Final Fantasy VI: Brave New World - VERSION HISTORY TABLE OF CONTENTS: 1. VERSION 1.1 2. VERSION 1.2 3. VERSION 1.3 4. VERSION 1.4 5. VERSION 1.5 6. VERSION 1.6 7. VERSION 1.7 8. VERSION 1.8 9. VERSION 1.9 --------------------------------------------------------------------------------------------------------- 1. VERSION 1.1 --------------------------------------------------------------------------------------------------------- Version 1.0.0 (May 31, 2013) • Initial public release --------------------------------------------------------------------------------------------------------- Version 1.0.1 (June 01, 2013) • Corrected graphical abnormalities that were appearing with projectile attacks • "Pearl" renamed to "Holy" in scan descriptions --------------------------------------------------------------------------------------------------------- Version 1.0.2 (June 02, 2013) • Corrected an compiling issue that was causing some spell animations (Cold Dust, Raze) to crash the game (and very likely many other problems) --------------------------------------------------------------------------------------------------------- Version 1.0.3 (June 03, 2013) • Version 1.02 was apparently corrupted (oops) --------------------------------------------------------------------------------------------------------- Version 1.0.4 (June 04, 2013) • Reverts a change to the fish on Solitary Island that we forgot to revert in the last update(s) • Minor dialogue corrections --------------------------------------------------------------------------------------------------------- Version 1.0.5 (June 07, 2013) • Found a potentially corrupted patch that was not applied in the last version causing treasure chest changes to not be applied and Crusader to be unattainable --------------------------------------------------------------------------------------------------------- Version 1.0.6 (June 11, 2013) • Corrected an error that made it was possible to get two Genji Armors from killing Wrexsoul • Made Chesticle immune to fractional damage attacks (all bosses are, but this guy got overlooked) • Corrected spelling of Dusk Requiem • Minor dialogue corrections --------------------------------------------------------------------------------------------------------- Version 1.0.7 (June 13, 2013) • Corrected a calculation error in the physical damage formula that could (incorrectly) result in ridiculously high damage • Minor dialogue correction --------------------------------------------------------------------------------------------------------- Version 1.0.8 (June 16, 2013) • Fixed a bug wherein characters who died of seizure/poison damage while in midair (dragooning) didn't actually die and could continue fighting with 0 HP • Slightly lowered the power of Harvester (from 25 to 20) • Gave Banon some less overpowered equipment • Minor dialogue correction --------------------------------------------------------------------------------------------------------- Version 1.0.9 (June 19, 2013) • Added compatibility for v1.1 ROMs, which should hopefully eliminate issues with version conflicts • Changed Bum Rush input to something easier to pull off • Minor tweak to Atma Weapon's script --------------------------------------------------------------------------------------------------------- Version 1.1.0 (June 24, 2013) • Equipping both a "dual-wield" weapon and a normal one should work more intuitively/less buggily now • Changed message for unscannable enemies to "no weaknesses" • Conjurers no longer cast Rerise on their undead allies --------------------------------------------------------------------------------------------------------- Version 1.1.1 (June 24, 2013) • Corrected an issue with the 1.1.0 update that caused the relic list to appear grayed out • Re-allowed rods in dual wielding setups (only spears now disallow an off-hand weapon) --------------------------------------------------------------------------------------------------------- Version 1.1.2 (June 27, 2013) • Characters equipped with paintbrushes now target allies by default instead of enemies • Corrected an error where Stat Sticks had the "fight always hits" property enabled --------------------------------------------------------------------------------------------------------- Version 1.1.3 (July 01, 2013) • Corrected a problem with the paintbrush targeting fix in the last version (i.e. it didn't work) • Typo fix --------------------------------------------------------------------------------------------------------- Version 1.1.4 (July 05, 2013) • Corrected a problem where Starlet and Meerkat/Tapir/Ice Rabbit would only heal an amount equal to a character's current HP instead of fully restoring it (EDIT: nope, this got fixed later) • Fixed the fu><0red animation on Joker Doom (EDIT: this, too) • Added the mod's official logo (and several variations) to the bonus content --------------------------------------------------------------------------------------------------------- Version 1.1.5 (July 11, 2013) • Corrected a problem where Heiji's Coin was not changing Slot to GP Rain • Typo fixes --------------------------------------------------------------------------------------------------------- 2. VERSION 1.2 --------------------------------------------------------------------------------------------------------- Version 1.2.0 (July 18, 2013) • Raised Cyan's base speed (from 24 to 30) and stamina (from 12 to 24) - REQUIRES A NEW GAME • Raised Umaro's base defense/magic defense (from 48/48 to 60/60) - REQUIRES A NEW GAME • Changes a handful of enemy steals/drops • Enemies in the Fanatics Tower will no longer counterattack on death to prevent hang-ups caused by rflected spells that have no valid targets • Slightly modified a few other enemy scripts --------------------------------------------------------------------------------------------------------- 3. VERSION 1.3 --------------------------------------------------------------------------------------------------------- Version 1.3.0 (October 31, 2013) • Wrote out some of the more gratuitous profanity in the dialogue and added an optional patch that removes *all* of the mod's profanity (and other assorted naughtiness) • Revised character experience & HP growth to lower the average expected level at which players first obtain espers (so as to prevent "wasted" levels) - THIS WILL REQUIRE A NEW GAME • Reworked stamina to bring it in line with the other main stats, which included edits to esper boosts and several characters' base stamina - THIS WILL REQUIRE A NEW GAME • New regen and seizure formulas that (still) allow stamina to contribute appreciably, but don't render high-stamina/HP characters (i.e. Sabin) essentially immortal • Retooled the Morph status to be a toggled stance rather than a timed one that boosts offensive power at the expense of increasing damage taken (see the "Morphology" hack description for more info) • Implemented a new damage formula for GP Rain that, besides just making it a less shitty attack, now considers the user's stamina; also made it free targeting (press L/R to target multiple foes) instead of being forcibly multi-targeted and renamed it to "GP Toss" to avoid comparisons to "making it rain" (see the "Make It Rain" hack description for more info) • Umaro's attacks have been fixed (see the "Big Feet, Big Damage" hack description for more info) along with a (very) generous boost to his base stats, which should (hopefully) make him less shitty • Raised the power of several bushidos (Empowerer, Flurry, Eclipse, and Tempest) as well as the random Wind Slash/Aero casts from weapons; also set the Dragon bushido to use stamina instead of magic power • Changed the levels at which some bushidos and blitzes are learned to be consistent with the revised experience tables (see above), which may render them unlearnable if applied to an existing save • Shuriken (and Ninja Stars) are now free targeting (press L/R to target multiple foes w/ split damage) • Set the value of all scrolls (thrown weapons) to 500 instead of having them staggered • Sand Storm now sets the Dark status (to help make Desert Aria more useful against large enemy groups) • The Specter dance step now absorbs HP from its target instead of setting Stop (it still sets seizure) to help shore up the "weaker" dances (Love Sonata and Dusk Requiem) that use it • Rock, Tentacle, and Shrapnel are now magical attacks when used via Rage (they are still physical when the enemy uses them) so that they will deal