts to say Cyan, who no one used, or Umaro, but...not bothering with subtle stuff.
I had no real idea of my own rebalancing skill, and figured people were playing a hard mode, so they might not appreciate boosts to equipment(to bring it up to the standards of more commonly used equips.).
This turned out stupid, the rebalances are probably the most well recieved part by many. As such, I've gone into a full, in-depth, balancing-every-equip-in-the-game-to-others-of-it's-time set of changes, as well as redoing the entire game with the intention of heavy effort skillsets, that I mostly shrugged off(Lore, Steal, Sketch) being redone as well. So basically I'm trying to balance everything so that at least some people will use it.
(Testing is showing that Sketch is kinda hopeless without a heavy hex edit, but I wasn't trying to make it ultra-powerful. It works very well, some of the time, but mostly it's a physical attack substitute.)
Two: Multiple difficulties. The current running plan is, at the very least: The normal version, a version that nerfs some equipment, relics and spells(Tenatively Eviltype Black.), a version that implements heavy EXP curving and high EXP amounts on bosses to discourage and weaken grinding(Tenatively Eviltype White), a version that combines the two(Eviltype Ikari). Japanese for anger, Ikaruga reference.
(The joke is that I don't like how Ikaruga does difficulty very much; Both not nerfing enough things and allowing for as easy of grinding as the original game were complaints about Eviltype by other people that should have easy fixes. I don't really approve of heavy limitation of the player's options, but hey, if people want it, making sub-versions that give it to them shouldn't be *too* hard...)
The fourth one I'm planning on doing for certain is an easier, lower stats mode(Tenatively Eviltype Mild, as a reference to someone making a very strange hot sauce metaphor to Eviltype ones. I'm all for the in jokes that appear to make sense at a glance.). That should be easy; Just mostly shoot for stats between Eviltype and the original and nerf some of the nastier AI patterns. I don't expect major problems with that.
The fifth that I might do-depending on how burnt out I am at the end-is a straight up higher-stats hard mode as well; We'll see how that goes. In particular, I have no real idea what to shoot for, as most difficulty higher than Eviltype's currently is actively annoys me.
Timetable? Well, 1.1 it's self is nearly done-I want to fiddle with a few dragons as far as major expected work goes(not going to take too long), but as far as running through goes, the test run for the changes has two dungeons and Kefka's Tower left.
The variations come after. I'll probably toss up 1.1 Release Candidate within a few weeks, assuming I don't get burned out or horribly distracted(considering that the new Super Robot Taisen isn't totally doing it, though, two weeks seems likely.). It could be as little as a few days for that. Variations will take a bit longer. I'll probably toss them up as I get them done, with links in this thread.
Dunno when I'll release it officially to Romhacking.net. I would like to get some playtesters for the variations before I do that, so indeterminate is about right for that release.
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I don't know if I like the whole "multiple versions" idea (sounds kind of confusing to pick an "ideal" type to play) but it seems interesting enough, I'll wait for the new version then.
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Well, the other versions are basically going to be extra, for people that played the base version and found X thing that bothered them(too hard, doesn't nerf stuff enough, too easy to grind, etc.).
Just pick the original if you aren't sure. It's the difficulty I consider optimal, myself.
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I'm tired.
And hungry. :(
But it's doooooooonnnnnnnne.
Main post is updated with the release candidate of Final Fantasy 3 Eviltype versions 1.1. Variants aren't done yet, hopefully will get to work on them soon. Current info in the main post isn't 100% accurate, check the etinfo11 file to get up to date stuff, though I'll be updating this main post...probably tomorrow, really tired.
And huuungry. I forgot to eat for four hours. ._.
Edit: Main post updated. And now I sleep.
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Tenative Eviltype Black changelist for nerfs!
Generally speaking, if you can think of anything that feels really clichely ridiculous(anything you've heard or thought of as broken at any point), please mention it. This list will not appeal to many people(it doesn't appeal to me), but I think to the target audience, I've hit it just about right.
BLACK VARIATION DISCLAIMER: Play Eviltype original, in general. All changes are specifically to address complaints that the game has had leveled at it by multiple people. In this case, I honestly believe most of the alterations here are unecessary and not terribly required as the game is. But, if you like your hard modes harder or something, sure, whatever, it took me a few minutes as I've made this list up strictly of things that people have complained about the raw power of.
Eviltype Black changes:
-MBlock nerfing. Magic Block, in and of it's self, is not really
that negative of a concept. However, being able to hit 128%-or,
perfect dodge rate-leaves some things to be desired conceptually.
Sure, there's nothing wrong with being heavily evasive-look at
Fire Emblem games. But there needs to be some risk to balance
out the incredible rewards. Even if physical attacks went through
MBlock-a concept, in practice, easy enough to implement via a lot
of can't dodge flags on specials, if I wanted-MBlock simply covers
a much stronger and more varied set of attacks than Evade ever did.
It was, inherently, kinda nasty.
Solution: Make less of it. But, not in a way to discourage general
usage of MBlock. Just, a way to prevent 128% MBlock.
Changes resulting:
Illumina: MBlock to 20%. Now additionally raises fight and magic
power(Hero Ring effect), blocks instant death, petrify and condemned,
and adds 50% Vigor(Hyper Wrist effect) in compensation.
Ragnarok: MBlock to 20%. Compensation not really needed, thanks
to the smaller impact and added effect in 1.1.
Magus Rod: MBlock to 20%. +25% MP in compensation.
Aegis Shield: MBlock to 20%. Now halves Poison, Wind, Pearl and
Water elements in compensation.
Tortoise Shield: MBlock to 20%. Absorbs Poison and boosts HP by
12.5% in compensation.
Paladin Shield: MBlock to 20%. Honestly doesn't need compensation.
