FINAL FANTASY IX

FINAL FANTASY IX

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Tirlititi Aug 4, 2016 @ 1:24pm
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Final Fantasy IX: Alternate Fantasy
Hi there!

Final Fantasy IX: Alternate Fantasy is a mod aiming to increase the difficulty and, above all, to give a new fresh experience of FF9 for those who already know the game well.
In the new version you can also recruit Beatrix in the party.

Download/Install:
Since v6.0, Alternate Fantasy must be installed using Memoria's Mod Manager.

Install or update Memoria by downloading and running Memoria.Patcher.exe from its Github:
┌─────────────────────┐
§ Memoria Engine mod[github.com] §
└─────────────────────┘

Note that, for now, Alternate Fantasy must have 'priority' over the Moguri mod if you use both of them.

Below are a couple of screenshots detailing the installation process step by step.

https://i.imgur.com/HgqDJ0W.png
Download and run Memoria.Patcher.exe

https://i.imgur.com/ABxhce9.png
Hopefully the patching process goes fine
If your game is not installed in the standard Steam directory, or in a external hard drive, try moving the patcher to your game directory before running it

https://i.imgur.com/X2Qsqfk.png
When launching the game, the "Install Mods" button opens Memoria's Mod Manager

https://i.imgur.com/tRuVxJ1.png
Download "Alternate Fantasy" from the catalog

https://i.imgur.com/OrYHYTK.png
Don't forget to activate it after installation
In most situations, the Moguri Mod should be moved to the bottom of the list (this is because Moguri Mod 8.3.0.0 packs a couple of assets that are duplicates of the game's default assets; placing it at the bottom has no impact or very small impacts on Moguri's features)

The mod fully works in any of the official languages of the game: English, Japanese (thanks to Moldsax), German (thanks to DSpecht), French, Spanish (thanks to link2015z) and Italian (thanks to TheFF8fan and Argon).

Also, if you use Hades Workshop, the HWS source file can be downloaded from my dropbox folder[www.dropbox.com] (it's in the archive "AF and PCP source files.zip").


What are the modifications?
A lot of them. Most are gameplay related but a few of them are also about the screenplay. There are two kinds of scenario-related changes:
1) A few dialogs that were suppressed during the game's development are put back in this mod. It includes the dialogs from the "Hidden Dialogs" patch plus a few others for which only the texts were kept.
2) As Beatrix can be permanently recruited after getting the airship (optional), cutscenes are changed from this point onward to include Beatrix in them.

Here is a list of the dialogs suppressed by the developpers and put back:
An extra dialog between Puck and Vivi over Alexandria's roofs, unmissable
A small line in the ATE "Time To Escape", missable
A few Steiner lines to ask for Magic Sword, unmissable
An extra line about Vivi's grandpa in front of Ice Cavern, unmissable
An extended dialog between Steiner and Morrid, unmissable
An extra ATE in Cleyra's cathedral, missable
A few lines in Pinnacle Rocks, after the first meeting with Ramuh, unmissable
An extra minigame in the occupied Linblum Castle, unmissable
A couple of lines in the base level of the occupied Linblum Castle, unmissable
A couple of lines at the Dragon's gate right after, missable
A couple of lines to setup a rescue plan with Mog, unmissable
An extra minigame when controlling Vivi in Alexandria for the 2nd time, missable

Also, there are 4 new bosses that can be fought at the end of the game.
For that, speak to Hades after defeating Lich and obtaining a Pumice: he will challenge you with new fights.
The 3 Black Waltzes fighting together
The 2nd opus of Tantarian, available only if you defeated it in Alexandria's Castle
Meltigemini, with pieces of real twins inside
The 4 Guardians fighting together

And Excalibur II can now be acquired by two different methods:
1) Reach and beat Hades in less than 14 hours,
2) Get all the collectable treasures of the game (there are 4 little mistakes allowed) to obtain the highest treasure rank.
Including a few Mimics, that makes 404 unique treasures to find.
The list is the same as in vanilla (for the locations at least) and can be found in this topic[gamefaqs.gamespot.com].


