FINAL FANTASY IX

FINAL FANTASY IX

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Tirlititi 4 Ağu 2016 @ 13:24
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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 !
En son Tirlititi tarafından düzenlendi; 18 Ağu 2024 @ 9:01
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2,943 yorumdan 1,786 ile 1,800 arası gösteriliyor
Unless you have skipped treasures given by frog catching and rope jumps, the counter is not broken (if you get +10 frogs per catch, that's likely to make you miss items and thus rank points).

I thought there could be a bug like that with his multiple drain cast (although I recalled doing something to prevent that...). If that only happens in game over situations, then that's not so terrible.
Due to an annoying mouse I accidentally moved some files into another folder (from beatrixmod folder to moguri I think). I cancelled the operation, but was afraid some stuff had still been moved that I wasn't sure off. I checked my game and it still worked, but I noticed that some scenes that should have had beatrix in them, instead showed Garnet, I am pretty sure that the first time I played beatrix mod it simply showed beatrix. So I am not sure whether the error is because I messed up my files, or if its' because that doesn't work in Moguri, can anyone confirm that even in normal scenes (like fighting the monster in treno), that you should be able to select Beatrix and have her walk into the scene? Right now I had to select Garnet, and Garnet walked in, but when she fell down, I fought with Beatrix as expected.
That's typically what the Moguri (Memoria) mod would do, so it's not about file displacement.
I've been playing and enjoying your mod a lot but I've ran into the invincible amdusias fight and can't seem to get around it no matter what I do. I'd really like to finish this game/mod. Is there any way to fix this?
I just wanted to post a followup. I deleted "Alternate Fantasy" out of the memoria.ini and did the amdusias fight. As soon as Zidane goes to the next room a continue point is created, so you can then put the "Alternate Fantasy" back in the memoria.ini (this is so you do NOT lose Beatrix) and although Abaddon was a bit buggy (there was two of them for some reason) the rest of the fights are completable.

There is another bug after the Kuja fight, but luckily right after defeating Kuja another continue point is created, so you can repeat the process to get past the bug. Right after the cutscene where Kuja destroys Terra, a new continue point is made (when you resume control) so you can put the files back in.

I've confirmed if you do it this way, nothing game breaking happens to your files. You retain all abilities, blue magic, items, etc and also Beatrix. I THINK if you proceed with vanilla files all the way through Pandamonium/the boss fights, it will remove Beatrix although I did not try. Do the method I outlined above and you 100% keep Beatrix.

To the mod author, before i criticize you I just want to say thank you for creating this mod. I play a lot of rpg mods and I love that they give me a nice excuse to revisit classic games im madly in love with.

That being said, fix this ♥♥♥♥ dude. These are massive game breaking bugs, that a player SHOULD NOT have to deal with. For starters put a massive warning on the front post telling people, because if I COULDNT have ♥♥♥♥♥♥ past this ♥♥♥♥♥♥♥♥ I would have been pissed and considered the 60+ hrs i put into this mod to be a complete waste. I never would have even played it had I known... luckily there is a jank as ♥♥♥♥ workaround.

I'll also leave some brief thoughts about the mod. (I'm start of disc 4, so I might say some incorrect stuff that I don't know about yet)

1) Not hard enough
The only fights that have been hard is the optional Tantarian fight and Quan. Both optional and Quan I fought earlier than i should/could have, so my fault. Tantarian is a bunch of ♥♥♥♥♥♥♥♥ though, I suggest you change him because he is MASSIVELY tougher than any other fight in the game. Why he's hard: 1) No dedicated healer, you need to use Reis Wind and Chemist/Hi-Potions and they simply cant keep up with his damage when he spams that AoE ♥♥♥♥. 2) Can get super unlucky and have his real form never appear. 3) Can't physical attack him so you need to use Vivi or cheese him with trance like I did.

It's not like broken or anything, but the game has been a cakewalk except this dude, whom I died several times against before getting lucky. Tone him down.

I would buff boss Hp across the board to be honest, every boss has died way easier/quicker than expected. (I tend to grind a bit and get all abilities possible, so I'm slightly overleveled) I understand this isn't a hard mod exactly and some players like to avoid grinding at all costs, but bosses could easily have 50% more HP and still be fair. As is they go down so quick sometimes I need to reset because I didn't steal all their items yet.