Force Shield: MBlock to 20%. Defense raised to 25(from 0).
Force Armor: MBlock to 20%. Again, does not really need to be
compensated for.
Conclusion: Highest MBlock possible should now be 9(Celes base)+20+20
+10+20+10+10=99. Pretty high, about 80% evasion(silly FF6 calculating
hit rates out of x/128 odds, then putting a % on MBlock...), but not
perfect. Also gives several very broken equips some arguably needed
nerfing, and makes Illumina go from a defensive to an offensive weapon.
Works.
-High end spell and equipment nerfing.
Let's face it. A few things in FF6 are pretty awesome.
And why not?
Because people don't like shiny things. Some of the bigger offenders
were already hit during the MBlock tweaks, but...
So, in conclusion, here's a list of small tweaks that will make those
broken items and spells require more forethought without making them
useless. I hope. This list is constructed of things that, in the past, have
been commented on by various people as being too strong still.
Economizer: Drops Magic Power by 7 and MBlock by 10%. A small offensive and
defensive hit in exchange for your limitless MP. A fair trade, especially
given that these are still extremely hard to come by.
Gem Box: Automatically Berserks the wielder. Either you block that using a
Peace Ring, Ribbon, etc., or you Remedy the character, to utilize it's effects.
A strong nerf, but ultimately one that makes the character very well balanced
as support(As, Ribbons are quite good for that in their own right, obviously.).
Also it gives you a nifty auto-Berserk relic for physical setupsfor kicks!
Offering: Magic, Vigor and Speed lowered by 5. The Relic I'm most reluctant to
nerf, despite hearing it repeatedly mentioned. A lower speed and Magic Power
don't directly nerf it's offensive potential, but they do lower the overall
versatility of the character, while -5 Vigor equates to -10 Battle Power.
A small nerfing.
Ultima: Changed from 102 power ITD to 155 power ignore split among multiple
enemies. This makes it the strongest spell in the game on raw power(out of
PC spells) still, and makes it far stronger than most spells against multiple
targets, leaving it with a strong niche. However, defense is still something
it rams, meaning it's no longer the best spell for a vast majority of situations.
In particular, Flare and elements hitting weakness should very often inflict
more damage.
Conclusion: Yeah I think that covers the equipment and spells I've heard
complained about. No one really badmouths Flare's 73 ITD or the two unique
skills that are stronger, and some of the next strongest Relics...well, Dragon
Horn gets hyped, but rarely considered overpowered that I've seen, and that
would be the next strongest. This looks good.
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Variants are all done~ Check my second post in the topic, right below the top~
General comments:
-Black nerfs are exactly as posted. I didn't change them. Ikari uses the same set without change.
-White didn't turn out like expected. It's anti-grinding, but it also tends to make you a bit higher level than usual, very consistently, from a couple hours of play, and I have no real reason to suspect anything else short of a hiccup assigning EXP to an enemy.
This is actually fine. It gives the player some leeway above my test runs-which are admittedly sadistic things-but prevents heavier grinding.
However, if you're looking for a sadistic forced LLG, look elsewhere. It's honestly a good effect, I feel.
-Mild took eight hours with a break for eating and another for anime, in one day, to make. I don't swear I got everything feeling easy enough, and I don't swear I didn't make it too easy at points, but I think I pulled both things off.
-Both Mild and White, for rather obvious reasons, need full playthroughs with some level of commentary, optimally, before I want to release to romhacking.net. Ikari and Black probably didn't break anything(Or rather, Ikari likely didn't break in any places that White didn't), but if people feel like playing those through that'd be nice, I'm not really too worried though. I really would like to get one player for White and one for Mild at least.
-Mild adds a +31 HP to all characters base HP, to make it so that all I had to do to Whelk was fiddle with his Special. It's harder to get precise numbers for that fight than it is to just hack all the PC HP bases up. Sad really.
-You'll notice a Release Candidate 3 up there? Yeah, three enemies in the game had not been hacked. Thanks to the nature of Mild-that is, me checking every single enemy in the game against their original stats, and aiming for something inbetween-I am now 99.9% sure that every enemy in the game is hacked. For the record, you probably wouldn't have noticed any of the three. I sure didn't.
-No documentation yet, but there's not too awful much to say-White uses an EXP curve that you can't get a feel for on paper unless you have an FAQ telling you where every single enemy in the game is(I should know, this is how I made it), while Mild just plain nerfbats enemies. Black uses the nerf list listed for equips, and Ikari is White+Black. I was considering making Osmose and Quick better for Mild, but...we'll see how this plays out. (Also I forgot.)
I'll be getting some done when I get the big package ready for romhacking.net, but that'll be a bit, and also won't fit in a post, so.
Oh, and if you're wondering about that even harder version....yeah I was at a loss for how to go about it, sorry. Ikari's an interesting substitute, if you want it harder-it will probably be harder than the original for many players. But actually raising the stats and skillsets to stronger forms than Eviltype, across the board, without it becoming incredibly annoying and grindy...I couldn't figure out how to gauge the difficulty for that. Sorry.
I'm wired up to appreciate all kinds of easy, but hard above a certain level is hard for me to make non-annoying.
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FF3 Eviltype Step-by-Step Writeup! I will be typing my thoughts as I go along. If you'd rather I put this in WGAYP let me know.
EDIT: As a note I used the evade fix patch.
Things got a little hairy in Narshe when Vicks went down to 4 HP, but eh.
Whelk: Still Whelk, although he can 2HKO Terra with his physical! The Stop on Slime got Terra which made the fight last approximately one round longer.
Mog got killed by the enemies all focusing on him for a turn + a Blizzard Counter. That kind of sucked. Oh well.