Gameplay-wise, there are a lot of changes. The battle system has been reworked, always with the aim of having more balanced mechanics and open to diverse strategies.

Here is a list of these changes: it is more or less written in decreasing order of importance, which allows you to stop reading whenever you don't want to know any more.


Changes in the abilities

An extended description of each ability can be found in this spreadsheet[docs.google.com].

In particular:
• Some abilities are short-ranged, meaning that they are influenced by the character's row [in vanilla, only the attack command is] and back attacks. They also can't be used against out-of-range enemies.
• Some abilities can deal critical strikes [in vanilla, only the attack command can], which doubles their damage.
• Some abilities use the properties of the character's weapon, which includes its element (if the ability has an element, both are taken into account) [in vanilla, only No Mercy, Stock Break and Shock does that], the bonus given by killer abilities and the weapon's status if the supporting ability Add Status is enabled [in vanilla, only the attack command does that].

• With Bandit enabled, stealing all the 4 items of an enemy cannot take more than 10 attempts:
The super-common item is stolen at the 1st attempt,
The common item is stolen for sure after 1 unsuccessful steal,
The rare item is stolen for sure after 2 other unsuccessful steals,
The super-rare item is stolen for sure after 3 other unsuccessful steals.
When Master Thief is also enabled, only 1 unsuccessful steal can be done between each successful steals (so all the items are stolen after 7 attempts maximum), and the most rare items have the priority.
When Bandit is not enabled and the first steal's random check fails, the counter of unsuccessful steals is not increased [as in vanilla, the first random check is "Random(0, Caster's level + spirit - 1) ≥ Random(0, Target's level - 1)" ; this check is bypassed by Bandit].
Zidane can still steal items with luck, in which case the counter of unsuccessful steals neither increase or reset.

• The trance of any ally can be manually triggered using Zidane's Transcend skill provided that the gauge is already at 50% at least.
• Beatrix has a double-cast Seiken + White Magic trance.
• Quina's trance has changed to Double Blue.
• Scan cannot miss anymore [in vanilla, it misses against most bosses and several special enemies],
• Summons are special for 3 reasons:
1) As in Vanilla, their power increases with the number of jewels that you own (except for Odin for which it is a penalty), up to a +49 bonus [+99 in vanilla],
2) Their power increases each time you cast them, up to 50 times for a bonus of +50,
3) The first time you cast a summon in a battle, it gets priority over the other commands: it is summoned before the other commands in queue, even if the ATB gauge was filled after. When Dagger and Eiko are both in the battle, summons get priority once for both of them.
• Stellar Circle 5 and Meo Twister increase the critical rate on the enemies, adding a 33% chance to the default critical chance (non cumulative).
• Gravity damage are now effective against all the enemies, including bosses. Their power is divided by 4 against bosses [in vanilla, Gravity spells always miss on most bosses].
• Using a Soft on a stone-type enemy cuts its current HP in half. It deals 1/8 of a boss's current HP against a boss instead [in vanilla, using a Soft on a stone-type enemy immediatly kills it].

Note that some weapons get a special power bonus with the Attack command (thief swords and knight swords are empowered by spirit, rackets are empowered by speed and Save The Queen is empowered by level). As in vanilla, this bonus only applies when using the Attack command.

Supporting Abilities

Auto-Shell, Auto-Protect, Cheat Fate (immunes against Doom) and Fidget are added to several characters.
When Fidget is activated, the character changes row everytime s/he attacks.
Bright Eyes, Restore HP, Reflectx2 and Gamble Defence are removed.
Accuracy+ now immunes against Blind [in vanilla, physical attacks cannot miss with Accuracy+ even under Blind, the only effect of which is then to remove the character's evasion against enemy attacks].
Protect Girls triggers anytime [in vanilla, it triggers only under 50% of Max HP].
Cover triggers under 50% of Max HP [in vanilla, it triggers only under 17% of Max HP (yellow HP)].

