FINAL FANTASY IX

FINAL FANTASY IX

Xem thông số:
Tirlititi 4 Thg08, 2016 @ 1:24pm
13
3
8
2
6
3
2
6
4
3
2
2
35
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 !
Lần sửa cuối bởi Tirlititi; 18 Thg08, 2024 @ 9:01am
< >
Đang hiển thị 2,446-2,460 trong 2,941 bình luận
omegaphantom 17 Thg12, 2022 @ 6:48pm 
Does this work on the Steam Deck? if so can you help/guide me of what to do?
Tirlititi 17 Thg12, 2022 @ 7:12pm 
@AkaGeki: That's a bug that happens if you use the option "Zidane Pluto outfit" of the Character Pack. Sorry about it, it's an oversight from my end that I should fix eventually by updating that Character Pack mod.

@omegaphantom: I don't use Steam Deck but check out SonicBrawler182's instructions in the comments of this post. Hopefully the mod manager works on Steam Deck as well.


@McHoss, @Slippy and @Andrewk10: Thank you for reporting these bugs. I have been working on something else but I'll take a look at these and try to fix them.
CR 1999 25 Thg12, 2022 @ 9:49pm 
There is no "Install mods" button on Memoria for me.
Guff 26 Thg12, 2022 @ 4:29pm 
Will tweaking some of the options in the "Battle" section of the memoria.ini file mess up Alternate Fantasy's features? Is there something I need to do or avoid doing with the file?
LazyBum36 30 Thg12, 2022 @ 8:31pm 
Anyone in 2022 got steps on how to install this on the steam deck?
Tirlititi 31 Thg12, 2022 @ 9:15am 
@CR 1999: If you still have this problem, double-check that you installed the latest version of Memoria. The Mod Manager was added in April 2022 so any version since then should have it.


@Guff: Mostly no.
First of, if you tweak some options in your main Memoria.ini ("FINAL FANTASY IX/Memoria.ini") that are also defined in the mod's INI ("FINAL FANTASY IX/AlternateFantasy/Memoria.ini"), the mod's options will have priority and your changes will only apply if you de-activate it.
You can however tweak the options in the mod's INI.

For example, the following INI option of the mod...
FloatEvadeBonus = 30
...corresponds to...
Float gives a +30% evasion bonus against physical attacks if the attacker doesn't float.
You can change that number to whatever you want (the normal behaviour is "0" because Float doesn't normally provide more evasion).
The only thing you really shouldn't touch is "CustomBattleFlagsMeaning = 1". The other options, you can tweak them as you wish without problem.
The wiki[github.com] gives a bit more informations on these options.


@LazyBum36: Sorry, I don't use the Steam Deck.
However, SonicBrawler182 gave detailed instructions on how to install everything on the Steam Deck. That's a very helpful post.
iGy 24 Thg01, 2023 @ 7:44am 
Were there any changes to how level up stat bonuses work with bonus stats from equipment worn?

Going through the original post, I couldn't find any mention, so I assume there were no changes to that?
Tirlititi 24 Thg01, 2023 @ 11:54am 
Indeed, this system is not modified by Alternate Fantasy at all.