.....and Locke just died to the same thing. I think Lobos getting two attacks is a little too much, since it's really easy for anyone to die from that kind of assault. I ended up being able to win because of the Potion from Whelk and the fact that when you get knocked out you bring everyone back at 1 HP but... uh... yeah, that entire section is a little bit too easy to get screwed over in, at least in my opinion.
...M-Tek Armor just overkilled Terra with Metal Kick. Er...
*Reload* ...Okay, managed to do it that time.
Figaro Cave!
*Gets back-attacked by 3 Crawlys, Locke dies before getting a turn due to Heart Burn.*
...Maybe this just isn't the mod for me.
*Gets back-attacked again, MT Heart Burn, Terra killed by Slumber.
...............
*Reloads a few more times to get through the cave without dying.
*Finally gets outside, gets into a battle where Edgar takes 60 damage, then 60 more and dies.
...Okay, seriously? Now it's kinda getting annoying.
*Buys new armor in South Figaro, puts everyone in the back row. Enemies now do about 25-30 damage.
That's great... but I don't think putting people in the back row should really be the answer to not getting 3HKO'ed by randoms.
Perhaps I am low-level? Edgar and Locke are 7 and Terra is ...6 now. I am not really looking forward to Mount Kolts...
...And the Brawlers, who hit for 45 damage on people in the back row. Ugh. I really don't have the resources to do this dungeon...
*Starts to run away from every fight* I really didn't want to do this but I don't have any options.
VARGAS
Pretty much the same boss, but the Ipoohs seem to have had their health... doubled? Tripled? I dunno, it took a really long time to kill them, considering my only offense was Edgar and back-row Locke since Fire sucks and Terra had to heal anyway.
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Back Row's basically assumed by Eviltype, sadly.
It's a major, major damage issue; At all points in the game, you have some commands that do stuff that ignore it on everyone but Locke(whose damage is horrible anyways, and whose balance in early teams is irrelevant...and who got the ability to steal relevant stuff early on anyways to make up for it. He later gets row ignore weapons).
Meanwhile, it halves physical damage.
So it's a small penalty for...a really big gain and as such Eviltype tends to assume it. There wasn't much I could do and still have it be an actual hard mode hack, without just making all physicals laughable to people experienced with the game.
If I was into seriously taking the game apart, and doing heavy assembly hacking, I'd find some way to entirely disable Rows so that I could assume all damage was front row and design for it, while allowing normal PC physical damage. But, I'm not.
Running from early fights is a valid option, though, the game doesn't have a huge nasty steep curve that totally ballbusts you for missing a few EXP. It also tends to assume some item buying (or stealing, now, as you get a lot of Potions out of stealing early), so it's a good idea to try to keep around ten potions at all times(At least, if possible. If you don't have the cash yet, you probably don't *need* them yet.). This only *really* matters for Sabin's scenario, where there's almost always a store within walking distance anyways.
Also, I notice that you don't mention using Noiseblaster much? Brawlers are the only thing immune to it up to that point, and while they hit pretty hard, they're actually weak to Poison, so Bio Blaster either one-shots them or comes very close. (Well, and M-Tek Armors. They too are weak to Bio Blaster.)
(All of this, of course, adds up to "This is why Sage made Mild."-a bunch of things that would have required experimentation for a more casual player to have thought of, while all being things that experienced ones would jump to, that make balancing for everyone a total bitch. It's easier to just balance two patches for it, amazingly. Incidentally, if you want to swap to that, you can just move your .srm to it, or even savestates I *think* as I've tested monster changes using savestates, and it'll work fine. You don't have to restart.)
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I did start using Noiseblaster once I got to South Figaro, I forgot that the game didn't give you all of the tools. (Not really your fault on that one)
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Can I assume that save files from whatever the previous "official" version off Romhacking.net will work with this new version?
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Yeah, there shouldn't be a problem that I'm aware of. I've taken save files backwards and forwards through the game's different beta versions, for testing purposes, and never noticed any issues.
The only time save files should get wonky is if you try to take a save to or from Eviltype White. The utterly different EXP curve would probably cause some issues there.
But yeah, as far as I can tell moving from version to version otherwise seems fine for equipment and monster stats, and while I suppose the newest version gives you a whole 9 extra HP that you might not get if you transferred a file to it, this isn't going to matter after Whelk(the reason the 9 HP was added was that sequence, so.).
(Edit: Felt like checking. It does work to transfer a file to White, but it's not a good idea. It just instantly levels you a ton after the next fight, since until L50 or so, the raw EXP to gain a level is way lower in White than it is in normal Eviltype. Normally, the EXP *gains* are lower too, but...
But yeah, that's just White though.)
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Did a little grinding outside the Returners, got everyone to level 10.
LETE RIVER
...In the first battle, an enemy Exocite used Scissors on Banon for 100 damage, which was followed up by a Pterodon's Fireball for 97 to everyone. GAME OVER
Attempt 2: Keep Pterodon's confused 100% of the time. Got it. Did a little more grinding on the Infinite Loop to get everyone to around 12 to 13.
***FIRST DEMON: ULTROS***
Attempt #1: Was doing fine until he double-acted MT Tentacle and then ST Tentacle on Banon.
Attempt #2: He did it again, but thankfully this time he Tentacled Edgar rather than Banon. Whew.
**TERRA'S SCENARIO**
Boring as it always is.
**SABIN'S SCENARIO**
Haven't really noticed much except I'm using more SHURIKENS so far. The enemies are more durable (duh) but don't really hit that much harder.
Phantom Train was pretty unexciting... didn't expect ZIEKFRIED to be an actual fight but hey.
***THE SECOND DEMON: GHOST TRAIN***
Used a lot of Potions. Shadow got Evil Toot'ed into Berserk at the start but he had Running Shoes so eh.
