FINAL FANTASY XIII-2

FINAL FANTASY XIII-2

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Jobs Jan 9, 2015 @ 2:00pm
FFXIII-2 Difficulty Enhancement Mod v1.2.1 [BETA]
Update 1/13/2015: Version 1.2.1 Released
- (Fix) Sell Bonuses: The script SHOULD now increase your Capacity properly, but for the moment, both selling the materials and crafting recipes with the materials will cause the script to trigger.

Update 1/11/2015: Version 1.2 Released
- (New) Enemy Stats: Added difficulty customization options. (See ReadMe for details)
- (New) Sell Bonuses: Adjusted Chronomist to +10 Capacity.
- (New) Sell Bonuses: Added Dark Matter at +1 Capacity.
- (Fix) Sell Bonuses: Improved failsafe code.

Since there seems to be a lot of complaints about the difficulty and requests for some sort of hard mode, I decided to release the project I've been working on for my personal enjoyment.

It's a CheatEngine table with a set of scripts that greatly increases HP, ATK, and MAG for all enemies in combat. Also included is an option to reduce all CP and Gil gained after battle by half if you don't like how easy it is to max everything out.

I've spent a good deal of time refining it and testing it in various situations and have fixed all of the obvious problems that popped up, but there is always the possibility for unforeseen errors, so let me know if you come across any abnormal behavior while using the script.

Core Features:
-Fully customizable Multipliers for enemy HP, ATK, and MAG.
-CP/Gil Rewards after battle reduced to 50% (Optional)

Bonus Features:
Sell Bonus - Capacity: For those who think Capacity is a frustrating limitation but would rather not simply cheat to max Capacity; Selling certain rare Components such as Chronomists directly to the shop will now grant increase your Accessory Capacity by a small amount, up to the maximum limit of 255. (Should work with one minor Caveat, see ReadMe for details)

Optional Features Coming Soon:
-Item Tweaks: To make the Ultimate Weapons actually worth farming for instead of sticking with the +50% ATB weapons for the entire post-game, the ATK and MAG values of Saggitarius, Arcus Chronica, Mac an Luin, and In Paradisium will be greatly increased (Probably to at least 400 or so, which is the minimum required for them to have comparable DPS to the +50% ATB weapons... FFXIII-2 Designers WTF were you thinking?).

-Price Tweaks: The 4 weapons listed above, plus many accessories that become very powerful when stacked (such as General's Belts) will have their buying price greatly increased. I may also add a multiplier to increase all prices across the board to account for the fact that you can still sell certain pieces of loot for an excessive amount or exploit the casino to get rich, which the "Reduced Gil from Battle" component of the mod does not cover.

-Reduced Fragments CP: Currently collecting all 160 fragments gives you nearly half the CP required to completely max out your characters. That's definitely too much if you want to actually have to put in a bit of effort to max your characters. I haven't looked at this part of the code yet, but hopefully I'll be able to find a way to reduce it a bit in an elegant manner.

-Specific Monster Tweaks: Once I have had a chance to test a bit more I will add custom stat modifiers for specific monsters that still need some balance tweaking after the base stat multiplication.

Download Link - Version 1.2.1 (Experimental)[mega.co.nz]

Download Link - Version 1.1[mega.co.nz]
Last edited by Jobs; Jan 13, 2015 @ 2:39pm
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Showing 1-15 of 196 comments
sammykneen Jan 9, 2015 @ 2:19pm 
This is awesome, playing The Last Remnant at the moment but will definitely give this a go when I start on XIII-2! :)
Kebess Jan 9, 2015 @ 2:49pm 
Wow, :) this makes me wanna learn some programming just to be able to come up with these.
Great job. It gonna be fun to face the Coliseum with this mod!

Just some quick questions:

*How will this affect my save files? I mean, what happens for example if I save the game while wearing a total of 255 cap. accesories, then load the file without the mod afterwards?