competitive damage with a stamina-built Gau • The Storm spell now targets all enemies instead of the entire battlefield • Set Maduin summon to ignore defense (making it essentially a multi-target Break with no split damage) and raised the power of Bismark, Terrato (note: also cleared the "ignores defense" flag for Terrato that was previously set in error, so the net result is a nerf), Alexandr, and Crusader • Palidor now deals physical damage to all enemies instead of allowing a mass jump attack • Fixed a bug where Starlet and several dance steps (Meerkat, Tapir, and Ice Rabbit) were not correctly restoring all characters to max HP (I *thought* I fixed this in 1.1.4, but apparently not...) • Discord now sets bserk and muddle instead of halving the target's level as it was discovered that the level-halving effect was working even if the attack missed (i.e. it was working on bosses) • Control (the upgraded Sketch command) has been removed from the game; the Dancho Doll (Fake Mustache) and Coronet have been reworked into different/new items • The Moogle Charm has been put back in the game in place of the Dancho Doll (as per the above note) with a new (undisclosed) effect(s) instead of its original function of blocking random encounters • Edited the Atma/Omega Weapon damage formula to make it a less shitty weapon; they lose their evasion boosts and back-row attack capability (Omega Weapon only) to compensate (see the "Atma & Omega" hack description for more info) • Tweaked the stat boosts on most of the mid-to-late-game swords • Lowered the defense and/or magic defense of some (mostly end-game) armor and relics, most notably the Minerva, Czarina Gown, Royal Jacket, and Guard/Wall Rings • The "Magicite" item has been replaced with an upgraded Phoenix Down ("Phoenix Tear") that will revive a dead character to half of their max HP • Tarot now (correctly) trades in for Heiji's Coin at the Colosseum instead of a Relic Ring • Changed several enemy steals/drops and tweaked the steal success formula to make it a little easier • Revised the list of sketchable enemy attacks to make more favorable attacks (usually) the ones that are more likely to be used (mainly on Veldt-enabled enemies, where the reverse was usually the case) • Edited the attacks/odds for the following rages: Repo Man, Colossus, Flan, and Magic Pot • Tweaked some enemy exp./gold values (mostly in the early WoR) and elemental weaknesses/resistances • Made bosses immune to Rerise because of issues with a muddled/bserked Relm (or Gogo) setting it with the Rainbow Brush and it (somehow) preventing bosses who drop things from dropping things • Corrected an oversight wherein it was possible to kill Chupon with Joker Doom without triggering his Sneeze-out, thus rendering the battle unwinnable since Ultros is no longer targetable • Bypassing Sabin in the World of Ruin should no longer cause problems with the Tentacle battle • Fixed several zones on the WoR overworld that were incorrectly set to "no encounter" • The in-game version number (found in the Config menu) should now be correct • Listed the (approximate) HP values for bosses in the developer's printme (in the unlockme archive) • Added some actual content to the Unlockme.txt file • A few other things insignificant to warrant individual mention (or intentionally kept secret) --------------------------------------------------------------------------------------------------------- 4. VERSION 1.4 --------------------------------------------------------------------------------------------------------- Version 1.4.0 (February 01, 2014) • Overhauled Edgar's Tools, giving him two new ones (Defibrillator and Mana Battery) and reworking his other ones for less redundancy - A NEW GAME IS SUGGESTED, ESPECIALLY IF YOU'RE IN THE WORLD OF RUIN • Edited the contents of many treasure chests (in part to accommodate the tool overhaul) and cleaned up a few unnecessary changes to the item database that were made due to our reluctance to revisit these edits before - UPDATING AN EXISTING GAME WILL CAUSE ANY OF THE FOLLOWING ITEMS YOU HAVE TO CHANGE: Relic Ring -> Heiji's Coin Heiji's Coin -> Nirvana Band Nirvana Band -> Relic Ring Reflect Ring <-> Wall Ring Holy Rod <-> Doom Rod Poison Rod -> BLANK ITEM • Raised global battle speed multipliers by 25% • Overhauled the stealing system to offer better rewards for the totally cool crime of robbery • Lowered the base odds for stumbling on non-native terrain when dancing • Nerfed the power of Tentacle and Shrapnel as rage-based attacks; also corrected an error wherein all offensive stamina-based rage attacks (Rock, Tentacle, and Shrapnel) would be disabled by imp and mute • Raised the power of Atomic Ray • Lowered Quake's MP cost • Modified the effects of the Moogle Charm • Modified the Atma/Omega Weapon damage formula (see the "Atma & Omega" hack description for more info) • Changed the Excalibur's vigor boost to speed • The Royal Jacket no longer blocks water damage • Green Berets and Magus Hats are now purchasable • Strago, Relm, and Gogo can now equip vests • Gogo can no longer equip Daryl's Soul • Fixed Strago's base vigor, which was incorrectly set to 24 (requires a new game, but who cares?) • Lowered the experience given by early-game enemies to help keep levels low until espers are obtained • Tweaked some character level conditionals in enemy scripts that hadn't been adjusted to match the experience overhaul that was made in the last update • Modified the stats of several late-game enemies/bosses and/or their scripts • Overhauled enemy status resistances to remove ones that served little/no purpose • Corrected an error where Scan would falsely report no weaknesses for some enemies that have them, as as well as *not* report "no weaknesses" for enemies that don't • The Joker Doom animation should no longer makes the universe collapse on itself • Fixed a bug wherein attacks that were set to forcibly miss on bosses would still set statuses • Fixed the upper left-hand corner of the WoB map, which was incorrectly set to "no encounter" • Fixed a bug where a certain hidden item was not working in the menu screen • Fixed an error wherein the auction house claimed to be selling magicite (instead of Phoenix Tears) • Fixed a line that was incorrectly being displayed as a bunch of ampersands • Censored a few dirty lines in Clean New World that I missed on the first go-around • Added a note to the installation instructions about the in-game version number and how to make sure that your game is patched correctly • The unlockme password is now shown at the end of the game • Some other stuff --------------------------------------------------------------------------------------------------------- Version 1.4.1 (February 02, 2014) • Fixed an error in the previous update that caused the game's first battle to be unwinnable due to the Guard enemy being (somehow) given the incorrect stats --------------------------------------------------------------------------------------------------------- Version 1.4.2 (February 03, 2014) • Fixed an error in the previous update where Ramuh had the incorrect stat bonus --------------------------------------------------------------------------------------------------------- Version 1.4.3 (February 04, 2014) • Fixed an error in the previous update where certain pieces of equipment had no users assigned • Toned down a certain enemy near Kohlingen (WoB) that was a bit overtuned for the new experience curve --------------------------------------------------------------------------------------------------------- Version 1.4.4 (February 08, 2014) • Fixed a bug where a certain optional scene was crashing the game • Added stamina boosts to Setzer's weapons • A few other minor tweaks/fixes --------------------------------------------------------------------------------------------------------- Version 1.4.5 (March 1, 2014) • Modified the Atma/Omega Weapon damage formula to add four times the wielder's stamina to the final damage total as was done in previous versions of the hack, but was removed when we changed up the formula in version 1.4.0 (see the "Atma & Omega" hack description for more info) • Added a hack that changes the Zantetsuken's random cleave proc to a critical hit death-immune enemies • Added a hack that will allow one of Edgar's tools to be more useful in the late game • Removed a hack that added 10 to the Mana Battery's "damage" calculation (side note: this hack was causing a bug where Dried Meat would heal an extra 10 