However, Memoria provides an easy way to change it yourself if you want:
1) Open the file "Memoria.ini" in your game folder.
2) Find the section "[Battle]"; it should contain the following lines:
SpeedStatFormula = Min(50, SpeedBase + Level / 10 + (SpeedBonus >> 5)) StrengthStatFormula = Min(99, StrengthBase + Level * 3 / 10 + (StrengthBonus >> 5)) MagicStatFormula = Min(99, MagicBase + Level * 3 / 10 + (MagicBonus >> 5)) SpiritStatFormula = Min(50, SpiritBase + Level * 3 / 20 + (SpiritBonus >> 5))
Those are the formulas for the stat growths. The operation "A >> B" can be seen as a division by a power of 2 (rounded down).
A >> B = A / 2^B
3) Change that formula to whatever you want. In order to remove the stat growth given by equipment bonus stats entirely, use these formulas for example:
SpeedStatFormula = Min(50, SpeedBase + Level / 10) StrengthStatFormula = Min(99, StrengthBase + Level * 3 / 10) MagicStatFormula = Min(99, MagicBase + Level * 3 / 10) SpiritStatFormula = Min(50, SpiritBase + Level * 3 / 20)
With these, the character stats will be the same as if you never level up with stat-boosting equipments.
4) In-game, I think that you need to level up once for the change to be taken into account.
hi i have question i am kinda noob with this stuff but any guide i am sure i can follow what i want is is there way i can change the battle theme for final fantasy 9 with the battle theme from final fantasy 10 ? that will be awesome if there is way and ty so much
Clay 3 Thg02, 2023 @ 4:01pm 
Big fan of AF. I'm not sure how to fix the issue, but ever since I re-installed 6.0 through Memoria, every 3-4 battles the camera will zoom right in on someone random for roughly 10 seconds. Also while I'm here, I love the playable character pack, and hope that later on the Tantalus guys can use abilities.
gaybabadook 3 Thg02, 2023 @ 10:11pm 
Nguyên văn bởi Clay:
Big fan of AF. I'm not sure how to fix the issue, but ever since I re-installed 6.0 through Memoria, every 3-4 battles the camera will zoom right in on someone random for roughly 10 seconds. Also while I'm here, I love the playable character pack, and hope that later on the Tantalus guys can use abilities.
You can always edit the ability files yourself in your commandsets.csv + the abilities folder inside AF! I gave Blank Zidane skill moveset + Seiken, Cinna Eat/Blu magic, Marcus Swd Art + steal. They will unfortunately still not have trance though. But agreed the playable character pack is amazing.
Lần sửa cuối bởi gaybabadook; 3 Thg02, 2023 @ 11:31pm
Clay 4 Thg02, 2023 @ 11:09am 
[/quote]You can always edit the ability files yourself in your commandsets.csv + the abilities folder inside AF! I gave Blank Zidane skill moveset + Seiken, Cinna Eat/Blu magic, Marcus Swd Art + steal. They will unfortunately still not have trance though. But agreed the playable character pack is amazing. [/quote]

I kept it simple and Copy/Pasted Zidanes sheet over Blanks. I couldn't find Seiken in the abilities folder, but its fine because with Marcus I copy/pasted the Steiner sheet, but have no idea how to leave the Steal command. I'll try and make it work with what I have lol
gaybabadook 4 Thg02, 2023 @ 3:07pm 
Nguyên văn bởi Clay:

I kept it simple and Copy/Pasted Zidanes sheet over Blanks. I couldn't find Seiken in the abilities folder, but its fine because with Marcus I copy/pasted the Steiner sheet, but have no idea how to leave the Steal command. I'll try and make it work with what I have lol
For steal it's techincally it's own command set so it would have to replace either Swd art or Swd Magic. Recently though I just replaced one of the abilities in the "Skill" command with steal (I think Flee?) so it would just be a learned ability rather than take up a whole command set slot
Lần sửa cuối bởi gaybabadook; 4 Thg02, 2023 @ 3:07pm
Clay 4 Thg02, 2023 @ 3:42pm 
Would you want to link your edited files and I can just drag/replace? I tried something as simple as copy/pasting Steiners page over Marcus, and Marcus couldn't learn abilities. I did the same exact thing for Zidane/Blank and it worked fine.
Tirlititi 4 Thg02, 2023 @ 4:16pm 
Nguyên văn bởi Clay:
Big fan of AF. I'm not sure how to fix the issue, but ever since I re-installed 6.0 through Memoria, every 3-4 battles the camera will zoom right in on someone random for roughly 10 seconds.
Some attacks trigger that irritating bug, yes. The camera is un-stuck when someone perform a move that also has a camera movement.

For now, the only workarounds are to:
- Either disable the "SFXRework" feature (in Memoria.ini, in the section "[Battle]", use the line "SFXRework = 0"). But then a couple of other things will not work correctly in AF (the spell "Time Leak" for example will only apply to one character). It should never create game breaking problems, only small ones, but if the camera issue is a big annoyance then you may want to consider doing that.
- Or use a dynamic battle mode. In the launcher, you can select different "ATB modes" that change the flow of the battle. If you use a dynamic mode, characters will be able to act simultaneously in battles without waiting their turn. A side-effect of those modes is that camera movements are much less used when casting spells and thus the camera never gets the chance to get stuck.

I have yet to fix that bug for good, it's on my todo-list ^^'


For having the Tantalus use other abilities, you got it (thanks a bunch Gaybabadook) ^^
The file "CommandSets.csv" defines what command each character can use. There are 4 commands per character: the 2 regular commands + the 2 trance commands. The "number <-> command" correspondance can be found here[github.com] if that helps.
Lần sửa cuối bởi Tirlititi; 4 Thg02, 2023 @ 4:17pm
< >
Đang hiển thị 2,446-2,460 trong 2,941 bình luận
Mỗi trang: 1530 50