FINAL FANTASY IX

FINAL FANTASY IX

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Tirlititi 4 AGO 2016 a las 1:24 p. m.
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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 !
Última edición por Tirlititi; 18 AGO 2024 a las 9:01 a. m.
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Mostrando 1,186-1,200 de 2,972 comentarios
Tirlititi 25 NOV 2019 a las 10:12 a. m. 
1st answer, you need the 1st one.

When you want both mods, you need to install Memoria (through Moguri) first and only then the 3rd download link of AF.

By the way, you can always remove all the mods installed by right-clicking FF9 in your Steam's library, then "Properties -> local files -> verify the integrity of local files". It will download the non-modded files again.
Última edición por Tirlititi; 25 NOV 2019 a las 10:14 a. m.
Guff 25 NOV 2019 a las 3:40 p. m. 
Update: Just got out of Evil Forest, and so far everything seems to work. I'll edit this comment if I encounter any problems later down the line.
Hello Tirlititi is this mod working now with the scaled UI mod.
greenTeaLatte 26 NOV 2019 a las 11:31 p. m. 
Hi Tirlititi, your link for the mod with moguri (3rd link) doesnt seem to be working. I tried downloading from google drive and receive network error


edit: using google sync made it work :D
Última edición por greenTeaLatte; 26 NOV 2019 a las 11:46 p. m.
The Lion Lieutenant 27 NOV 2019 a las 11:08 a. m. 
Hello again o/

I've been thinking about the Pandemonium part (You're Not Alone!) with the 3 forced fights and actually wanted to have an iteration where Beatrix joins at the third battle (Shell Dragon) instead of the second, so each fight would be 3v1.

Which specific portions/sections in the script (or respective Field/s) would
I need to move/replace to which entries (where the 3rd battle occurs) to adjust this?

Thanks in advance c:
Última edición por The Lion Lieutenant; 27 NOV 2019 a las 11:08 a. m.
jabberish 27 NOV 2019 a las 12:28 p. m. 
Does this mod change equipment availability in shops/synth? I can't craft the Exploda in Lindblum disc 2.
Le Rat Tective 27 NOV 2019 a las 3:13 p. m. 
Hello everyone i installed Moguri Mod with Alternate Fantasy Everything works wells except one thing : The police type from Moguri isn't integrate with Alternate Fantasy is there any ways to correct that ? Like have everything but also include the police type for my FFIX.
If someone could do that ... well praised you son.
Psyonicking 29 NOV 2019 a las 7:16 p. m. 
Went up against Tiamat. He countered everyone with snort until game over. How is that even fair XD
stevenlamphere 30 NOV 2019 a las 8:13 p. m. 
If you don't mind my asking, how did you manage to give Beatrix a Trance, I recall some time ago you were struggling with that very thing!
pulsedrivedaylen 1 DIC 2019 a las 12:58 a. m. 
Publicado originalmente por Jigga:
Went up against Tiamat. He countered everyone with snort until game over. How is that even fair XD
i dont know if this has been changed but in the vanilla, Tiamat can fall asleep when Quina uses Night so maybe you can try that haha

anyway someone said timing the attacks is key
https://gamefaqs.gamespot.com/boards/197338-final-fantasy-ix/72398529?page=5
Tirlititi 1 DIC 2019 a las 9:36 a. m. 
@Marmite and Cucumber Sandwiches: Unfortunatly not. The scaled UI mod was not compatible with anything last time I've checked (in particular, it is not compatible with Memoria or the Moguri mod). It might be possible to code the mod yourself using dnSpy and then you'll have full compatibility with whatever you want. You need to contact the scaled UI mod's author to ask him how he coded his mod though.

@RPG Addict: You'd need to modify both the script of Pandemonium's circular hall and the script of the ShellDragon fight (+the script of Pandemonium's hall if you need to remove the scene added by AF).
In "Environment -> Fields -> Pandemonium's circular hall", click on "Edit Script".
If you are using AF as a basis, then you'll see functions for Beatrix... she's linked to the last entry in any case (you don't need to add a new entry for her).
You need to control the cutscene and its flow. I guess that it's either in the function "Main_Loop" or "Zidane_Loop" (that's for sure in the one that is the longest).
Adding functions for Beatrix (right-click on the function list, adding functions for the last entry), you can add small sequences of actions (dialogs with "WindowSync" and such, animations with "RunAnimation", "Walk", etc...).
Then in the function that controls the cutscene's flow, you decide where these small sequences should take place and add "RunScriptSync" lines there...
Also, I guess that you want to make her appear after the fight, in which case you can add an "InitObject" line for Beatrix after the "Battle" line in place... or you can do like what's done with Dagger and add the "InitObject" in the "Main_Init" function and hide/show lines to make her appear.
In the battle, you need to add a few lines of dialog I guess and a way to make her appear much like Dagger.
In any case, that's not an easy job but it gets easier once you are used to. This post[forums.qhimm.com] could help.