HP when used in battle, so that's fixed now) • Replaced the "ignores row" property of spears with a random counter-attack • Removed the "ignores row" property from a certain hidden weapon and lowered its power • Added a new hidden weapon for a certain character • Fine-tuned the power/stat boosts of several weapons (mostly swords) and relics • Renamed some of Shadow's weapons to be less generic/stupid-sounding • Raised the power of the special attack on the Stray Cat rage • Reworked the direct-damage esper summons to be more effective against bosses (or any lone enemy) by raising their power and removing their "no split damage" property • Kirin now sets Regen (in addition to a small heal) instead of Fenrir (which now only sets Image) • Celes now learns Cure 2 at level 18 instead of Ice 2 • Terra now learns Storm at level 20 instead of Regen • Tweaked the stats/scripts of a few late-game bosses • Fixed an error where the Succubus/Lilith enemy set had the incorrect common steal • Fixed a bug where Zone Eater would not engulf characters who were airborne when it triggered • Fixed a bug where Kefka's attacks during the Imperial Camp sequence were healing you • Fixed a bug where Dried Meats and Tinctures were being affected by magic-boosting relics • Fixed a zone near Kohlingen in the WoR that was incorrectly set to "no encounter" • Fixed an error where the Royal Jacket had an incorrect prize when bet at the Colosseum • Fixed an error in the battle with Guardian where some text was appearing incorrectly • A few minor dialogue edits/fixes • Added some new bloopers to the Unlockme content and moved them to a separate archive (which is linked to in the Unlockme.txt file) in the interests of keeping the main download compact --------------------------------------------------------------------------------------------------------- Version 1.4.6 (March 03, 2014) • Fixed some errors in a handful of enemy scripts • Corrected an issue with relics attempting to optimize the user's equipment --------------------------------------------------------------------------------------------------------- Version 1.4.7 (March 15, 2014) • Fixed a bug wherein the "random spellcast rate up" property on rods and the Mystery/Oath Veil was incorrectly being applied only to the party's lead character regardless of who had them equipped • Tweaked the stat boosts on the Mystery/Oath Veil (both were previously set incorrectly) • Fixed an error where the Longinus was still set to do equal damage from the back row • Fixed an error where several pieces of end-game armor had the wrong defensive values set • Fixed an error where the Relic Ring incorrectly provided stat boosts • Fixed an error where some enemies had the wrong elemental weaknesses set (Ahriman, Buffalax/Opinicus, and Rain Man/Parasoul/Joker) or incorrectly lacked the "floating" property (Gariso and Bat Lady) • Removed the "dies at 0 MP" property from the Fanatics Tower mages (the non-undead ones), as well as Hidon and the Hidonites (this was an error stemming from the fact that they were once undead) • Tweaked the counter-attacks of a few enemies (most notably, Demons will no longer counter Throw) • Tweaked the AI of a certain boss to stop harshly countering an attack that's very likely to be used against him/her/it (this isn't me trying to be vague - I honestly don't remember) • Fixed a bug wherein the game would soft-lock if it went into "attract" mode • Fixed some typos in the dialogue • Fixed some formatting errors with the printme that were causing some pages to print out incorrectly; also corrected a few errors (the Partisan had the wrong value and some enemies had wrong weaknesses) • Added a lore guide and a writeup of enemy AI to the main section of the Unlockme.txt file, as well as two new sections containing a list of references in the mod and commentary on our translation choices --------------------------------------------------------------------------------------------------------- Version 1.4.8 (March 30, 2014) • Fixed a bug with the overflow protection on the new steal ("treasure hunting") formula • Tweaked the MP costs of a few underused/overused grey magic spells • Lowered the random encounter rate at Zozo • Made some minor dialogue formatting adjustments • Corrected some errors/typos in the Unlockme.txt file and added a few references/notes I missed before --------------------------------------------------------------------------------------------------------- Version 1.4.9 (August 23, 2014) • Edited the GP Toss formula to make it do better damage when multi-targeted (ST damage is unchanged) • Changed the bonus on Tritoch from MP+45 to MP+30/Stam+1 • Lowered the bonus on Ragnarok from MP+60 to MP+45 • Raised the accuracy of the Quartr, Doom, X-Zone, and Stone spells • Lowered the cost of the Stone and Rasp spells • Changed the random spell procs on the Spirit Claw and Frostgore (to Mute and Doom, respectively) • Mog can now equip robes (Cotton and Light) • The Czarina Gown no longer blocks ice or bolt damage • Slightly raised the magic defense of the Crystal Helm, Crystal Armor, and Dark Gear • Slightly lowered the non-dominant defense of the Genji/Dragon Helm and Genji/Force Armor • Added a stat boost and penalty to a certain piece of hidden equipment • Added a second Switchblade (MAY BE MISSED IF APPLIED TO AN EXISTING SAVE) • Undid an unnecessary database edit to Guard Rings (UPDATING WILL MAKE YOU LOSE ANY THAT YOU HAVE) • Renamed the Wall Ring to Shield Ring (to eliminate confusion with the Reflect Ring's original name) • Removed the fifth Reflect Ring (there was only supposed to be four) • The Life Bell no longer restores HP while walking • Lv. 50 Mages now die at 0 MP like they should • Edited the Sketch attacks of several bosses • Made a small addition to Kefka's script • Fixed an error in Inferno's script • Fixed an error in which Joker Doom was much easier to spin than it's supposed to be • Fixed the Quicksand/Rerise bug, hopefully for good this time • Fixed some incorrect pointers in the Cave to the Sealed Gate • Fixed an issue with the Clean New World patch that resulted in several lines being totally fucked up • Made some other minor dialogue edits • Added three new (minor) bugfix patches: (Bad Decoration, Esper Battle Menu, Fancy Walking) • Updated the installation instructions with a note about ROM versions • Fixed a few more things in the Unlockme.txt file • Some other stuff --------------------------------------------------------------------------------------------------------- Version 1.4.A (August 23, 2014) • Corrected an issue with the Quicksand fix that would prevent any status from being set on certain boss-designated enemies --------------------------------------------------------------------------------------------------------- 5. VERSION 1.5 --------------------------------------------------------------------------------------------------------- Version 1.5.0 (October 30, 2014) • Changed the stat boosts on the following espers: Shiva (to +2 Magic) Maduin (to +1 Magic/+1 Stamina) Carbunkl (to +25 MP/+1 Stamina) Tritoch (to +2 Stamina) Odin (to +2 Stamina) Crusader (to +25 MP/+1 Stamina) Bahamut (to +40 MP) Ragnarok (to +40 MP) • Changed the following spells on the following espers: Siren Slow -> Haste (new spell for Edgar) Shiva Float -> Slow (Strago now learns Slow instead of Float) Maduin Imp -> Muddle (Terra/Mog no longer learn Imp; Mog now learns Muddle instead) • Changed the level at which the following spells/abilities are learned: (Te) Muddle (to 5) (Te) Slow (to 9) (Te) Fire 2 (to 12) (Te) Shell (to 18; replaces Storm) (Te) Life 2 (replaces Fire 3 @ level 24) (Te) RegenX (to 30) --- (Ce) Remedy (to 8) (Ce) Bserk (to 10) (Ce) Cure 2 (to 16) (Ce) Life (to 20) (Ce) Ice 3 (to 25) --- Aurabolt (to 15) --- Mindblow (to 8) Empowerer (to 10) Flurry (to 12) • Adjusted the following base stats on the following characters: Edgar +6 Battle Power (to 42) Sabin +6 Battle Power (to 42) Cyan +6 Battle Power (to 42) Gau -6 Speed (to 36) Shadow -6 Speed (to 42) Mog +6 M.Defense (to 36); +6 Evade/M.Evade (both to 18) Relm -6 M.Defense (to 30) Strago -6 M.Defense (to 36) Gogo -6 Speed (to 30); +6 Vigor & Magic (both to 30) • Re-adjusted the experience curve and gains from early-game enemies yet again to help keep levels low before espers are obtained without having to resort to running from battles; also added a new hack ("No Exp. Egg") that allows experience gain to be disabled entirely • Setzer now joins the party at