***THE THIRD DEMON: RIZOPAS***
Attempt #1: El Nino killed both Sabin and Cyan. Hm...
Attempt #2: El Nino reduced me to such low health that I couldn't do anything, then he killed me with Ice. ...
Attempt #3: Didn't get unlucky this time! Hooray!
Still enjoying it, despite some hiccups that I can't really avoid.
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I won't defend Rizopas; He's the worst design in the game, and mostly used because he's practically the only example of an enemy that can be effectively identical to an FF6 enemy, outside of HP, and suddenly become monstrously effective from just a decent HP value. Bit of a conciet as a design; It's possible to reliably kill him but you need to be prohibitively proactive about healing, to the point where it's annoying.
Pretty bad luck with Pteradons, especially as they can't just lead off with Fire Ball. That's triggered after a certain amount of total actions by...forget off the top of my head if it was the same class of enemy, or all the enemies on the field(All of the Lete River enemies had a jerk action they did, like that. Pteradons always could use Fire Ball, it just never would end up seen because they had to be alone too, IIRC.).
Ultros is of course another case of leaving too much of the original script intact, giving it HP, and watching it be a bastard. Not that I didn't add some bastardy, but it's after the "I specifically try to one-shot the person you need to keep alive" part of the script, and nothing I added really compares to that.
You know, most of the nastier designs come from doing that, thinking on it. FF6 had a lot of nasty script backends. Fortunately, once you get past Narshe Kefka, you hit the point where I stop trusting the game to do anything remotely right on offense, mostly because it doesn't do anything remotely right on offense. mmmm 5HKOs.
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Things are definitely getting a lot easier now that I have actual resources to heal easily. Dying because of a cheap boss... eh, all the saves before bosses are literally ...right there.
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Did some Veldt Hunting.
Notable things for my own resources:
Bleary - Death
Hazer - Bolt 2
Marshal - Wind Slash
Telstar - Fire Beam
Finished Sabin's scenario with no issue.
**LOCKE'S SCENARIO**
Pretty standard so far, wasn't expecting the B. Day Suit enemy to put up a fight.
*Gets to Officer enemy, has unsuccessful steal 10 times in a row*
Damn you, Locke.
The escape from Figaro went incredibly smoothly, thank you for remembering that section BLOWS ASS with just the two of them.
**THE FOURTH DEMON, TUNNEL ARMOR***
He casts Holy!? Well okay then. Which spell did you replace?
Either way, super easy fight. Definitely was NOT expecting the Holy though, that was awesome.
**THE BATTLE FOR NARSHE**
I went with a team of Edgar, Gau, Locke and Celes and just ran them around killing everything. I'm sure I could have done a team of 3/3/2 but I saw no real need to.
**THE FOURTH.5 DEMON: RIDER**
Ow, Silver Pike hurts.
...!? What the hell is Virite? It overkilled poor Gau! Oh, he was weak to it because he was in Marshal rage, got it.
Oh well it is dead now.
**THE FIFTH DEMON: NARSHE KEFKA**
well he can open with W. Wind now, that's a bit of an ouchie...
The fight was... well, I used Celes, so it was a joke. Locke tried to steal the entire time and failed at it. Thanks Locke, you're worthless.
Oh yeah Kefka died to being Poisoned.
Going with a Locke, Gau, Edgar and Celes team to Zozo.
The trip to Zozo was pretty uneventful, didn't really notice anything different from normal.
**ZOZO**
Uneventful. The Elixir and X-Potion spam was cute, if nothing else.
Slam Dancers can still go die in a fire.
**THE SIXTH DEMON: DADALUMA**
Not an issue at all. He did crit and killed Celes though!
The Desperation thing he did was cute but since I had Edgar I drilled his face in. It's weird how I never realized how good ITD attacks in this game were.
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The escape from Figaro went incredibly smoothly, thank you for remembering that section BLOWS ASS with just the two of them.
It really does.
Pretty standard so far, wasn't expecting the B. Day Suit enemy to put up a fight.
That and a few other randoms are basically the Evade patch enemy bonuses. B.Day's 96% Evade(In practice, 50% or so, as Locke's weapons have higher than 100% Hit.) is not present without an Evade patch. An occasional few nasties to balance out a general bonus early on(as Evade patch is mostly PC-positive, especially early). See, I really did put effort into it!
He casts Holy!? Well okay then. Which spell did you replace?
Either way, super easy fight. Definitely was NOT expecting the Holy though, that was awesome.
Flare and Ultima(The latter being only 256 HP or lower; Basically even a total easter egg, as him tossing out MT high power spells a lot *could* be a dick move.) too.
None of them actually replaces a spell; He casts Fire less and uses physicals a little less, instead.
The trip to Zozo was pretty uneventful, didn't really notice anything different from normal.
Partially a statement on what's there before, partially because your team and it's abilities are incredibly fluid in that part and I assumed on the lower end. Fire Dance is possible, Shadow's Skeans(which are nearly L3s in power) are possible, etc.
Still, stuff like Mind Candy(the blue bees) having like 2.5x their original HP and notably more damage/better skillset(Mute as well as Sleep) is a statement on that section's original lack of difficulty. They still aren't too dangerous even then.
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**OPERA HOUSE**
Uneventful, almost ran out of time fighting the rats but I think I'd have been fine either way.
**THE SEVENTH DEMON, ULTROS again**
L2 Daze is kind of funny. Too bad 2 of my characters can be hit by it. :(
Interesting status whore boss with nothing else of note. I used some Softs! Woo!