2) Beatrix's dialogue + Zidane's when she joins
Specifically when she joins the party, could be reworked. It is clunky and doesn't flow right. Sounds like a non native speaker wrote it.

3) Give us back the protect rings
You have removed a lot of protect rings from the game and its very unnecessary. Maybe you stuck some in disc 4 side quests or Memoria, but so far the mountain crack one is gone and the ragtimer one is gone. I only have 1 from hot n cold and i hate doing that so i wont be farming it. Give the player atleast 2 protect rings (might be ignorant because I've yet to finish the game, if I'm wrong kindly ignore this)

4) Put somewhere in your 1st page post that Beatrix can equip Heavy swords such as Excalibur and Ragnarok. I almost didn't use her, because I thought she would be stuck with Save the Queen. This needs to be easily known.

I might think of more stuff later, but this post is long enough for now.

Again, cheers for the mod despite my complaining it was different enough (with Moguri) to warrant a playthrough although I definitely prefer the Unleashed mod.
İlk olarak DeathByHentai tarafından gönderildi:
I just wanted to post a followup. I deleted "Alternate Fantasy" out of the memoria.ini and did the amdusias fight. As soon as Zidane goes to the next room a continue point is created, so you can then put the "Alternate Fantasy" back in the memoria.ini (this is so you do NOT lose Beatrix) and although Abaddon was a bit buggy (there was two of them for some reason) the rest of the fights are completable.

There is another bug after the Kuja fight, but luckily right after defeating Kuja another continue point is created, so you can repeat the process to get past the bug. Right after the cutscene where Kuja destroys Terra, a new continue point is made (when you resume control) so you can put the files back in.

I've confirmed if you do it this way, nothing game breaking happens to your files. You retain all abilities, blue magic, items, etc and also Beatrix. I THINK if you proceed with vanilla files all the way through Pandamonium/the boss fights, it will remove Beatrix although I did not try. Do the method I outlined above and you 100% keep Beatrix.

To the mod author, before i criticize you I just want to say thank you for creating this mod. I play a lot of rpg mods and I love that they give me a nice excuse to revisit classic games im madly in love with.

That being said, fix this ♥♥♥♥ dude. These are massive game breaking bugs, that a player SHOULD NOT have to deal with. For starters put a massive warning on the front post telling people, because if I COULDNT have ♥♥♥♥♥♥ past this ♥♥♥♥♥♥♥♥ I would have been pissed and considered the 60+ hrs i put into this mod to be a complete waste. I never would have even played it had I known... luckily there is a jank as ♥♥♥♥ workaround.

I'll also leave some brief thoughts about the mod. (I'm start of disc 4, so I might say some incorrect stuff that I don't know about yet)

1) Not hard enough
The only fights that have been hard is the optional Tantarian fight and Quan. Both optional and Quan I fought earlier than i should/could have, so my fault. Tantarian is a bunch of ♥♥♥♥♥♥♥♥ though, I suggest you change him because he is MASSIVELY tougher than any other fight in the game. Why he's hard: 1) No dedicated healer, you need to use Reis Wind and Chemist/Hi-Potions and they simply cant keep up with his damage when he spams that AoE ♥♥♥♥. 2) Can get super unlucky and have his real form never appear. 3) Can't physical attack him so you need to use Vivi or cheese him with trance like I did.

It's not like broken or anything, but the game has been a cakewalk except this dude, whom I died several times against before getting lucky. Tone him down.

I would buff boss Hp across the board to be honest, every boss has died way easier/quicker than expected. (I tend to grind a bit and get all abilities possible, so I'm slightly overleveled) I understand this isn't a hard mod exactly and some players like to avoid grinding at all costs, but bosses could easily have 50% more HP and still be fair. As is they go down so quick sometimes I need to reset because I didn't steal all their items yet.

2) Beatrix's dialogue + Zidane's when she joins
Specifically when she joins the party, could be reworked. It is clunky and doesn't flow right. Sounds like a non native speaker wrote it.