a lower level (and wearing defensive relics to help keep him alive) • Gogo now joins at the party's average level instead of three levels below it • Replaced the game's shitty Random Number Generator with a better one ("Random Number Good") • Edited our extension of the main Evade Bug Fix patch to remove accuracy penalties to regular physical attacks against targets with Haste, Poison, Seizure, or "Near Fatal" status (and yes, they stacked) • Added a new hack ("Evade Counter") that allows characters to counter attacks that missed them • Added a new hack ("MP 4 Crits") that scales the cost of MP-fueled critical hits with the user's level • Added a new hack ("Throw Down (Part Of) The Gauntlet") that fixes an issue where holding a 2-handed weapon with both hands would inaccurately report its effective battle power in the menu screen • Added a new hack ("Bare Naked Yeti") which fixes a bug with the original game wherein the "unequip your d00ds" dude wouldn't remove Umaro's relics by unlocking Umaro's equip menu • Added an option to the config menu (see "B Button Dash") for running to be the default walking speed • Made the following adjustments to the "Command Delay Changes" hack: Rage (to $10) Mimic (to $00) X-Magic (to $20; this is effectively equal to $40 in practice) • The Drill/Chainsaw are now affected by the back-row damage penalty (see "Short Range Specials") • Made several other edits/tweaks to the power/effects of various attacks, most notably: Flash (power raised to 75) Chainsaw (power lowered to 240) --- Air Blade (power lowered to 36; now ignores defense) --- Empowerer (now does magical damage instead of phsyical; power set to 100) Flurry (power raised to 100) Dragon (now only sets Stone 50% of the time) Eclipse (power lowered to 90) --- Ninja Star (power lowered to 240) --- Bad Breath (now sets Seizure instead of Slow) --- Atomic Ray (now sets Seizure) Brown Note (now ignores defense) --- Elf Fire (now has a 50% chance of setting Seizure) Plasma (now has a 50% chance of setting Poison) Specter (now drains both HP and MP; no longer sets Seizure) Snowball (no longer deals Earth damage) Raccoon (changed to a full-party heal that lifts most bad statuses) Meerkat (changed to a powerful MT offensive attack) Tapir (now cures some MP instead of all HP in addition to lifting all bad statuses) Ice Rabbit (now sets Image instead of Regen) --- Interceptor (now deals stamina-based damage) • Changed the rare attack on the Chimera rage from Blizzard to Fireball • Raised the power of end-game rods and lowered the power of brushes (I swapped them, basically) • Changed the random spellcasts on the following Claws: Spirit Claw (to Slow) Ocean Claw (to Drain) Hell Claw (to Mute) • Raised the magic defense of the Diamond/Crystal Helm and Dark Hood by 5 each • Took a nerf stick to the defense/m.defense of most end-game shields and armor, including: (Element)guard (from 30/45 to 20/40) Genji Shield (from 60/30 to 45/30) Force Shield (from 30/60 to 30/45) Aegis Shield (from 30/30 to 25/25) Hero Shield (from 45/45 to 40/40) Genji Armor (from 75/35 to 70/35) Force Armor (from 35/75 to 35/70) Minerva (from 50/60 to 50/50) Czarina Gown (from 40/60 to 40/50; also lowered magic bonus to +5) Tabby Hide (from 25/40 to 25/35) Gator Hide (from 30/45 to 30/40) Chocobo Hide (from 35/50 to 35/45) Moogle Hide (from 40/60 to 40/50) Dragon Hide (from 45/70 to 45/60) Mirage Vest (from 40/40 to 35/35) • The Relic Ring has been renamed to "Ghost Ring" and is now purchasable on the Soul Train • Raised the speed boost on the Black Belt to +7 • Removed the HP/MP bonus from a certain piece of hidden equipment • Lowered the battle power of a certain hidden weapon • Fixed a bug with a certain piece(s?) of hidden equipment forcing optimization • Added Green Cherries back into the game as items that now set or cure Imp (as the spell) • Added a new item (Red Bull) which is a slightly stronger version of Dried Meat (cures 150 HP) • Re-adjusted the values of most purchasable items as well as their availability throughout shops • Re-balanced many of the prizes at the Colosseum as well as the opponents fought for them • Edited *many* boss and enemy scripts - there just might even be a new boss fight, as well ;) • Renamed War Rider to Hell Rider to better hint to the player that he's undead (also renamed the enemy that was *already* named Hell Rider as well as his little buddy to something more appropriate) • As an afterthought to the above, renamed Tek Rider (AKA "TunnlArmr") to "Hell Angel" • Rewrote one of the most notoriously cheesy scenes in the mod to something much less narmy • Corrected an error where warping in a particular area had not been enabled as we had intended • Found and removed a dirty line from the Clean New World patch • Added a version number to the main ("character") tab of the Printme • Added some formatting to the "enemy" tab of the printme for easier reading • Added a Rage "Quick Reference" tab to the printme in the unlockme archive, courtesy of Funnyman • Added an Excel-based character planner (BNWCP) to the unlockme archive, courtesy of Mishrak • Added a treasure map to the unlockme archive that lists the locations of rare equipment • Added writeups of many obscure/confusing game mechanics to the Unlockme.txt file; also removed a few unnecessary portions that I'd only included for the purposes of internal documentation • Expanded the credits section to better express my gratuitude toward everyone who has helped make this mod what it is today - thank you guys all so much! • A bunch of other things either too insignificant or too secret (>.>) to mention here --------------------------------------------------------------------------------------------------------- Version 1.5.1 (October 30, 2014) • Derp --------------------------------------------------------------------------------------------------------- Version 1.5.2 (November 16, 2014) • Bugfix - Tzen item shop now sells Dried Meat instead of Tonics • Bugfix - Stone is now sorted properly in the in-battle spell list • Bugfix - Harvester is now flagged not to invert on undead targets • Bugfix - A certain knife is now flagged as dual-wieldable rather than 2-handed • Bugfix - Wart Pucks & Surianders no longer Sneeze themselves out of battle • Bugfix - Commandos no longer target themselves with Demi under certain circumstances • Bugfix - Sand Worms now have MP (since they use an attack that requires it) • Bugfix - Leap Frog/Frogger now award the correct amount of GP (750/1250 instead of 500/1000) • Bugfix - Shiva and Ifrit are no longer improperly flagged as human • Bugfix - Number 128 and Inferno no longer hit themselves if you destroy their arms • Bugfix - The battle on the bridge should now be 20% less wonky • Bugfix - Corrected a (badly) misaimed formation conditional on a certain enemy • Bugfix - The scene with Gau going to meet his father no longer (sometimes) soft-locks the game • Bugfix - Relm no longer (occasionally) commits suicide during the Kefka's Tower entrance scene • Bugfix - Chocobo stable owners no longer troll you by telling you to press B • Bugfix - Corrected wrong dialogue pointer(s) in the Cave to the Sealed Gate • Tweak - Raid is now unreflectable (this is technically a bugfix, but whatever) • Tweak - Stamina-based physical attacks now do magical damage when Sketched • Tweak - The Io rage is no longer missable • Tweak - Removed inherent regen from Beetle/Scarab; added it to Eye Goo/Puff Goo • Tweak - Onion Kid/Tomb Thumb/Iron Man are now weak to water; Antlion/Antares/Scorpion no longer are • Tweak - Halved the GP and experience awarded by Sand Worm/Land Worm • Tweak - Cactuars and Leap Frog/Frogger no longer give experience • Tweak - Adjusted the magic points awarded from several formations • Tweak - Added a merchant ghost to the second half of the Soul Train • Script - Minor dialogue tweaks and fixes • Documentation - Corrected a minor factual error (also a minor omission) in the Unlockme.txt • Documentation - Printme now correctly lists the battle power of the Valiant Edge as 180 (not 150) --------------------------------------------------------------------------------------------------------- 6. VERSION 1.6 --------------------------------------------------------------------------------------------------------- Version 1.6.0 (February 14, 2015) • New Hack - "Esper Experience" disassociates stat gains from character levels by creating a separate leveling system for them that removes the incentive to keep levels low