Side Note, I went to the Imperial Base outside the Sealed Cave and got decimated by all the enemies spamming Bolt 2. Seems like I just got unlucky since they only have the MP to do it once. Oh well, bought 3 Wall Rings, that solved the problem. It's also totally unnecessary to even come here but free Tents are nice.
**MAGITEK RESEARCH FACILITY**
Pretty standard, Hazer Rage owns everything here.
**THE EIGHTH AND NINTH DEMONS: IFRIT AND SHIVA**
So, apparently Both of them are immune to Tek Laser. Bleh. I died once because Shiva's Ice 2 does like 300 damage. Ouch.
Won anyway, but it was certainly a lot more challenging than I was expecting, mainly due to Tek Laser being... I have no idea what element it is but they null both!
EDIT: Wow, flans are supremely annoying... you pretty much get one turn before they either Muddle your entire team or put them all to sleep. Just thought I'd share.
I stole an Air Anchor from the Rhinox on the way to the Magicite Facility, I'll try and avoid using it too much though.
**THE TENTH DEMON: PROGRAM 024**
You may want to speed up the time he does Wall Change, I got him down to about 6,000 HP before he did it once.
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Tek Laser's lightning. Ifrit and Shiva null all elements except Ice and Fire, which they take turns absorbing and being weak to.
Yeah, already got a RC4 cooking that's based on some of the steals we've talked about. Frankly I never expected someone to go over the steal list that thoroughly, to a degree, though it's certainly useful. (This after seeing someone dump a 1.08 Rage list once, something *I'm* too lazy to do. I really need to accept that people like my patch or something.)
Flans're in the one room for a reason. Ribbon or be annoyed. Seems more fair than a single room enemy that slaughters you, though. Generally speaking I tried to make less common enemies stand out, and sometimes that's by them being jerks.
More seriously, Eviltype really, really tries to encourage status blockers to some level. This was so that I could later on have status using bosses that would actually use MT status and not kill your entire team instantly some of the time. If you train people to expect unfair status that annoys them, they'll hopefully learn to deal with it before it slaughters their team.
(Ultros 2 also falls under this. That, and making Ultros 2 have damage backing up his status would be a total dick move. Look at how far he is from a save!)
Some team setups can get potentially annoyed badly by WallChange, so 6000(about half life) should be about right. Celes very often stops being able to deal notable damage then, and Gau can lose a lot varying on the Rage he's using. Sabin is forced to physical, which...many setups aren't going to tweak his physicals at that point. Etc. Sure, he's not that impressive on damage until he WallChanges, but the point is to put out a lot of damage(like you did) before he gets serious and starts walling all you can do.
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Heal Rod: +10 Battle Power, +10% MBlock, Safe at low HP, Shell at low HP(Czarina Ring
effect), Ignore target MBlock, randomly cast Cure on attack, use as an item for Cure(Doesn't
break Rod.).
Mithril Rod: +1 Magic Power, randomly cast Scan on attack, use as an item for Scan(Doesn't
break Rod.), +10% Evade.
Have you tested to make sure the rods don't break when Item-cast? I'm pretty sure that to get that effect, you have to do some hex-editing?
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No, but I just simply made them common enough so that that effect would be harmless.
Mithril Rods are cheap as dirt, and Heal Rods have multiple drop/steal places. Though...I probably ought to make them storebought somewhere in the WoR. *Tosses them into Jidoor WoR shop for 10k.*
As of 1.07 I used to have them everywhere(and never had them break-the break is very specific, and applies mostly to dying or a few obscure actions after setting them for use in a menu, but before the effect goes off), but upon learning that bug I decided leaving the effect on anything very rare was irresponsible and nuked most of them.
Incidentally IIRC you could even get the item removal glitches in the vanilla game due to...I think it was equipment changing at the wrong time? It's not that the items randomly break, it's that the order of operations is screwed up and the game's way of handling certain things is to remove the item from existance for a moment, then place it somewhere else a bit later. Or something. It just manifests most strongly in those multiuse items.
I do need to remember to put that in the errata though.
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**ESCAPE ON THE MINE CART**
Uneventful, as you might imagine.
**THE ELEVENTH DEMON, PROGRAM 128**
Pretty standard fair. The fact that these are buffed bosses from the original really says something.
I stole a Debilitator from a Chaser, but since you apparently get one from the Cranes now anyway it's moot.
**THE ELEVENTH DEMON, CRANES**
I had one wipe where I accidentally had Gau go into Hazer, that was my own fault. The second attempt went much more smoothly. The Bolt 3 single target version kills anyone but I thiiiiink that was the same as the original?
**THE ESPER WORLD**
Woah, woah woah. This is way too hard. What the hell were you thinking?? God, I died here more times than I want to remember. It practically killed my interest in the mod. Fuck you.
**SEALED CAVE**
I did some preparation and got all of Mog's dances and some more Rages. Using Terra/Mog/Gau/Locke, though now that I think about it Locke is probably an awful choice because his strongest weapons heal all the enemies in there...
The Absolute Zero on the Zombones was a bit scary until it only did like 200 damage. Not too much to report here, was never in any real struggle for my life or anything -- Baskervoir's Rage pretty much owns this entire place.
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It's not my fault you can't handle the SHEER RAW POWER of Maduin's built in Sprint Shoes and keep dying because of them.
Baskervor...huh, Ice 2/Cyclonic. Yeah, that really would. Good find, there.
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And thanks to super's work, there's now a Sketch/Rage documentation spreadsheet attached to the main page! Thanks super!
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Done with everything. Czar dragon is my bitch, etc. Sage do more optional fights, I want something to do with the superteam of death I built.
Beat Kefka/Czar at L40ish. Czar wasn't even that difficult (Brachosaur had a much better chance of offing me), he just is a straight test of your offense. Which worked for me, as the tiers/Kefka were about defense.