3) Give us back the protect rings
You have removed a lot of protect rings from the game and its very unnecessary. Maybe you stuck some in disc 4 side quests or Memoria, but so far the mountain crack one is gone and the ragtimer one is gone. I only have 1 from hot n cold and i hate doing that so i wont be farming it. Give the player atleast 2 protect rings (might be ignorant because I've yet to finish the game, if I'm wrong kindly ignore this)

4) Put somewhere in your 1st page post that Beatrix can equip Heavy swords such as Excalibur and Ragnarok. I almost didn't use her, because I thought she would be stuck with Save the Queen. This needs to be easily known.

I might think of more stuff later, but this post is long enough for now.

Again, cheers for the mod despite my complaining it was different enough (with Moguri) to warrant a playthrough although I definitely prefer the Unleashed mod.

I've played through the entirety of alternate fantasy in the past without errors, so unless something has changed I am pretty sure this isn't alternate fantasies fault, but a problem with compatibility with Moguri, and that's something that Moguri should fix, since I think they're the ones actively trying to get alternate fantasy to work with it.

Alternate itself is meant to be standalone I think.
Is this compatible with other languages? Especially with the likes of a mod such as https://www.reddit.com/r/LearnJapanese/comments/efmulc/turns_out_you_can_play_the_steam_version_of_ffix/ , which turns the game language back to OG Japanese by meddling a bit with one of the DLL files.
Please tell me it is :steamthumbsup:
@DeathByHentai: Yeah... I'll try to do something about that in the next days (not promising anything). Indeed, I would have prefered an update of the Moguri mod to fix things and wanted to leave the modding scene for good, even hoping for people to take the succession.

I'll think of some points your saying. I don't agree to each of them but I will surely take a couple into account.

I totally agree with the problem of "players should not have to face these bugs and find out how to hotfix them".

Thanks @Stiggie for reminding that.

@the M: Yes it is. The Moguri/Memoria mod have the side-effect of enabling Japanese, like that mod you've linked. The mod was translated in all official languages including japanese.
İlk olarak Tirlititi tarafından gönderildi:
I would have prefered an update of the Moguri mod to fix things and wanted to leave the modding scene for good, even hoping for people to take the succession.

Sorry for pulling you back in, I am always conscious of the fact that you might get tired of what could easily sound like ungrateful complaining.

Just remember that the reason you're getting so much engagement is because you've done something really special, and people love it, people don't spend time on complaining about something unless they care.

I'd gladly take up the mantle and do it myself, but I can't, I can create models and animations, but I know nothing about modding.

Just remember that even though it might feel annoying to keep having to come back, that the end result is that you'll eventually leave behind something really special, that could very well become a normalized part of peoples favorite game, I know it already has for me, but since one of the draws of mods is finally getting fixes for the little mistakes and bugs the game was left with (such as Thunder Slash), having the mods themselves also be left with similar issues makes me feel less justified in using them, makes it feel less genuine to call it the "peak FF experience", if you understand me.
The more perfectly integrated the mod is, and the less hap haphazardly, the more it feels like the real deal.

We really have no right to demand you do anything, but that doesn't stop us being impressed with what you've done, and hope that you see it finished, even if only as the occasional hobby.
No problem. I'm more disappointed by my inability of providing a clean bug-free version; the problems raised are important.
Hey, just wanted to point out a minor translation error in the Italian script. If you have recruited Beatrix and are entering Memoria, during the Red Rose cutscene one of the female soldiers will say something like "ma che ordini ci dare?". The correct form is "date". Sorry if this was late, everything else is perfect.
Speaking of which, we just continued our playthrough and I have new series of problems to point out XD. This is Moguri mod with "beatrixmod".

After the fight with silver dragon, Garlands, and then Kuja, the following glitch occured.
https://ibb.co/3mQkCDH
I could no longer continue, but could still pause and unpause.
Exited the game, removed BeatrixMod from memoria.ini. Started the game, continue, moved past this part until I regained control, turned on the mod again, and continued.

Forgot to do a double test to see if it was replicable.

2: The earth Guardian says that Kuja told him to expect 8 rats. Didn't notice this myself but my friend whose actually playing and who I didn't tell that Beatrix is modded in noticed it and said "huh, but we're with 9" Small beauty error. Told him it's because last time we fought Kuja Beatrix wasn't with us yet, which honestly is a good argument.