in the early game and balances late-game characters (and certain character builds) that suffered due to it • Tweak - Per the above, the "No Exp. Egg" relics have been moved to a hidden location that is revealed in the Unlockme (NOTE: please play through our mod normally before trying to LLG it) • Tweak - Reworked the experience table in response to the Esper Experience hack, lessening the 10-11 hump, adding one at 20-21, and sharply raising the curve going into the "soft" cap (40+) • Tweak - Per the above, most event enemies that previously gave no exp. (i.e. Soldier, Templar) now do • Tweak - Setzer/Mog/Strago/Relm now join at the average party level (instead of 3 below it); Setzer also no longer comes with defensive relics equipped to keep him alive during the Crane fight • Tweak - Raised Golem's HP boost to 20 (from 15) • Tweak - Adjusted various settings of the following attacks: Break (power raised from 30 to 36) Float (now has "group" targeting) --- Discord (now sets Discord/Muddle/Haste; accuracy/targeting were adjusted accordingly) --- Atomic Ray (power lowered from 100 to 90) Lode Stone (now sets Slow instead of Seizure) Tentacle (power raised from 90 to 120)* Shrapnel (power raised from 120 to 150)* --- Meerkat (now sets Haste/Image on the party instead of being a MT attack) Mirage (new dance step for Desert Aria; sets Image on one ally) Snowball (damage lowered from 1/2 HP to 3/8; no longer sets Seizure) *Applies only to these attacks when raged; they were already this strong otherwise • Tweak - Changed the steps on the following dances: Wind Song (3/16 step changed from Sonic Boom to Razor Leaf) Desert Aria (5/16 step changed from Wind Slash to Mirage; see above note for details) • Tweak - Changed the attacks (and some inherent enemy statuses) on the following rages: Allosaurus (swapped the 2/3 and 1/3 attacks) Cicada (removed inherent Haste) Defender (1/3 attack changed to Sun Bath) Flan (2/3 attack changed to Regen) Griffin (2/3 attack changed to Harvester) Hornet (added inherent Haste) Punisher (swapped the 2/3 and 1/3 attacks; Special power raised to 3x damage) Sea Flower (removed inherent Shell) Soldier (1/3 attack set to Remedy rather than just a 100% chance of Special) Spike (2/3 attack changed to Ice 2; added inherent Shell) Tumbleweed (1/3 attack changed to Harvester) • Tweak - Adjusted the added effects/names of the following weapons: Ninjato (renamed from Kodachi; now randomly kills) Kodachi (renamed from Ninjato; now randomly throws) Orochi (now randomly throws) Kagenui (now randomly sets Stop/Slow) Doomstick (renamed from Doom Rod) Quartrstaff (renamed from Holy Rod; now randomly casts Quartr) • Tweak - Adjusted the stat boosts of the following weapons: Zantetsuken (to Vgr+7/Mag+5) Excalibur (to Vgr+7/Spd+5) Apocalypse (to Mag+7) Illumina (to Mag+7) Demonsbane (to Vgr+3/Spd+3) Avenger (to Vgr+5/Spd+5) Tarot (to Stam+5) Trump (to Stam+7) Dice (to Mag+2) Fixed Dice (to Mag+5) Mythril Rod (to Stam+3) Doomstick (to Mag+3/Stam+5) Quartrstaff (to Mag+3/Stam+5) Punisher (to Mag+7/Stam+5) • Tweak - Adjusted the battle power of the following katanas and ninja daggers: Hanzo +10 (to 90) Kotetsu +20 (to 120) Kikuichi +20 (to 140) Kazekiri +10 (to 150) Mutsunokami +10 (to 210) Orochi -5 (to 175) Kagenui -10 (to 200) • Tweak - Some minor treasure chest edits (none worthy of particular note) • Tweak - Major changes to many Colosseum prizes/opponents; the specifics are too "spoilery" to detail here except to note that two end-game items are now Colosseum-exclusive and the requirements for a handful of other Colosseum-exclusives have been changed • Tweak - Various minor (and a few major) edits to a few enemy/boss scripts, most notably... ...bosses can no longer die prematurely (or at all) via seizure damage or counter-attacks ...Fanatics Tower enemies no longer spam Rasp like it's going out of style ...Magimaster can no longer be prevented from opening with Wallchange ...the Tentacle fight should be a little bit more random ...the Battle on the Bridge should be a little bit less derpy ...something, something final battle • Bugfix - The new ghost merchant on the Soul Train (see 1.5.2 release notes) should appear now • Bugfix - You can no longer run from battles in the Serpent Trench • Bugfix - Leaving Kohlingen (WoB) no longer prevents enemy encounters until the world map reloads • Bugfix - Lv. 40 Mages now block Fire damage like the other enemies in their sprite group • Bugfix - Protoman now has the correct status immunities • Script - Minor dialogue tweaks and fixes • As always, a few other things either too insignificant or too secret to mention here --------------------------------------------------------------------------------------------------------- Version 1.6.1 (March 09, 2015) • New Graphics - Added a new Terra sprite courtesy of Alex Rodrick • Tweak - Replaced the hidden "fourth Ribbon" with an Elixir • Bugfix - Interceptor can no longer incorrectly hit floating targets • Bugfix - Patched the Inferno & Myria sequence breaks • Documentation - Corrected a minor factual error in the Unlockme --------------------------------------------------------------------------------------------------------- Version 1.6.2 (DATE) ? --------------------------------------------------------------------------------------------------------- Version 1.6.3 (DATE) ? --------------------------------------------------------------------------------------------------------- Version 1.6.4 (DATE) ? --------------------------------------------------------------------------------------------------------- 7. VERSION 1.7 --------------------------------------------------------------------------------------------------------- Version 1.7.0 (April 03, 2016) • New "Esper bank" hack allows characters to use spell points earned from battle to learn spells from compatible espers without equipping them; ELs are now "banked" and spent in a similar manner to allow us to provide a "respec" feature that allows characters to be re-built without starting a new game • Added several new save points and upgraded several of them to "recovery" points; Tents and Sleeping Bags have been removed from the game • Added some level re-averaging back into the game; Shadow is now re-averaged in Kohlingen and everyone is re-averaged at the beginning of the second half of the game • Added a "No Exp. Gain" option to the config menu in place of the "No Exp. Eggs" from older versions; this option is meant for challenge gamers (in light of the above change) or to let you farm for spell points and/or GP without overleveling or having to do so on the Veldt • New "nATB system" hack pauses all battle timers during attack animations, which prevents the speed attribute from soft-capping at around 60 and renders the infamous "menu trick" useless • Updated the RNG hack with an extra layer of randomness to prevent it from being manipulatable (the previous version, while far less streaky than the original, could still be predictably manipulated) • Overhauled the stamina stat to function more like the others; this involved changes to characters' base stats, the power of all stamina-based abilities, stamina-based formulas (note that the Mantra formula in particular now considers stamina more heavily than before), and a simplification of how stamina helps you avoid status ailments and damage from attacks (see the below two points) • Stamina now guards against *all* attacks that set negative statuses, but now only blocks the status instead of the whole attack (it still defends against fractional, redirectional, and MP damage) • New random variance formula now considers vigor for physical damage and stamina for magical damage; higher stats will result in lower and more consistent damage taken • The back row now only reduces physical damage taken by 25% (physical damage output is still halved) • Raised HP gains per level a bit after 30 and quite a bit going into the soft cap (40+) • Set Terra's and Relm's base MP to 45 (up from 30 for Terra; down from 60 for Relm) • Set Crusader's stat bonus to Vigor+1/Speed+1 (instead of MP+25/Stamina+1) • Moved around some spells on several espers and the natural magic learned by Terra and Celes • Re-arranged several spells in the magic index so that they're sorted more intuitively/sensibly • Replaced the Stone (formerly Quick) spell with a Lv.3 poison spell named "Dark" (exclusive to Strago) • Reverted several free-targeting spells (Demi, Rasp, Dispel, and Mute) to their original single-target