The way that most damage modifiers work has changed:
• When accumulated, the damage bonuses give +50%, +100%, +125%, +150%, +162%, +175%, etc... (the theoretical limit is a bonus of +200%, which is 3 times the base power),
• For Steiner's trance, these bonuses are doubled to +100%, +200%, +250%, +300%, +325%, +350%, etc... [in vanilla, Steiner's attack command gets a +200% bonus instead of the usual +50% given by Trance; it is not the case anymore],
• The damage penalties cancel damage bonuses,
• If there are more damage penalties than bonuses, the damage are halved that many times.
Damage bonuses include Killer abilities, elemental equipment boosts, target's elemental weaknesses, Berserk or Trance, target's Sleep, target's Mini, back attack, special supporting abilities (High Jump, Concentrate, Power Throw) and MP Attack (Attack command only).
Damage penalties include Mini (for most of magic attacks), short-ranged attacks from back row, multi-targeting a spell that can be single-target, target's elemental resistances, target's defend, target's shell or protect.
Critical strikes (damage x2), summon short forms (damage x0.67) and physical attacks under Mini (damage drastically lowered) are not concerned by the above.
[In vanilla, the damage are multiplied by 1.5 for each bonus instead, except that killer abilities, elemental boosts, weaknesses and resistances are applied no more than once each.]
Damage bonuses are marked visually with a small blow effect for each bonus at impact.

Fixed Return Magic non working on Necron or behaving differently than in the PSX version of the game (multi-target spells are now multi-target returned).

Statuses

The duration and speed of statuses has been reworked.
They are now independant of the fighter's spirit, except for Doom and Gradual Petrify (the more spirit you have, the longer it takes).
Haste and Slow respectively decreases and increases the status duration and respectively speed up and slow down the ticks of Poison, Venom and Regen.
[In vanilla, the more spirit you have, the longer statuses last, except for Doom and Gradual Petrify that are running faster with higher spirit. The ticks of Regen are also faster while the ticks of Poison and Venom are slower.]

Blind makes the target selection unreliable, for both the enemies and the player characters:
https://i.imgur.com/k6HEQDa.png
In this situation, Garnet is blinded:
- single-targeting Vivi or Zidane will be unreliable (either one can be aimed at in the end) because they are both on Garnet's right side,
- single-targeting oneself is reliable,
- single-targeting Quina is reliable because s/he is the only one on Garnet's left side,
- single-targeting any enemy is unreliable (any enemy can be aimed at in the end),
- multi-targeting is reliable.

Float gives a +30% evasion bonus against physical attacks if the attacker doesn't float.
Remedies cure Poison, Venom, Silence, Blind, Stop, Mini, Gradual Petrify, Confuse, Heat and Freeze [in vanilla, it doesn't cure Confuse, Heat and Freeze].
Phoenix Pinions cure Doom (they also cost and sell cheaper).
Vanish is efficient against more attacks (all the short-ranged physical attacks).
Defending protects against many negative statuses: Silence, Blind, Confuse, Berserk, Sleep, Heat, Freeze and Gradual Petrify.
Confuse triggers a back attack bonus half of the time [in vanilla, only back attacks at the start of battles and running away can trigger a back attack bonus].
Silence drastically lowers trance increase.

Poison and Doom can now be inflicted to several bosses.
For Poison, the damage per tick on bosses is 1/64 of Max HP instead of 1/16.
For Doom, a boss doesn't die at the end of the countdown but looses 1/5 of its Max HP instead.

Heat and Freeze last only a short time. Freeze lasts 1.5 times longer than Heat.
Vanish and Sleep last longer.
The ticks of venom are 1.5 times slower than the ticks of Regen or Poison [in vanilla, they are 2 times slower].

Steiner's Break abilities can be used against bosses but are less effective [in vanilla, they are just as effective as usual]:
• Power/Magic Break: bring to 80% of the boss's normal stat, instead of 67%.
• Armor/Mental Break: bring to 67% of the boss's normal stat, instead of 50%.
These can be used again if the enemy somehow changes its stat through a special ability.

Enemies

Reasonably increased the stats of enemies and made them harder through their AI.
The Max MP of the enemies have been drastically lowered in order to get emptied in a decent amount of time through MP damage.