@jabberish: Yes a bit. I don't remember about Exploda in particular.

@Le Rat Tective: I *think* that the font is commanded by the "Memoria.ini" file in your FF9 folder. I don't see why AF would mess with it but it's true that I didn't generate the AF files with this option activated.

@Jigga: His condition for countering with Snort are exactly the same as in the vanilla game :p
(To be fair, it's much easier for him to meet this condition now; I just reused a gimmick of him that almost nobody noticed and made it an actual threat).

@stevenlamphere: There was a tricky part with the glowing that made my previous attempts unsuccessful (if it wasn't properly handled, the game was freezing when her trance activated). Other than that, it was a bit of work but it's mostly done naturally and without any more problems, as long as you do like me and give up the ambition to create a special model for that ^^"

Sorry for the late answer. I was not available this week.
Lobster Lord 1 DIC 2019 a las 7:31 p. m. 
Hi Tirlititi, thanks so much for the mod. I'm having a blast going through the game again (beaten it a few times now) and just installed Moguri Mod. HD backgrounds + your mod are a fresh way to take on the game.

Can I make a few suggestions? I got so eager to make my own mods via Hades Workshop because I like the game so much and I like what you did with Alt Fantasy.

I would try to do these myself with HW, but I didn't get very far at all because I don't have a lot of patience with coding.

In any case - may I recommend the following:

- Any way to have Scan show Blu Magic that Quina can learn?
- Or, if possible change the % of HP required to Eat. Learning Blue Mag is a painful and time consuming process. Another idea is to give Quina an ability that reduces the enemy HP to 25% so he can easily eat them.

- Same thing with Steal. I thought of reworking it if I knew how to code; but I think that Stealing repeatedly detracts from the fun of the game. It used to be fun but I think modern game mechanics should shy away from this sort of thing.
- Perhaps give Zidane Master Thief from the beginning. Or, remove the items that are stealable from enemies; and instead; give them as a reward for beating them (I think a much better incentive to get powerful items.)

In terms of enemy balance, I noticed a slight increase in difficulty, but nothing drastic. I also don't think the scripted enemies like the Black Mage soldier fights (for example in Gizamaluke Grotto or Cleyra, or Alexandrian soldiers) seem modified at all; this would be a good opportunity to buff them.

I think that's all I can recommend for now.
Tirlititi 2 DIC 2019 a las 12:39 a. m. 
Hello Lobster Lord,
I retired from modding. I won't do anything anymore (perhaps re-update the files if the Moguri mod or Memoria gets a big update that requires other files for compatibility). I only answer questions.

It is possible to add messages to scan using the tool dnSpy. That's in the method "DisplayMessageLibra" of the class "BattleUI" (from memory).

The % of HP for Quina's eat is set by its accuracy. It has an accuracy of 4 which means MaxHP/4. Using different numbers, it is possible to use 50%, 25%, 12.5%, etc... of MaxHP (that can be done in HW or directly in the .csv file since you have the Moguri version). You need to modify the code for other pourcentages.

The Black Mages should target 2 characters with their spells, which is not something happening without the mod. If they still cast their spells on 1 target, that means you didn't install the mod properly (most probably, you didn't put the p0data7.bin in the correct folder: it should go to a subfolder of the Moguri installation folder).
Lobster Lord 3 DIC 2019 a las 12:13 a. m. 
@ Tirlititi

Thanks so much for response. I will look into your advice.

Kind of dissapointed you retired, but you had your good reasons.

I actually just got to Oeilvert with your mod. Some bosses are definitely tuned much better (I just beat Tantarian, and he was significantly harder.) I also enjoy you rebalancing the Abiltiies and their magic stone costs. Game just feels more tight and balanced.

That said I would like to improve on your mod just for fun. I find it enjoyable to design games and FFIX is one of my favorites, so I really appreciate your hard work on the mod. It's better than the original, IMO.

edit: and all that combined with the Moguri HD textures and the toggleable Trance, makes it a much better version than the original.
Última edición por Lobster Lord; 3 DIC 2019 a las 11:15 a. m.
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