3: Same thing with Clouds line in pandemonium after the "you're not alone" segment, he mentions everyone by name, except Beatrix, which made my mate wonder why she was being unappreciated. She was basically his favorite so felt offended.
To this I should add that it's unfortunate that seconds later all 7 get a flashback in the dark where they make some comment to Zidane, except for Beatrix. This is understandable since I assume that would require a LOT more work (and my mate didn't notice this one), but this is another part where her inclusion in the cutscene would have been worth the effort I feel.

4: When fighting the earth guardian he was casting elemental spells on himself and causing himself damage, I am assuming he had some sort of AI from the the "alternate fantasy mod", and that in that mod, he is healed by elemental attacks, but now his stats weren't brought over, but his AI was, causing him to slowly kill himself.

Lastly I have something I've personally thought about, which isn't an error, but just my input.
You can synthesize the "save the queen" in memoria, which has basically always been useless. At first I thought that Beatrix would probably be better as a secret character, who is deliberately OP, which you could get once you have "save the queen" (I always thought something like that must be true when I was a kid and first played the game).

These days I think that would be far too late to get her, and would be pretty useless, so I think you chose a pretty good time to include her. However I still feel like the "save the queen" should have some purpose, because it still feels a bit weird now.

Would it perhaps be a good idea to either change Beatrix's starting sword, or that final sword, to "save the king"? With it being her ultimate weapon as a mirror to Steiners "Excalibur 2"?
I feel like Beatrix and Steiner should have their own ultimate weapons, and I've noticed that it's quite annoying that Save the queen has the highest potential attack, but doesn't work with abilities.

Just make the Hades sword her ultimate weapon, give it attack: 99 and have it teach protect girls, holy, and unfortunately there is no cool last skill that she can't get from anywhere else, but otherwise, that.

then add something cool to make it unique. Looking at other weapons, options are:
* Have it "inflict death" as status, since anything that matters is immune to that anyway. (Like avenger)
* Absorb elemental damage, or holy damage, or dark damage, to go with the whole "protect girls" thing. (like octagon rod/defender)
* Strengthen heals (don't know if this is possible).
* Strengthen Holy element.
* Break damage limit (ok, this is just me fanboying).

I know that the Beatrix only mod is "beatrix only", but I feel like the save the queen is so Beatrix related, that it counts, it's the one game element really that's in the actual game, that's explicitly related to her, but it doesn't really do anything for her now, which is unfortunate.
En son Stiggie tarafından düzenlendi; 4 Nis 2021 @ 15:26
This is some great stuff. I only wish Blank and Marcus were also available as party members full time like Beatrix.
I have something to ask you all: I have worked on fixing the problems and everything should now work way better. I would like some tests giving me feedback on whether the mod works well with that fix.

Alternate Fantasy fix[www.hiveworkshop.com]

In order to install that fix, simply (re)place the AlternateFantasy folder in FFIX's directory and replace the 3 game files (FF9_Launcher.exe in the root directory and the two DLLs in x64/FF9_Data/Managed).

Making backup copies of the 3 game files beforehand can prove to be extremely useful.

Mostly, I would like you to try playing the game and see if you find any bug.
You can try testing if the bugs of the previous version are still there or not (although, unless I've forgotten some, I should have fixed them properly). I might have introduced new ones though.

By the way, the critical hits were indeed buggy all along ><
I don't know how I have overlooked that bug because it was extremely dumb. Back then, I searched for the reason of low damage critical strikes and found none so I assumed it was because of damage rolls.

Thanks in advance. If everything goes well, I'll update the link in the opening post (and on Memoria's github) in a few days.
En son Tirlititi tarafından düzenlendi; 9 Nis 2021 @ 14:54
I'm trying this mod out with the new changes and some of the ideas I like looking for the ability tweeks and changes but I do find myself asking why on a few alterations. Quina particular stands out to me.

I notice without Frog Drop they aren't going to have any high damage moves that are consistent. Lv5 flare obvious being level locked, Earth Shaker missing flying enemies and Phlegethon having that rather bizarre draw back of increasing enemy speeds? I know Mustard Bomb was useless but it seems a bit odd to just give enemies haste.
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