settings; also changed Muddle from "free" targeting to target all enemies by default • Edited the MP cost of most esper summons and changed the effects of several of them; of note, Palidor and Shoat have been reverted to their vanilla effects and Golem's durability is now based off of the caster's max HP (instead of current HP) • Removed the Aero and Discord lores; they have been replaced with Blaze (fire damage, sets Blind/Sap) and Grav Bomb (earth damage = 15/16 of the target's current HP) • Reworked Mog's dances and the attacks on them in an attempt to make each one more focused • Changed around several of Gau's rages and added an expansion of the "Persistent Rage Fix" patch which clears him of any status he gains immunity to when a rage starts and clears him of inherent statuses gained through them when he dies • Setzer's Slots are now completely de-rigged, with the symbols grouped together FF7-style so that it's now a skill-based ability; note that Joker Doom has been replaced with something *much* less broken, and the other "winning" spins have all been tweaked, as well (in the case of Bar-Bar-Bar, we removed the hard-coded check which prevented it from summoning Odin) • The Autocrossbow now has the same hitrate as most weapons (100%) and so can now miss against foes with physical evasion (most have at least 10%); also raised its BatPwr a bit to compensate • Suplex now sets slow in addition to Muddle (note that Sabin no longer learns the Slow spell) • Physical bushidos (Dispatch, Flurry, and Tempest) now do damage based on the power of the equipped sword (or knife); their powers are now a set fraction of the user's Battle Power • The Eclipse bushido is now stamina-based instead of magic-based (reminder: like all stamina attacks, it's still technically a "magical" attack as far as everything else - like defense - is concerned) • Shadow's weapons have been reworked to accommodate a new patch that allows Throw to retain special weapon effects (i.e. the anti-human properties of the Butterfly/Man Eater); his earlier weapons have all been stripped of special effects and the Orochi and Kagenui have been swapped around so that the latter shows up while it can still be useful while the former is now a competitive melee weapon • Defense-ignoring abilities now respect damage multipliers; this means that bserk now affects defense- ignoring weapons and Morph boosts the power of *all* of Terra's spells (both offensive and curative) and weapons (excepting the random Flare procs from the Apocalypse, which is a special case) • Reworked the stat boosts on all of the end-game swords; the Valiant Edge (now named "Valiance") has been changed back into a knife and the Omega Weapon now has a revamped, entirely stamina-based damage formula to compensate for the fact that it is no longer the ultimate stat stick • Simplified the random procs on thrown weapons to deal critical damage to non-floating targets and triple damage to floating ones (they previously did only 50% more damage to non-floating targets • Flail-type weapons now randomly proc an instant kill *only* on undead enemies (or critical damage for undead bosses) and no longer ignore row; they also get a speed penalty for being heavy/slow to use • Setzer's Tarot has been given the anti-undead property mentioned above (instead of "randomly kills") • The Punisher now randomly casts Dark (new spell) instead of Flare so that it can get the damage boost from MP-fueled critical hits; also swapped its battle power with the Doomstick and Quartrstaff and altered the latter two's stat boosts to emphasize them as "fighting" weapons • Brushes now randomly cast buffs (Safe, Shell, and Haste) instead of curative spells; also overhauled their stat bonuses to make them more lateral instead of straight-up upgrades to one another • Changed the random spell procs on the Spirit/Hell Claws and Stormfang • Nerfed the battle power of a certain stabby implement • Added a few extra armor options for Sabin (robes) and Mog (Gaia/Dark Gear) • Gogo can now equip the Moogle Charm • Changed the starting equipment of some characters (Locke, Shadow, and Mog) to better demonstrate how dual-wield and 2-handed weapon setups work in the mod; also gave Celes a sword to start off with so that it's no longer possible to get stuck at the end of her scenario without one • When holding a two-handed weapon with both hands, the empty off-hand is now yellow (instead of gray) to indicate that you are allowed to equip something in that slot if you'd like • Zombie now shares a status resistance with instant death; the most notable change is that the Spirit Ring now guards against instant death since the ability for your party to set this status on enemies has been largely removed from the game (only Gau can do it now) • The Blind status (renamed from "Dark") now affects all physical and stamina-based attacks (i.e. those from Tools, Blitz, Bushido, Throw, GP Toss, and physical Rages); it's also no longer circumvented by 100% accuracy weapons/relics or by hitting something in the back (during side/pincer attacks) • The Imp status is now a flat 50% reduction to all output (both offensive and healing) without any of that pseudo-Mute horse shit • Mute now *only* affects normal spells (Black, White, Grey) and the 12 Lores; many enemy MP values have been lowered/removed since many of their attacks no longer cost MP • The Image status now has a 1/3 chance of being removed when hit (instead of 1/4 in vanilla) • Lowered the duration of the Stop and Frozen statuses; undead foes are now vulnerable to the former • Renamed "Seizure" to "Sap" and (as mentioned earlier) "Dark" to "Blind"; also reverted all references to the Clear status as "Vanish" • The Clear status is no longer lifted from floating targets by ground-based magic attacks (i.e. Quake) • Red Bulls now cure 200 HP instead of 150 • Green Cherries no longer set/remove the Imp status • Super/Bouncy Balls (present only in previous versions as a hidden/joke item) can now be purchased; their animation (which has apparently been broken for quite some time) has also been fixed • Increased the GP dropped by many enemies, mostly in the second half of the game • Overhauled enemy status resistances; also made some minor changes to their elemental resistances, inherent statuses, HP, GP drops (see above), exp. gains, and battle scripts • Per the above, battles in the Fanatics Tower should now be far less annoying and much more worth it • Also per the above, many of the sloggier late-game bosses have had their HP lowered a bit • Added an "abort on enemies" function to the game's targeting system that's used to fix several bugs left over from the original game • Added a hack to prevent reflected attacks from semi-softlocking the game if they have no valid target • Added a new patch that prevents X-Magic from drawing multiple counter-attacks • Added a new hack to display colosseum prizes without first needing to commit to a wager • The Auction House has been shut down permanently for rennovations • Removed "upgraded" chests from the game and edited the contents of many others • Celes and Locke are now unequipped at the end of their scenario • Shadow is now unequipped when he leaves your party at Barren Falls (note that with this change, there are no longer *any* cases of somebody running off with all of your shit) • It should now be easier to find merchant ghosts on the train • The Hidon sidequest now offers more rewards than just lore(s) for Strago • Sketch no longer halves Relm's (or Gogo's) magic stat for physical attacks • Removed some of our more... dickish changes (>.