Changes to the party's abilities reflect on the enemies' abilities.
More statuses are inflicted by enemy attacks and spells.
More abilities can be critical strikes, especially the physical attacks [in vanilla, a non-missable physical attack, like Ark's Boomerang, doesn't have critical] or the breaths.

The class of several enemies has been changed. Enemies are not automatically "birds" as soon as they are floating or flying, and there are more "humanoids".
Classification is less restricted by gameplay constraints [in vanilla, a few bosses are not "stone" or "zombie" despite the evidence because it would mean a free win; it is no longer the case].

Ragtime Mouse's questions are modified.
Quina may eat humanoids [in vanilla, they are non edible, like most bosses].

Miscellaneous

A few chests have a changed content. In particular:
• The Dragon's Hair and the Kain Lance are switched, making Dragon's Hair only available in late game,
• The Tiger Racket is only available after the return of the mist and seeing a cutscene with Quan (this specific optional cutscene is thus delayed),
• Several Hammers can be obtained; Hammers can be used by Vivi, Eiko and Dagger to improve their strength,
• Several acclaimed prices in Treno's Auction House have a delayed availability (Dark Matter in particular).

The elemental weakness given by pieces of equipment are now given in their description [in vanilla, they are hidden].
The Cotton Robe money trick was removed (they sell a bit less).
A couple of weapons can be used by several characters (for instance, Dagger can use the... dagger).
The ultimate weapons give a big boost to main characteristics (Strength, Magic, Speed and Spirit).
A few minigames have been tweaked.


Note about the version "Beatrix-only"

That version is meant to provide additional content without changing the difficulty or the gameplay of the vanilla (non-modded) game. It includes:
- Recruitable Beatrix (with cutscenes, abilities, trance etc.),
- Hidden scenes cut by the devs,
- The optional stuff that Hades offers (4 extra bosses and their rewards; the extra bosses are slightly easier since they inflict less statuses, but their damage and HP are the same as in the main version of the mod),
- Thunder Slash fix (that's the only non-optional gameplay aspect I kept in that version).


Enjoy !
Last edited by Tirlititi; Aug 18, 2024 @ 9:01am
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Showing 286-300 of 3,053 comments
japgranadillo May 29, 2017 @ 7:17am 
Originally posted by QueueCumBear:
Originally posted by japgranadillo:
Hi, I am using fraggoso's hd background plus alternate fantasy mod but when I use warm up with zidane he dies 'like if he were using sacrifice', and when I use trascend he uses lucky seven. any tip on how to solve this? I already used the CSharp.dll than QueueCCumbear posted.

I actually have the same problem, also Phoenix Pinion doesn't cure doom and can still be sold for 1000gil

So basically you either use alternate fantasy mod or HD backgrund but we can't really mix them because this happens... monsters have alternate fantasy abilities but my character has their original abilities with the new names
Tirlititi May 29, 2017 @ 9:27am 
You can use both. You need to import Alternate Fantasy's .hws file in Hades Workshop and just enable the "Custom Backgrounds -> 64" macro.
You also need to download the HD mod, of course, and install the "p0data" files.

I did that for you there: just use this DLL in place of your current Assembly-CSharp.dll.
https://www.dropbox.com/s/3ebzpbe0h5xybul/Assembly-CSharp.dll?dl=1

EDIT: The link above is working as long as you don't use any other mod changing the game's engine (ie. the "Assembly-CSharp.dll"). TehMighty made a Battle UI mod and provides the compatibility files himself, so you need to use his files if you want his mod in addition to the HD mod + Alternate Fantasy.
Last edited by Tirlititi; Aug 18, 2018 @ 3:18pm
Serafie1999AD May 31, 2017 @ 1:50am 
I'd like to use the added Beatrix scenes (and maybe support abilities) together with Albeoris' Memoria mod. Is there some way to make them work together?
Tirlititi May 31, 2017 @ 1:29pm 
It's possible to add the Beatrix scenes with Memoria's mod, but it's a lot more complicate if you want the supporting abilities.