Anyway: Patch is a blast. The very earlygame and the early WoR can *suck* but other than that.. mmm.
Endgame team was Terra/Edgar/Gau/Setzer. Setzer is broken beyond all belief and reason with two sets of fixed dice- which of course you can't really use on the tiers, as all the status flying around means you need to twink for Mblock.
Best WoB PC was Edgar (Though it would have been up for debate if I hadn't stolen the air anchor from the airship) best PC in the WoR was Setzer. LVP was probably Relm- She had twink potential, but late joining in both halves of the game is a huge strike against her. She also competes with Mog/Gau for that behemoth suit, which sucks. Sage did make efforts to rebalance the cast, so there are no stinkers like say vanilla Cyan or Umaro floating around. He's done a ton of work since the earlier betas, so if you haven't played it since then I highly recommend trying it again.
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Sage is a making a Waddle-Tek of DOOM Monster-in-aBox for his next update~
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**TALKING TO DUDES TO MAKE ME GET FREE STUFF**
Almost ran out of time, but I could have had a better party for this anyway.
**THAMASA**
Pretty uneventful. Not like there's much to really make any harder here.
**THE TWELTH DEMON, FLAME EATER**
Had a reset here due to some high variance on Meteo and me being a little hurt. Sage is fixing this fight so it's not an issue at all.
**ESPER MOUNTAINS**
Boring, not much anyone can do about this.
**THE THIRTEENTH DEMON, ULTROS AGAIN**
He stings! But not much else. Reflect + White Wind makes him funny.
**KEFKA VS. LEO**
I actually did die here once, but I think that was largely my own fault and I also used the Evasion patch so no real worries.
During my preparation for the Floating Continent, I found out that L. 5 Doom works on Intangirs. Sage thinks it's funny.
**THE FOURTEENTH AND FIFTEENTH DEMONS, ULTROS AND CHUPON**
I actually had a reset here due to an unlucky Imp Song followed by some other Octopus Ink nonsense before I could recover. Alas.
I'm sad I can't learn Imp Song or Clean Sweep here. :(
**THE SIXTEENTH DEMON, AIR FORCE**
Had a reset here due to some unlucky turns with Diffuser and other things. My own fault, really.
...Hm, two resets now. I feel like there's not much else I can be doing because they're just constantly shitting out Seizure all over the place.
Okay, much easier the third time now that I put up Shell and just focused on killing the Missile Launcher and other thing. I couldn't manage to steal all the items but I got another Swordbreaker so that's good enough.
**FLOATING CONTINENT**
Got wiped out by a group of Three Wirey Dragons. This is going to be a blast, I can tell.
Well, Behemoths can kill anyone in my party with Flare, Lifeshaver is annoying but can be dealt with via Gaia Gear I suppose...
...Ah, Behemoths have shit for MP. Got it.
Random question since I've been thinking about it: Can you make Sun Bath remove Freeze? It'd make sense from a thematic point of view.
**THE SEVENTEENTH DEMON, ATMA WEAPON**
Pretty big step up from the original, though him not having Flare Star made me sad since I brought Strago. :\ Oh well, at least I got Clean Sweep, I suppose, as well as a Ribbon.
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I don't think you can remove Freeze easily cause FF6 doesn't treat it like a conventional status, so no conventional means remove it (Rippler...is screwed up; lets not talk about that exception.)
He could do it by making Sun Bath a Fire Elemental Healing Spell, except that this would make Sun Bath haev Reverse Properties for Fire Elemental resistances. It'd still get nulled by stuff like Red Jacket, and the Flame Shield would actually make it do damage. You could argue that its not really a big deal, but nonetheless, that's really the only solution I can think of.
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Ohhh, that... is oddly not surprising, considering the other weird things that happen in FF6. >_>
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You can't learn Imp Song in general. It's a Dance, not a Lore~
It's possible to avoid the final attack sneeze and learn Clean Sweep with Jump, I think, though. Just have Strago jump before the fight ends. Yes, that is silly, but hey.
AtmaWeapon *does* have Flare Star, it's a low HP trigger with a decent sized amount of time to wind up, though. Presumably you just found a way to deal enough damage to skip it.
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You can't learn Imp Song in general. It's a Dance, not a Lore~
It's possible to avoid the final attack sneeze and learn Clean Sweep with Jump, I think, though. Just have Strago jump before the fight ends. Yes, that is silly, but hey.
AtmaWeapon *does* have Flare Star, it's a low HP trigger with a decent sized amount of time to wind up, though. Presumably you just found a way to deal enough damage to skip it.
Ah, I might go back to learn that then. Do you know if I can re-trigger it if I heal him?
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I think it's an unavoidable trigger, actually-he'll start the chargeup for it no matter what, and I don't think it shuts off, if I'm recalling the script right.
It does, however, take him three turns to get done with it. Just watch for the glowing, that's a sign that he's trying to do the chargeup. (He used to just sit there and charge it, at least he attacks still now...)
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I just redid the fight, I got to see Mind Blast and Flare Star that time! (Flare Star did 400 damage! Go Atma Weapon!)
**WORLD OF RUIN***
Pretty standard. I didn't really use Celes or Sabin so I'm having a bit of a hard time with the randoms but so it goes. Phunbaba wasn't really much of a concern, despite Blow Fish killing people.
The cave to Figaro is pretty hard for someone like me who didn't use the two of them. Could you maybe lower the battle power of the monsters there just a bit? They can 2-4 shot anyone in the back row and there's not much you can do about it. I'd say use Vanish but the Neck Hunters cast Bio which throws a big wrench into that. Humpty's are really the worst offenders, at least in my opinion. I guess the fact that they only have physicals is fine but this section is pretty tough, maybe I should have used one of them more.