>) from previous versions • Quite a few dialogue changes, both to the Beginner's School and otherwise • Fixed the b0rked censored patch (we hope) • Added a new window style (replacing style #8) and swapped the default window style with #2 • As always, quite a few other things either too minor or too secret to mention here --------------------------------------------------------------------------------------------------------- Version 1.7.1 (April 07, 2016) • Corrected an error in the Conjurer enemy script and an oversight in the Lilith/Succubus scripts • Renamed the Fenrir summon because it was identical to another attack name • Set the new window style as the default one --------------------------------------------------------------------------------------------------------- Version 1.7.2 (April 14, 2016) • Fixed a bug that allowed Sabin to earn Bum Rush earlier than intended --------------------------------------------------------------------------------------------------------- Version 1.7.3 (April 25, 2016) • Re-applied a mistakenly removed patch that would prevent the Sketch glitch • Typo fix --------------------------------------------------------------------------------------------------------- Version 1.7.4 (May 11, 2016) • Rearranged the symbols on Setzer's Slots and rebalanced the effects of winning spins • Slightly modified (final) Kefka's battle script --------------------------------------------------------------------------------------------------------- 8. VERSION 1.8 --------------------------------------------------------------------------------------------------------- Version 1.8.0 (January 03, 2017) • Added a new hack that allows espers to provide on-equip bonuses just as equipment would • Added a new hack that greatly improves the display of positive status effects on your party in battle and allows Scan to report all status effects on enemies (in addition to showing their weaknesses) • Corrected an overflow error in the physical damage formula where characters who dealt high amounts of physical damage were hitting for about 1,300~2,600 more than they were supposed to • Slowed down high-level character growth by adding a third experience "hump" after level 30, pulling the "soft" cap back from 40 to the late 30's (expected end-game levels are mid 30's), • Per the above, also nerfed one of the game's more notorious grinding spots • Phoenix Tears now revive characters to 3/4 of their max HP (instead of 1/2) • Set Crusader's stat bonus to Speed+1/Stamina+1 (instead of Vigor+1/Speed+1) • Added the "randomly counters" property to the Zantetsuken • Removed the Atma Weapon's HP bonus and set the Omega Weapon's to HP/MP (instead of just HP) • Removed the Gungnir's HP boost and slightly boosted the Longinus's battle power (150 -> 160) • The Excalibur now has a unique appearance (it was previously identical to the Apocalypse) • Lowered the defense on the Mythril Kite (20/20 -> 15/15) so that it isn't just an Iron Shield without the speed penalty; also renamed it to "Targe" to distinguish it from heavy shields (kites are *big*) • The "protect near-death allies" effect on some relics should no longer activate when certain statuses are present or if the attack originated from an ally (this effectively fixes the "brush cover" bug) • Fixed a bug where using Dice with a Black Belt would cause three dice to be thrown instead of two • Fixed the incorrect stats on the Circlet (now set to Mag+5/Stam+3 instead of Stam+5/Mag+3) • Added a hack to allow Gogo to use MP for rod crits without needing Magic or Lore set as commands • Modified the "Blind Accuracy" hack to allow blindness to affect the Jump command • Enemy "special" attacks which inflict instant death no longer ignore death immunity • Fixed a bug where the Ice Rabbit dance step was not healing HP like it's supposed to • Made significant changes to the enemy scripts for Wrexsoul, the Battle on the Bridge, and the final tower of bosses (excluding Kefka) • Edited Vargas's battle script to make the Blitz execution more obvious/less punishing to new players • Removed an exploit where Rizopas could be skipped by killing Piranhas with a counter-attack • Chadarnook no longer absorbs Fire or Bolt damage • Zone Eater is now immune to the bserk status • Pugs should now fight back in the Colosseum • Fixed a broken animation in Wrexsoul's intro • Swapped the palettes of the Starlight and Moonlight animations • Removed the Mythril Dirk that was mistakenly left up for sale at Figaro Castle • Symbols no longer appear to compare equipment being purchased to what you already have equipped • The "hidden" screen which shows everyone's equipment now also displays equipped espers • Removed the small overlay which identifies the skill sub-menus (i.e. Espers, Spells, Bushido...) and displays the MP cost of a chosen spell; spell costs are now visible by default in the main menu panel • Removed the non-functional "Optimize" command from the equip menu and the also non-functional battle speed slider from the config menu • Condensed the list of known rages in the skills menu (only the first 64 slots are used now) • Modified the text for EL bonuses in the menu to read "EL Bonus" instead of "At Level Up" • Evade and mblock are no longer shown as percentages in the menu (since they are out of 128, not 100) • Some minor dialogue edits (along with a few other small changes not worth mentioning) --------------------------------------------------------------------------------------------------------- Version 1.8.1 (January 10, 2017) • Fixed a bug in the config menu where commands could not be rearranged in the "short" battle menu and the multiple controller option could not be set up at all • Removed an exploit where Rizopas could be skipped by killing Piranhas with a counter-attack • Corrected a minor error in the BNWCP • Added a note about RetroArch to the known issues section --------------------------------------------------------------------------------------------------------- Version 1.8.2 (January 13, 2017) • Fixed a major bug from in the previous version that caused the piranha fight to be unwinnable • Fixed a bug where Phantom was only giving +4 M.Block instead of +10 --------------------------------------------------------------------------------------------------------- Version 1.8.3 (January 14, 2017) • Fixed a minor bug in the config menu where window colors would not reset to default if A was pressed while on the "B" slider • The Clean New World patch now properly updates the version displayed in the config menu --------------------------------------------------------------------------------------------------------- Version 1.8.4 (January 22, 2017) • Fixed a major bug introduced in 1.8.2 that prevented esper equip bonuses from functioning • Corrected the spelling of two enemy names (Trillium and Djinn) --------------------------------------------------------------------------------------------------------- Version 1.8.5 (May 19, 2017) • Made the Colosseum function more like a trading post by nerfing the only two opponents of any real difficulty (Siegfried and WEAPON) and changed many trades to improve end-game equipment availability; also improved the readability of the "prize" menu by marking all invalid trades with dashes • Overhauled enemy status resistances (again) and removed the "immunity to fractional damage" flag from all randomly-occurring enemies previously flagged as minibosses (i.e. Dante/Virgil); also rewrote the scripts for two bosses (Phunbaba and the Battle on the Bridge) impacted by this overhaul • Corrected an oversight in Final Kefka's script that allowed him to potentially use two devastating party-wide attacks in quick succession; also lowered the inappropriately-high damage dealt by one portion of the first tier of the final tower of bosses • Lowered the defense/m.def of several end-game bosses to shorten the length of the fights, as well as to reduce the dearth of high-defense enemies in the late game which was causing an over-emphasis on defense-ignoring attacks (and thus weakening character builds that don't rely on them) • Edited the battle scripts of several early-game enemies to give players more/better opportunities to learn how counter-attacks work in the mod (this lesson was previously confined mostly to Mt. Koltz) • Addressed the tendency of players to overlevel while cash-grinding in the early game by lowering exp. gains from certain enemies and increasing the availability of GP (both from enemies and from chests) • Added several minor menu hacks to display the names of blitzes in the menu screen, correct a display bug for max HP/MP in the party creation screen, and allow easy switching between the equip and relic menus by pressing the "Y" button • Swapped Cyan's and Sabin's base magic power (NOTE: this change requires a restart or save editing) • Swapped the summons on Odin and Crusader (thus making Odin a stamina-based attack) • The Siren summon now sets Bserk on all enemies (instead of dealing MP damage) • The Mute spell now targets all enemies (instead of only one) • Halved the power of the Osmose spell • Raised the power of the Bio and Storm spells • Raised the power of the Dispatch bushido • The Fire Dance blitz no longer ignores defense • The Aurabolt blitz now sets blind • Desperation attacks now set Slow in addition to Sap • Changed Discord back to being a lore (replacing Grav Bomb) • Swapped the 7/16 (Moonlight) and 5/16 (Specter) steps on the Love Sonata dance • The Specter dance step now sets Muddle and Mute as advertised (it was only setting Muddle before) • Changed the attacks on several rages, most notably the ones with healing moves: Adamiantite 2/3 attack swapped with 1/3 (Cyclonic) Allosaurus 2/3 attack swapped with 1/3 (Attack 3x) Chickenlip 2/3 attack changed to Net Gargoyle 2/3 attack changed to Holy Wind (was 1/3); 1/3 attack changed to Quake Griffin 2/3 attack changed to Razor Leaf; 1/3 attack changed to Harvester (was 2/3) Kudzu 1/3 attack changed to Bio Mesosaur 2/3 attack swapped with 1/3 (Sun Bath) Peeper 2/3 attack swapped with 1/3 (Rock) Rhinotaur 2/3 attack swapped with 1/3 (Cure 2); raised 1/3 attack bonus to 3x damage Spike 2/3 attack changed to Lode Stone; raised 1/3 attack bonus to 3x damage Tumbleweed 2/3 attack swapped with 1/3 (Harvester) • Overhauled the stat boosts on end-game swords to focus on the store-bought ones, Apocalypse/Illumina, and Zantetsuken for this purpose while specifically excluding the Excalibur and Atma/Omega Weapon • Raised the power of all spears except for Gungnir, which is now the second-strongest spear (Longinus is now the strongest) but now has a +50% HP bonus (and is the "only" item in the mod to offer it) • Reworked Shadow's knives to be more desirable for fighting by adding the "X-Fight" property to the Kagenui and more desirable as stat sticks by adding stamina boosts to them • Lowered the price of Shadow's weakest buyable knife (now renamed to Kunai) to promote it as an ideal single-target damage alternative to Shuriken (which are also cheaper now) • Changed Stormfang's random cast to Bolt so that the "vigor" claws now all cast direct damage spells • The random cast on the Quartrstaff will now multi-target (only) on MP-fueled critical hits, while the Doomstick will cast X-Zone instead of Doom (again, only on attacks that use MP for a critical hit) • Removed the evasion/magic evasion boosts from WoB rods and all brushes and added physical evasion to the Punisher (it now offers both). • The Dragoon Seal and Radiant Gown now increase the random spellcast rate of swords and paintbrushes, respectively; the Radiant Gown in turn no longer boosts MP or blocks fire damage • Raised the evasion/magic evasion of the Royal Jacket and Radiant Gown (respectively) • Lowered the stat boosts on the Moogle Hide and the elemental shields • Lowered the speed penalties on the Snow Muffler and Kusarigama • Fixed a bug with Setzer's (not fixed) Dice where three would be thrown if they were held in the left hand with another weapon or nothing in the right hand • Fixed a bug where the Ragnarok equip bonus was not working properly • Equipping Seraph now blocks Zombie as every other form of instant death protection does • The Tentacles (Figaro basement boss) are now listed in the correct order in the battle screen • It should no longer be possible to be blinded during the "Save Terra from the Guards!" sequence • Made several dialogue changes/additions, primarily in the form of advice to the player • Several other minor/insignificant changes --------------------------------------------------------------------------------------------------------- Version 1.8.6 (July 25, 2017) • Added new hacks to lessen the effect of speed granting faster characters more turns over time and to increase its effect on the likelihood of getting first strike • Added new hacks to allow speed to influence the likelihood of getting rare steals and for successful steal attempts to be treated as "free" actions • Added a new hack allowing Gau to Leap on rageable formations outside of the Veldt and removed the scripting behavior where all "dog"-type enemies would forcibly target him • Fixed a bug with the "Y-Equip Relics" hack where stat previews for changing equipment would display incorrectly after switching between menus • Fixed a bug where the Quartrstaff and Doomstick would crash the game when using MP for critical hits • Fixed a bug with Setzer's Dice where the animation would display incorrectly and also crash the game • Fixed a bug with X-Fight where the X-Fight penalty and the dual-wield penalty were not stacking • The Kagenui now has the correct stats • Fixed the incorrect attack priorities on the Tumbleweed rage • Fixed the Raiden summon (only accessible via Slots) to be identical to Odin • Made a small change to Tiamat's script • Added a(nother) hint about fighting Phunbaba to Terra's dialogue • Adjusted the encounters near WoR Albrook to prevent solo Celes from getting into unfair fights --------------------------------------------------------------------------------------------------------- 9. VERSION 1.9 --------------------------------------------------------------------------------------------------------- Version 1.9.0 (January 06, 2018) • Added new hacks which allow stamina to influence counter-attacks and the possibility of "true knight" characters taking hits for healthy allies (critically-wounded characters are still always protected) • Fixed a bug where stamina would not protect against status ailments set by enemy "special" attacks • Added a hack to condense the in-battle spell menu (removes all empty spaces) • Fucked around with the spells that each character learns again (highlights: Relm gets Life and Stop, Mog picks up Haste, Celes learns Demi much earlier now, and Warp is again pushed back to the WoR) • The Life spell now revives to 250~500 HP instead of 1/4 maxHP; Phoenix Downs now revive to 1 HP • Raised Cyan's base stamina; lowered the power of the Dragon and Eclipse bushidos to compensate • Raised the chances for the Dragon bushido to set Stone from 50% to 66% • Raised the power of the Aurabolt blitz and swapped the levels at which it and Mantra are learned • Edited the GP Toss formula to do 50% more damage (note: edited Katanasoul's stats to compensate) • Lowered the power of the Blackjack and Solitaire slot spins • Lowered the cost of several spells, including Demi, Rasp, Dispel, and SleepX • Lowered the hitrate of several magical attacks to help make magic evasion more useful • Reworked & rebalanced swords to offer more (and better) choices for vigor-built characters • Swords that consume MP for critical hits now respect the "1/2 MP costs" effect of the Gem/Soul Box • Spears now inherently possess the "may guard allies" property instead of random counter-attacks • Adjusted the properties of the Wind Slash and Aero procs from the Kazekiri and Mutsunokami • Removed the Kagenui's speed boost and slightly adjusted the boosts on Shadow's other weapons • Changed Setzer's dice to boost stamina instead of magic and vise-versa for his other weapons • The Morning Star and Kusarigama now ignore defense instead of being anti-undead • The Demonsbane is now anti-undead in addition to holy-elemental • Raised the proc rate of anti-undead weapons from 25% to 50% • Fixed a bug where using items on undead characters would randomly kill them • Renamed the Diva Brush to Dali Brush and the Magic Brush to Monet Brush • Changed the animation of several weapons; also swapped the animations of the two "Blizzard" attacks • Corrected the Stormfang menu description • The BatPwr of the Soul Sabre and Omega Weapon now display correctly in the item menu • The Soul Sabre/Blood Sword are no longer ignored by the "Optimize" routine; the Omega Weapon now is • Switched the Colosseum opponents/prizes for the Masamune and Kagenui (and a few others) • Celes now starts with an Iron Cutlass instead of a Mythril Bolo • Gogo can now use Throw even if Shadow is dead • Interceptor now sets Sap • Lowered Golem's defense from 192 to 128 • Made several changes to the Battle of Narshe • Made an important update to Atma Weapon's script • Fixed a bug in the Soul Fire script (Wrexsoul fight) • Enabled/disabled random encounters on a few maps for better consistency • Aquilas no longer have any MP as they do not use any attacks that use it • Phunbaba and Doom Gaze now give 10 spell points when defeated as other bosses do • Fixed a bug where it was not possible to run from all of the enemies in the New Mines • Rewrote Gau's tutorial to match how Leap now functions; also added a new line of dialogue for Gau • Added more screenshots, boxart with cart label, and enemy graphics to the unlockme image gallery --------------------------------------------------------------------------------------------------------- I'm afraid that's all we know, gentlemen.