*How can we know which "rare" items will increase capacity?

*Can you add an option that'd convert CPs into gils or something else, once we've capped the crys?

Thanks.
Jobs Jan 9, 2015 @ 3:09pm 
Hehe, yeah... enjoy a 60,000,000 HP Valfodr Lvl.99. That's more HP than Yiazmat. :D

Most parts of the mod I'm trying to write in a way that won't have any permanent effects on your save file, but the Capacity modification will actually write directly to your character's base values, which means the changes are permanent and the new number will be saved with the game. (e.g. once you reach 255 capacity with the mod, your capacity will stay at 255 forever whether the mod is enabled or not, but there are ways to revert it, if you want to for some reason)

In other words, there won't be any problems loading up a save file without the mod enabled since Capacity will be the only permanent change. Everything else simply modifies values that the game calculates on it's own, so they will be reset to default whenever you turn off the mod and restart the game.

Regarding your other questions:

-Once I release a version with the capacity increasing feature, I'll make a list of which Components actually increase your capacity. Currently I've just chosen Chronomist because it has a low drop rate (2%), is available from a variety of enemies, and only sells for 1 gil (so you don't incidentally get super-rich while farming to boost your Capacity).

-I'm currently deciding on what to do about excess CP lategame, but mostly I'm aiming towards tweaking the balance so that you don't really ever have excess CP until you are pretty much done with the game anyway.

...Unfortunately that doesn't help in your case since you've already maxed out your characters, lol. I'll think about the possibilities, but in the case of CP it is pretty hard because I don't have the ability to add anything to the game's interface; I'm stuck with features that are already there (which is why I have to use the Shop interface to increase your Capacity with Chronomists since there is no way to use items directly from your inventory).




Last edited by Jobs; Jan 9, 2015 @ 3:15pm
Ryrin Jan 9, 2015 @ 3:34pm 
Is there a way to make the target times more forgiving? With the increased enemy stats, it becomes pretty hard to get 5 stars.

Oh and great job, btw. Good to see someone actually try to address this game's general lack of difficulty.
Last edited by Ryrin; Jan 9, 2015 @ 3:35pm
Kebess Jan 9, 2015 @ 3:37pm 
Originally posted by valduransl:
I'll think about the possibilities, but in the case of CP it is pretty hard because I don't have the ability to add anything to the game's interface; I'm stuck with features that are already there (which is why I have to use the Shop interface to increase your Capacity with Chronomists since there is no way to use items directly from your inventory).
Brilliant, using the interface in that way. So when we take into account the limitation of the interface, what are your options in the case of excess CP? Without going into details, what does/doesn't the CP interface allow you to do? Maybe I could help with some ideas, if I know what is allowed, ;)

Originally posted by valduransl:
In other words, there won't be any problems loading up a save file without the mod enabled since Capacity will be the only permanent change. Everything else simply modifies values that the game calculates on it's own, so they will be reset to default whenever you turn off the mod and restart the game.

Okay, so I don't have to be afraid of compatibility issues after, for example, a steam update that would make me unable to run a save file, due to some permanent modifications?


PS: I just realized you don't own the game (according to your steam profile). Are you some kind of genius able to create mods without even having the game?!
Kebess Jan 9, 2015 @ 3:39pm 
Originally posted by ryan0991:
Is there a way to make the target times more forgiving? With the increased enemy stats, it becomes pretty hard to get 5 stars.

Oh and great job, btw. Good to see someone actually try to address this game's general lack of difficulty.

I was thinking of this as well.
ShinkuTear Jan 9, 2015 @ 3:58pm 
Would it be possible to vary the changes to stats/gil/CP? 4x HP and 2x STR/MAG would be quite a bit harder... but if you can set something like that, maybe allow an option for set points inbetween? Like 2x HP, 1.25x STR/MAG or 3x HP, 1.5x STR/MAG, maybe 75% CP/Gil...