**THE EIGHTEENTH DEMON: TENTACLES**
I'm not sure if it was Bio Blaster but for some reason all the tentacles kept taking 1,000 damage randomly, along with the 280~ or so that the poison inflicts. Also they got completely owned by GOLEM, but I'm sure you know that's possible.
EDIT: Okay, not all the tentacles, just... the bottom right and top right ones, I think? Either way they more or less got bowled over. Oddly I'd say this fight was way easier than the randoms.
EDIT: Nope, all of them. They'd take 260 damage from Bio Blaster every so often and then anywhere from 800-1900 damage every 10-20 seconds.
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Is there really a new version coming soon or was that just a joke comment a while earlier?
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**DARRYL'S TOMB**
Mostly uneventful, not really much to report on the enemies since I had appropriate defenses.
Managed to finagle 2 Dragon Claws from Presenter, though Sage said it wasn't really necessary.
**THE NINTEENTH DEMON: DULLAHAN**
I Rasped him to death but his AI seemed mostly unchanged from the original? The Life 3 was a cute touch. If you'd rather have him be Rasped I'd just raise his MP a bit, since with the new Rasp it took me about 4 turns.
Doing some Colosseum stuff apparently you can't get an Aura from betting Murasame anymore. :( I'd imagine I just have to find the item that can become an Aura, though, since it was buffed so much I can't blame you. I'm just trying to get a Pearl Lance.
Some of these fights seem a little one-sided since the original strategies won't work anymore. I guess it's not so bad, though, since the stuff is pretty good.
EDIT: Oh, also, Edgar refused to Jump for me in the Colosseum... I'm not really sure why. Even though I had Dragoon Boots equipped on him, it works fine outside and in normal battles.
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Is there really a new version coming soon or was that just a joke comment a while earlier?
The Waddletek I'm still trying to figure out how to work in precisely. I have an idea for it but it would take a spectacular amount of code that I'm not feeling yet, and I haven't come up with anything easier.
So basically, that one's planned but not any time very soon. I do, however, need to upload the version I've got with the Neph/super run tweaks in it though. I forgot I hadn't, frankly. (Edit: And RC5's up. Not a big change set though.)
I Rasped him to death but his AI seemed mostly unchanged from the original? The Life 3 was a cute touch. If you'd rather have him be Rasped I'd just raise his MP a bit, since with the new Rasp it took me about 4 turns.
Nah, people killing pretty fast with Rasp is valid. You'd be surprised how many bosses have status holes in the code.
If you're dedicated and thinking a lot, you can cheese out a lot of Eviltype bosses, something I like to encourage. People can play more fairly or not, as they choose, and some bosses have no holes like this to prevent people from just coasting on status whoring.
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In the Colosseum, regardless of what you're equipped with and all that, the game forces an extra "Fight" command on the character, cause it just uses Muddle's Script.
So you probably were just unlucky and he kept using that extra "Fight" instead of the real one which was Jump.
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In the Colosseum, regardless of what you're equipped with and all that, the game forces an extra "Fight" command on the character, cause it just uses Muddle's Script.
So you probably were just unlucky and he kept using that extra "Fight" instead of the real one which was Jump.
Aha. More of that wacky FF6 coding.
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Did some more poking around, stole some stuff from Kefka's Tower and the Fanatics' Tower with the Moogle Charm.
**THE TWENTIETH (sort of) DEMON: ICE DRAGON**
Holy shit this guy was a pain in the ass. I'm glad he was still vulnerable to gravity damage because his triple-act Frostbite attacks fucking kicked my ass. I'm glad I had Flame Shields or else I was going to be totally screwed.
**THE TWENTY-FIRST DEMON: TRITOTCH**
Was not expecting Flare and Pearl. Well, he got owned by Debilitator + Water Rondo, so it all worked out. I keep trying all status on bosses now but it seems like he was immune to all of them.
**THE TWENTY-SECOND DEMON: UMARO**
And as I say that, Umaro gets owned by Berserk. I went back to fight him normally, he was pretty easy, especially after the Ice Dragon.
**THE TWENTY-THIRD DEMON: STORM DRAGON**
Not really an issue, his near-death AI is a little nuts though, if he spams his physical a lot there isn't much you can do.
**THE TWENTY-FOURTH DEMON: CHADARNOOK**
Not especially hard either, just took a long time, even with PHANTASM COUNTERS
Random note: the Cursed Ring does not turn Sketch into Control.
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Random note: the Cursed Ring does not turn Sketch into Control.
Oops, misprint I guess. May change that, but it's fairly minor all told.
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Annnd Eviltype 1.1 packed up and shipped off to Romhacking.net.
^_^
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Cool to hear.
I've been meaning to play through this myself at some point. I see that there are four versions. I think I remember trying the White version, though I didn't get too far. Maybe I should just go with the normal one, I assume that's well balanced, though I figured you might have needed playtesting info on some of the others.
I have wanted to play it, though, It'll probably take me a while to do so. Still, when I do, I'll post comments if you're interested.
Also, I've been meaning to update my hack on romhacking.net as well, where did you upload the file too so that they would accept it? The first time around I found some guy who would host it, but he doesn't do that anymore.
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I used googlesites, as the romhacking.net help suggested back when I first did this about four years or so ago. Dunno if it still does, but it still works for me.
Generally speaking, White's been the best playtested-I spent a handful of hours playing on it. Black isn't really a separate version, it's more there if you get bugged by some of the things I didn't nerf, and Ikari's just a combo, so it's probably not a big deal.
In other words, go with the one you want. I like Eviltype normal the most, and the variations were there to approach issues people had with the game, so if the game feels too easy/hard, try a variation. I'm not incredibly worried about testing of them, though I admittedly would like it.