You can use Daeoc's modded files and instead of using all the files, use only the file p0data7.bin.
Serafie1999AD May 31, 2017 @ 4:09pm 
Originally posted by Tirlititi:
You can use Daeoc's modded files and instead of using all the files, use only the file p0data7.bin.

So if I only want Beatrix's story scenes with the Memoria mod, is this all that I need to do? Do I need to do something to Assembly-CSharp.dll, since Memoria has modified the file?
Unseen Jun 12, 2017 @ 3:53am 
Damn I didn't really wanna get FF9 right now for steam but this is making it more tempting.
QueueCumBear Jun 12, 2017 @ 11:34am 
Originally posted by mattshaneworkman:
Damn I didn't really wanna get FF9 right now for steam but this is making it more tempting.
Summer sales are coming up it's probably on discount, if you've played the ps1 versions it's worth it for the mods to get it on steam.
modiX Jun 13, 2017 @ 5:17am 
Hi Tirlititi,

I love FF9 and I'm looking for a well thought hardcore mod. I'm facing two problems towards modding the game, though:

1. I'm a native German, I played the game in German and English, and I've to admit, the German translation is way better than the English. If you would be a native German who played it in German, you would know what I'm talking about. The translator of the German edition did hell of work to make it authentic. He, for instance, implemented a special German dialect for Cinna. Also Garnet's default name is Lili (for Liliendolch, German for "Lily dagger"). He implemented many funny ambiguities that only work in German in trade of the sadly lost hidden reference "No cloud, no squal hinder us!"). It's still a master piece in German and I wish I could play your mod in German language, but I bet it will not work, because of the additional scenes of Beatrix? Please tell me if this is possible or what would happen if I try to play your mod on German?

2. One thing I absolutely dislike is the fact you have to play through the game on Lvl 1 for max stats, because your stat growth depends on the items you are wearing at level up. I would prefer to make it even more harder by disabling this oddity, I prefer to not get any additional stats on level up, even when it's even more harder then. How is it in your mod? Did you disable it? Can I early level up? I love grinding and don't want to wait until the end of the game. I prefer to have a challenge to disc 4 bosses on level 99, too.

Looking forward for some answer and help. :steamhappy:
Last edited by modiX; Jun 13, 2017 @ 6:35am
Tirlititi Jun 13, 2017 @ 11:16am 
@Sefie1999AD: Yes, you use that file (you'll need the resources.assets also, sorry for forgetting that) but don't change anything with the DLL. You can't use a custom Assembly-CSharp.dll along with Memoria.

@modiX: I completly understand as I have the same kind of feelings for the french version (actually, the mod was made first in french back in the days, when it was on PSX). I plan to make it compatible with all the available languages but that not for now: I'm currently working on 3D models, then I'll improve the text modding in my tool and only then I'll make AF compatible.
The added scenes with Beatrix are not the only thing that would bug if you tried to play the game in german. All the scripted events and enemies' AI are language-specific, so playing in german would have weird effects on several battles for which there is a modded AI.

For the lvl1 game, I didn't that aspect. I removed the forced exp of several battles so that one can bring a lvl1 party to the end (minus Beatrix that has to absorb some Mistodon exp because I didn't think about her ^^"), but the system of stats-boosting itself is the same.
However, I guess you know that, but the difference in stats is quite minimal and aren't worth anyone getting sick because of them.
Last edited by Tirlititi; Jun 13, 2017 @ 11:16am
Serafie1999AD Jun 15, 2017 @ 8:09am 
Originally posted by Tirlititi:
@Sefie1999AD: Yes, you use that file (you'll need the resources.assets also, sorry for forgetting that) but don't change anything with the DLL. You can't use a custom Assembly-CSharp.dll along with Memoria.

Thanks for the information! I also noticed that resources.assets was needed to get the dialogue boxes. So far, p0data7.bin and resources.assets have worked with Memoria without problems. Giving Beatrix support abilities with Memoria was quite straightforward.
modiX Jun 19, 2017 @ 3:26am 
Originally posted by Tirlititi:
@modiX: I completly understand as I have the same kind of feelings for the french version (actually, the mod was made first in french back in the days, when it was on PSX). I plan to make it compatible with all the available languages but that not for now: I'm currently working on 3D models, then I'll improve the text modding in my tool and only then I'll make AF compatible.
The added scenes with Beatrix are not the only thing that would bug if you tried to play the game in german. All the scripted events and enemies' AI are language-specific, so playing in german would have weird effects on several battles for which there is a modded AI.