I like the idea of a difficulty boost, but I personally feel that such a boost might be too severe. Would also open up the idea of even bigger boosts for those crazy enough to want them XD

Good work doing this, regardless of if more options get added :) It is nice to see people putting in effort to make the game better :)
Last edited by ShinkuTear; Jan 9, 2015 @ 4:00pm
Kebess Jan 9, 2015 @ 4:11pm 
Originally posted by ShinkuTear:
Would it be possible to vary the changes to stats/gil/CP? 4x HP and 2x STR/MAG would be quite a bit harder... but if you can set something like that, maybe allow an option for set points inbetween? Like 2x HP, 1.25x STR/MAG, 3x HP, 1.5x STR/MAG...

I like the idea of a difficulty boost, but I personally feel that such a boost might be too severe.

That's what hard mode is all about, though ;) making you work hard to get things dead (as long as it doesn't get impossibly/frustratingly so, of course).
x2 damage is not too high if you use the appropriate accesories to mitigate damage on bosses with "burst phases". That combined with SEN-SEN-SEN would prevent any impossible situations.

x4 HP would only be an issue when it comes to 5 starring some particular fights. But, it shouldn't cause any impossible situations in battle.

Still, an option to choose between different difficulties would still be welcome, agreed.
darksteelhyren Jan 9, 2015 @ 4:12pm 
This sounds interesting. I'll try this over the weekend.

Can someone verify that this is malware free, before I download it? =P It probably is, but I have too much po-.... valuable documents on my computer I wouldn't want to lose to a trojan.

The only problem I forsee (besides boss fights) is the 5-staring issue. I hope it doesn't become impossible to 5-star things.

New player BTW, so this should be fun.
Last edited by darksteelhyren; Jan 9, 2015 @ 4:13pm
Jobs Jan 9, 2015 @ 4:15pm 
Yeah, extending target times should be possible. The reason I haven't adjusted it so far is because a high score increases your drop rate and I was ideally wanting to make drops more rare in whatever way possible. For the sake of flexibility though, I'll look into making an optional tweak that adjusts the target time to scale with the new HP values.

Originally posted by Kebess:
Brilliant, using the interface in that way. So when we take into account the limitation of the interface, what are your options in the case of excess CP? Without going into details, what does/doesn't the CP interface allow you to do? Maybe I could help with some ideas, if I know what is allowed, ;)

I'd need to do a bit of research first, but CP doesn't have much other than spending it to level up a Crystarium Node. The only thing that comes to mind is simply converting your post-battle CP directly into Gil if your characters are Lv.99 in all roles.

Still... when you think about how easy it is to get Gil right now, I'm not sure we need to add another way of getting it. xP

One possibility might be adding a "Reset Crystarium" option that lets you re-buy all your levels without resetting the stats you've already gained, which would result in the ability to level-up endlessly, but as you can imagine that would be pretty game-breaking seeing as how CP costs are already super-low. I definitely wouldn't recommend a tweak like that without setting your CP gains to something ridiculously low like 10-20%

Originally posted by Kebess:
Okay, so I don't have to be afraid of compatibility issues after, for example, a steam update that would make me unable to run a save file, due to some permanent modifications?

PS: I just realized you don't own the game (according to your steam profile). Are you some kind of genius able to create mods without even having the game?!

Most people would assume Piracy, lol. :P

I don't actually use this account for playing though. I'm poor so I share an account with family, and just use this one for posting since it has my UserID on it.

As for save compatibility, there shouldn't be any reason to worry... I don't write anything to the save files myself, I just tell the game what the new "Base Capacity" value should be and it saves it in the appropriate manner.
Last edited by Jobs; Jan 9, 2015 @ 4:16pm
Kebess Jan 9, 2015 @ 4:15pm 
Originally posted by darksteelhyren:
This sounds interesting. I'll try this over the weekend.

Can someone verify that this is malware free, before I download it? =P It probably is, but I have too much po-.... valuable documents on my computer I wouldn't want to lose to a trojan.