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I'm totally going to necro this thread because this hack is AWESOME. I'm playing 1.1 (the normal version) and it's literally perfect. Before this hack I never finished FF6 cuz I always got bored with how easy it was, or frustrated with how some things just don't make sense (crappy rages, the evade bug, Relm and Cyan suckitude, etc). The hack is hard, but not frustratingly so - it's just enough to keep me interested.
Right now I'm on Kefka's tower, just about to fight Guardian. I saw him go into "No use!" mode and thought things were broken until I looked on youtube. I'm planning to finish this very soon, although I'll probably branch a save off right before Kefka to go get the rest of the rages and take on the dinosaurs. On the rage note, I've already encountered Allo Ver and Siegfried in Kefka's tower, but still no Chupon - any suggestions on where to find him?
For the sake of feedback and completeness, here are a few random things I love about this hack:
- Almost all rages are helpful, but the ones I've found myself using most are Osteosaur (Doom/X-Zone), White Drgn (Pearl/Pearl Wind/Counter), Magic Urn (Harvester/Cure 3), Mad Oscar (Bio/Sour Mouth), and Pug (Break/Step Mine). I'm missing a ton of these, including the last few dungeons (Io and Woolly come to mind). Any other standouts people have found that I should be getting? Also, can I get Pugs in this hack?
- Cyan is REALLY good. Working Gravity spells did wonders for Swdtech 3, and Swdtech 4/7 are much more powerful than before. Cyan's had permanent Bismark since I got the esper, and currently has Strato and an Atlas Armlet, and Swdtech 7 hits for about 4000 x4. This makes him better than Fixed Dice x4 (although Fixed Dice x8 is fun too :) ).
- Umaro is a beast who has died exactly once so far. He's got Rage Ring/Muscle Belt and sits in the front row doing 4-5k each turn auto-hasted.
- Wind God Gau is not really that great in this hack. I keep trying to find a use for it, but even in Kefka's tower it's marginal. I used Gau with Stray Cat, Offering and Tiger Fangs (I think? the holy elemental ones) in the Ancient Castle to great effect.
- I love that Sketch is useful now, although I did give Relm the Gem Box so she's not Sketching too often. There are some cases where Sketch is comedically useless that I feel were put in intentionally (I'm thinking of some undead enemy but I forget which one).
- I'm still not a fan of the Figaro brothers, but they work. Edgar was awful until he became a Pearl Lance/Dragon Horn dragoon (much later than in vanilla) and inputting Bum Rush on an emulator is still kinda annoying, but both do more than enough damage so it's cool.
Since I'm almost done with this hack, I'd really like to find something similar for the other games I knew and loved but never finished (those being FF4 and FF5). Any suggestions on a similar quality hack for those?
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Hi.
I saw this project, and was looking forward to checking it out, however both the attachment and link on the first post both lead to corrupted archives. Can I get a reup?
Thanks
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http://www.romhacking.net/hacks/294/
At this point, it's just simplest to grab it from there. I have a minor alterations beta from the last round of testing, but it's not quite finished yet. (And I'll up it there when it is.)
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I'm right at the end of the standard version of 1.1 -- I've really enjoyed the hack. Done everything except the final boss and SkullDrgn. I have some random (minor) feedback, mostly about steal, and some bugs to report, though! Including a couple major ones which I'll save for last.
Great job, though, overall. Really consistently tough and fun.
- Some common steals of Amulets and (especially) DragonBoots really throw off the money curve towards the end of the WoB. I don't mind money not really being an issue, but with a vaguely capture oriented Locke simply visiting all three towns on the Imperial continent results in effectively unlimited GP, which felt a little odd. Otherwise, having played a steal-centric game I can report that WoB balance for the most part actually felt really good: getting lots of curatives is really useful and feels like a good balance to focusing on a less useful character. And in WoR there are some ridiculous steals but the difficulty is high enough that it doesn't feel undue -- taking the time to steal in a lot of battles can actually be tricky.
- This is probably endemic to the game itself, but Sniper/Offering + capture doesn't work right -- it will attempt to steal until it succeeds at something, and then it will keep attempting but any successful steals will tell you that you got another copy of whatever the first thing you got was (emptying out that enemy), but you'll only ever actually get one item.
- There's an exploit where if you unequip a capture weapon (Guardian or ThiefKnife) mid-battle, capture doesn't revert to steal (or vice-versa).
- More significantly, Atma in the final dungeon has very few hitpoints, probably 1 or 0 -- he dies to the first hit.
- The PlutoArmor rage is broken, one of its abilities screws up the graphics and crashes the game, at least on SNES9.X. Magitec status?
- And SkullDrgn seems to use the same ability, which means I haven't been able to beat it yet. Little frustrating.
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- This is probably endemic to the game itself, but Sniper/Offering + capture doesn't work right -- it will attempt to steal until it succeeds at something, and then it will keep attempting but any successful steals will tell you that you got another copy of whatever the first thing you got was (emptying out that enemy), but you'll only ever actually get one item.
This is a fairly well known bug since the original FF6. In short, Capture + Offering is bugged, and it hurts you in multiple ways. You can't ever actually steal more than one item through it, simply because of how the game handles it or something. Once you succeed, as you saw, game will tell you that you succeeded in every attempt from there, and the same item, even if Locke steals from a totally different enemy.
What's worse is if Locke does steal from a different enemy after his first success, it counts as a success on that enemy, so the enemy suddenly has nothing to steal. And no, you don't mysteriously get a 2nd copy of whatever you stole; you only get the initial one.
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*necropost*
Hey, Sage, did you have any changes for the non-White-EXP-table variants in the 1.11 version? Thinking of starting a co-op run of Eviltype with a friend of mine.