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also you could have loaded your save file from before Ultros, since you were having trouble in that fight, go back to narshe and change your party out.
At no point in the game do you "swap" parties, except for very specific dungeons, and sequences, that will have you setup 2 or 3 parties not just 1 party since at this point it only makes you setup 1 party(you've already seen the multi party setup screen at the battle to defend Narshe, so you SHOULD be familiar with it by that point) you should be fully aware there is not group swapping, the closest exception is the choose a scenario section, and it's very laid out with what you have to work with.
In that regard, the original version both respected your time better & also wouldn't allow you to get stuck in nearly broken situations like this. I am extremely disappointed that they removed that feature from this version of the game & I hope that they add it back in via an update - of course, for them to make that choice, they'd first have to remember it & realize WHY it was so important in the first place.
[Side-note: as an aspiring game developer, I'm going to be adding that feature into any of my own RPGs that I work on & Square Enix is responsible for the idea - I first encountered it in Super Mario RPG. If an (aspiring) indie-dev can recognize the importance of this feature, a professional game development company should be doing better in this regard & not discarding what was one of their best gameplay design mechanics that they came up with. ]
I've seen many people deride this feature because "you lose out on stats from Espers".
And note that FFVI is the only game in the series that does that -- it's not even until 13 where they changed it from "game over, go to last save" and 13 just lets you retry if you lose (I forget what 15 does, I wanna say it's back to go to last save but it auto-saves frequently and you can save anywhere).
(Incidently FFMQ also has the 'retry if you lose mechanic which was probably implemented for difficulty reasons)
Regardless, what i'm saying here if I think that Square considered it a failed experimental feature. not a success in the wake of 'respcting the player'. I was, honestly, surprised at first that it wasn't in the PR but given all the changes the PRs actually have from the originals, and attempts to make them all have the same presentation, it's not too surprising.
During the opera house sequence, you could have hiked back to Narshe and filled up your party, and the game even told you as much when you were leaving Zozo. Although I will agree that the fact that you aren't given any ability to change your party out during the whole Vector sequence is not great design.
I think there was also a bug where if you happened to die like 60 times in a row, it'd corrupt your ♥♥♥♥♥♥♥ save.
I doubt they coded the same glitch into the new engine, but it was such a niche feature that very few people knew existed - seriously, the assumption was that if you got a game over you'd reload a save until the PS3/360 era. They probably just didn't go through the effort when a "reload from last save" prompt is basically the same thing.
I like using Gau with Templar for an early rage. He gets Thundara which is really strong (at least until you get Ramuh). After Zozo he's still really useful but if you want more control you may want to avoid using him for now.
That said, before Zozo there is the one time you want to use only three characters. So that you can talk to Shadow.
While I'm not an expert, I have read lots about bugs in this game. And I've NEVER heard that this was any sort of bug -- and it's such an obvious behavior that at least by GBA it should have been fixed if it wasn't intended.
First Veldt visit:
-Lesser Lopros - Fireball, AOE fire attack that wrecks through a lot of the game.
-Stray Cat - The best single target rage. Cat Scratch does 8x physical damage (this used to be the most overpowered rage in the SNES version, but the thing that made it god mode is patched out here. It's still good though)
-Oversoul - Will o' the Wisp, single target fire attack, hits harder than Fireball for boss fights.
-Megalodoth - Snowstorm
-Trillium - Casts Bio much earlier than you can normally get it
Getting Lopros and Stray is the bare minimum, fire damage will carry you through the majority of the areas in the game except for a few exceptions, and Stray Cat is just awesome for anything with good magic defense.
After Vector:
-Destroyer - Casts ReRaise, which you will not get normally until much later.
-Chimera or Anguiform - Aqua Breath, can encounter near Thamasa before advancing the story there. Anguiform is encountered in the Serpent Trench just after the first Veldt visit.
-Briareus - Casts Cyclonic, same area for encounter.
-Fossil Dragon - Casts Sandstorm. Encountered in the desert near Albrook, and rarely near Kohlingen, careful, these are dangerous to fight early on. Use a phoenix down/life spell to one shot them to get them on the Veldt.
-Veil Dancer - Blizzara
-Hill Gigas - Magnitude 8 (both of these from Zozo)
-Aspiran - Gigavolt (Serpent Trench)
Getting these guys will give you a nice mix of abilities, but for most dungeons you'll still be using Lesser Lopros anyway.
Late game rages:
-Yojimbo - Final dungeon or Colosseum enemy, uses Shock which is one of the best AOE non-elemental attacks in the game. Not magic, so reflect ignores it.
-King Behemoth/Brontaur - Casts Firaga either single target or AOE
-Behemoth/Lunatys/Tyrannosaur - Casts Meteor, powerful non-elemental AOE magic that ignores Reflect status
-Brachiosaur - Casts Disaster, which inflicts Imp, Blind, Doom, Silence, Confuse, and Float to one/all targets. Note, this and Tyrannosaur are difficult mobs meant for late game grinding, read up before chasing them.
-Mover - Casts Meltdown (NOTE: DO NOT USE UNLESS PARTY HAS FIRE ABSORB OR YOU WILL DIE TOO)
Devil - Casts Thundaga
Warlock/Cherry - Casts Holy
Cloudwraith - Casts Flare
Peeper - Casts White Wind (this rage is a pain in the butt to get though)
Can get any others for completion sake, but I make sure to get those every time...with those in hand, Gau should have no problem winning you fights, especially if you get Yojimbo.
Because it would seem the only reason for people to complain about "missing out on stats from espers" when getting a game over, would be if people were getting these game overs & continuing to play (without resetting) during the WoB, before getting espers.
It might not have carried over the "amount of spell learned" progress, but the actual stat-boosts from having espers equipped should have carried over with the rest of the level up data that was carrying over after game over.
Yes. Any stats gotten from esper level ups are reset, which is why, as I mentioned, people decry the feature.
It's not a bug. It explains that in OG when you get the save point tutorial the first time the player touches a save point.
I think it was removed in this version, tho.
https://www.youtube.com/watch?v=XF2cski7Q7M&t=23m43s
It's weird that it would keep that separate when stats are stats. They'd have to be deliberately keeping that data in a separate variable for that sort of splitting it back out to occur on a game over, while the normal level up stats remain, so that's... weird.
THAT part could be a bug. As noted above, the mechanic was obviously intended.