Sure, I'll sacrifice myself for your sake, :)
sammykneen Jan 9, 2015 @ 4:23pm 
Yeah I'd definitely like it if the target times were adjusted accordingly :)
Jobs Jan 9, 2015 @ 4:27pm 
Originally posted by ShinkuTear:
Would it be possible to vary the changes to stats/gil/CP? 4x HP and 2x STR/MAG would be quite a bit harder... but if you can set something like that, maybe allow an option for set points inbetween? Like 2x HP, 1.25x STR/MAG or 3x HP, 1.5x STR/MAG, maybe 75% CP/Gil...

I like the idea of a difficulty boost, but I personally feel that such a boost might be too severe. Would also open up the idea of even bigger boosts for those crazy enough to want them XD

Good work doing this, regardless of if more options get added :) It is nice to see people putting in effort to make the game better :)

Yeah that's definitely a possibility if people actually want it, but I would say try the current settings first. It sounds like a lot, but that's only because of how incredibly nerfed everything in this game is. I decided on 400% HP and 200% ATK because those settings closely match most FFXIII equivalents. In other words, if you didn't have many problems with FFXIII you shouldn't have too much trouble with most fights in this mod. (Can't speak for Valfodr Lv.99 and Gilgamesh though, since those guys were already harder than anything in FFXIII to begin with and now they are more than twice as hard lol)

That said, once I release the Capacity Increase feature and buff the ultimate weapons, the difficulty on these settings won't be actually that much harder than Vanilla, due to being able to equip even more HP or Damage Resistance accessories. The more likely scenario is that people will need an even harder mode. ;)

Last edited by Jobs; Jan 9, 2015 @ 4:39pm
Kebess Jan 9, 2015 @ 4:52pm 
Originally posted by Valduran:

Most people would assume Piracy, lol. :P
Thanks for the compliment!

Originally posted by Valduran:
One possibility might be adding a "Reset Crystarium" option that lets you re-buy all your levels without resetting the stats you've already gained, which would result in the ability to level-up endlessly, but as you can imagine that would be pretty game-breaking seeing as how CP costs are already super-low. I definitely wouldn't recommend a tweak like that without setting your CP gains to something ridiculously low like 10-20%

A reset would be perfect - I didn't know you could do that. But you should make it pretty much imposible to cap a second time (unless one were to spend actual years playing the game).
Otherwise, we'll have the same difficulty issue all over again.

ATM, one can max out the crys after some 10-hours of smart CP farming, I'd say, and this without taking into account the Fragment skill CP bonus.

So 10-20% CP would still be too much, I think. It should be lower than 5% at most. This would dissuade people from trying to farm CP post crys, but would at the same time give an interesting use to it even at that stage. In fact, why not go crazy and set it to 1%?
Last edited by Kebess; Jan 9, 2015 @ 5:03pm
SirNinja Jan 9, 2015 @ 5:18pm 
A 255 accessory capacity would be godly, if you can implement that. I really wish the maximum in the vanilla game was something like 200, and that the crystarium-level-up bonuses to accessory capacity were something like +40/+50/+60 rather than +20/+20/+10. 100 just isn't enough. It basically lets you wear one great accessory, and maybe one other crap one.

Originally posted by Valduran:
One possibility might be adding a "Reset Crystarium" option that lets you re-buy all your levels without resetting the stats you've already gained, which would result in the ability to level-up endlessly, but as you can imagine that would be pretty game-breaking seeing as how CP costs are already super-low. I definitely wouldn't recommend a tweak like that without setting your CP gains to something ridiculously low like 10-20%

I was actually thinking about the possibility of doing something like that for FFXIII. Reset everyone's Chrystarium but keep their stats, and optionally double the CP costs so the most expensive nodes cost 240,000 CP instead of 120,000. It would be great for people grinding their ultimate weapons to level ★ in postgame.

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