For the lvl1 game, I didn't that aspect. I removed the forced exp of several battles so that one can bring a lvl1 party to the end (minus Beatrix that has to absorb some Mistodon exp because I didn't think about her ^^"), but the system of stats-boosting itself is the same.
However, I guess you know that, but the difference in stats is quite minimal and aren't worth anyone getting sick because of them.

Thank you for your response. It's great that you plan to make it compatible with all the other languages. I will wait for that. Since I barely play games at all, this won't be a big deal for me, so please, take your time. About the Lvl 1 game, maybe you can fix Beatrix forced EXP, too? So other people can enjoy Lvl 1 game even more? Would it be possible to remove the stat boost with an optional option or something? I really don't want any stat boost at all.

Thank you for your work. :)
Xeltos Jun 21, 2017 @ 8:36am 
Guess this doesn't work with the HD Background mod cause of the Csharp.dll being different?
Daeoc Jun 21, 2017 @ 9:08am 
Originally posted by Daeoc:
Originally posted by Axce:

Yay! It worked! Thank you so much! :D
Use this if you want to use the mod and also the new backgrounds that were just released: http://www.media0fire.com/file/y5r9kf6uoccs5ov/Assembly-CSharp.dll
(remove the 0)

All you have to do to get Fraggoso's backgrounds to work with this is to replace the Assembly-CSharp with this one. Don't use this if you aren't using his backgrounds, else the backgrounds will be all messed up.

I also updated the mod to work with the latest update so you don't have to go through the .hws(still based off of AF 4.2), http://www.medi@fire.com/file/8pire2x1rlheu2l/Beatrix%2BSupport.zip
(replace @ with a)


Originally posted by Tirlititi:
You can use both. You need to import Alternate Fantasy's .hws file in Hades Workshop and just enable the "Custom Backgrounds -> 64" macro.

I did that for you there: just use this DLL in place of your current Assembly-CSharp.dll.
https://www.dropbox.com/s/3ebzpbe0h5xybul/Assembly-CSharp.dll?dl=1

Use the first one if you are using Beatrix with Supporting Abilities, and the second one if you are using Alternate Fantasy.
Last edited by Daeoc; Jun 21, 2017 @ 9:13am
Xeltos Jun 21, 2017 @ 11:42am 
Originally posted by Daeoc:
Originally posted by Daeoc:
Use this if you want to use the mod and also the new backgrounds that were just released: http://www.media0fire.com/file/y5r9kf6uoccs5ov/Assembly-CSharp.dll
(remove the 0)

All you have to do to get Fraggoso's backgrounds to work with this is to replace the Assembly-CSharp with this one. Don't use this if you aren't using his backgrounds, else the backgrounds will be all messed up.

I also updated the mod to work with the latest update so you don't have to go through the .hws(still based off of AF 4.2), http://www.medi@fire.com/file/8pire2x1rlheu2l/Beatrix%2BSupport.zip
(replace @ with a)


Originally posted by Tirlititi:
You can use both. You need to import Alternate Fantasy's .hws file in Hades Workshop and just enable the "Custom Backgrounds -> 64" macro.

I did that for you there: just use this DLL in place of your current Assembly-CSharp.dll.
https://www.dropbox.com/s/3ebzpbe0h5xybul/Assembly-CSharp.dll?dl=1

Use the first one if you are using Beatrix with Supporting Abilities, and the second one if you are using Alternate Fantasy.

Thanks! :D
authenticmaniac Jun 25, 2017 @ 6:55pm 
I'm confuse about something, why does Steiner (1st battle) goes straight to him using Moonslash? I've been curious to know on how do I change that? I just feel weird if every boss battle I go through is gonna be straight to the end.
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