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I haven't been this excited to play FF12 in ages, and I'm sure everyone else wants you to continue, so keep up the good work!
@Lukja: What Melodia said is accurate. By choosing the Struggle boards things are a lot more linear and you can't just go for the Battle/Magick/Swiftness/HP+ Licenses right away. The Freedom boards allow you to gun for those Licenses and the Quickenings earlier on, making it slightly easier overall, especially early/mid-game.
For those curious, this is the current 1.9 changelog. I'm sure more things will eventually be added, but this is where we're at for now:
MOD EDITS:
-The mod has been updated to be compatible with Nexus’ Vortex installer.
NPC EDITS:
-True New Game+ has been re-added and can be triggered by speaking with a new Nu Mou NPC at Clan Centurio’s Clan Hall.
-Two other new NPCs have been added- one at Eruyt Village, one in Archades- with whom you can speak with to learn more about certain Ivalice lore.
LICENSE EDITS:
STRUGGLE/FREEDOM:
-Black Magick 11 (Waterga/Toxify) is now available slightly earlier on Fran’s Struggle Board.
-Basch loses the Excalipoor license and gains a Battle Lore on the Struggle/Freedom Boards.
-Vaan gains the Excalipoor license and loses a Battle Lore on the Struggle/Freedom Boards.
-Vaan loses Time Magick 8 (Gravity/Warp) and gains Time Magick 12 (Quakega/Hastega), further emphasizing his domain over speed/swiftness.
-Balthier loses Black Magick 7 (Bio/Blindga) and gains Time Magick 3 (Vanish/Balance), allowing him to use his high HP pool as offense.
-Fran loses Accessories 12 (Gillie Boots/Steel Poleyns) and Arcane Magick 2 (Death/Darkga) and gains Accessories 13 (Berserker Bracers/Magick Gloves) and HP +310.
REBALANCED:
-The Rebalanced boards have been reworked once again and are now closer to their Vanilla variations, albeit designed with the Second Boards in mind and are designed with Esper choices in mind.
EQUIPMENT EDITS:
-Blood Sword now inflicts Sap at a 100% chance.
-Demonsbane has +10 ATK now and has been removed from treasure chests and shops, making it only obtainable by defeating the Demon Wall.
-Deathbringer now inflicts Doom at a 10% chance.
-Mina now inflicts Disease at a 25% chance.
-Vrsabha now inflicts Death with a 5% chance.
-Karkata now inflicts Death with a 10% chance.
-Kaiser Knuckles have had their ATK decreased from 40 to 36.
-Excalipoor is now Anastasia. This is an 85 ATK Sword that has 0 CT, allowing for instant attacks.
-Rose Corsage no longer gives +5 MAG, but does bestow Immune: Doom as well as Immune: Silence.
-Winged Boots no longer grant Swiftness 2 and SPD +5, but now also grant Immune: Wind.
-Power Armlet no longer has Immune: Reverse due to Reverse being fully removed from the game, though it now grants +5 MAG.
-Amber Armlet no longer boosts Unarmed damage as everyone has Brawler innately and it does not stack and having the Unarmed boost removed from the description will reduce confusion.
-Fuzzy Miter is now Rood Inverse and grants Auto: HP Critical to the user, triggering any effects that occur when the user is HP Critical, such as Last Stand, Spellbreaker, Adrenaline, and others. This item is obtained by defeating Shadowseer and is rewarded by Montblanc.
STATUS EDITS:
-Float’s duration has been increased to 150.
ABILITY EDITS:
-Revive now revives a fallen unit with 5% HP. This may initially seem like quite a nerf, but this gives Revive an interesting use- bringing party members back into HP Critical so they can benefit from an increased Combo Rate and trigger Adrenaline and Spellbreaker.
-Bonecrusher now inflicts Immobilize and Slow.
-Fira/Fira/Firaga now have a set 15% chance to inflict Oil.
-Aero/Aerora/Aeroga now have a set 30% chance to inflict Immobilize.
-Dark/Darkra/Darkga now have a set 15% chance to inflict Blind and AoE have been increased from 6 to 10 to match other spells.
-Quake/Quakera/Quakega now have a set 15% chance to inflict Slow.
-Poison’s accuracy has been increased from 80% to 100%.
-Esuna/Esunaga’s descriptions are now more clear about what specific statuses they remove.
-Immobilize’s description now also explains that Immobilized enemies cannot evade attacks.
-Poach now has 0 CT, making it more useful and easy to use, especially when combined with a Foe = HP Critical Gambit.
-Blitz’s formula has been changed to deal normal weapon damage.
-Shades of White’s accuracy has been improved.
-Traveler no longer bestows Vanish.
-Cyclone’s Power has been reduced from 240 to 220.
-”Maelstorm’s” name has been corrected to “Maelstrom”.
-Holyja now inflicts Blind, rather than Reverse.
-Boon now inflicts Confuse, rather than Reverse.
-Darkja’s power has been reduced from 250 to 230 and it now inflicts Doom, rather than KO. The on-hit status chance is increased from 50% to 100%.
TREASURE EDITS:
-Embroidered Tippet now correctly spawns 100% of the time in the Feywood.
-Darksteel Mace is now exclusively awarded for completing the Darksteel hunt.
-Seitengrat’s treasure location has been fixed and is no longer obtainable after getting to the Feywood.
-Lead Bolts can now also be obtained from the Necrohol of Nabudis in a chest in the Hall of Slumbering Might.
-Erase is now available for purchase from the secret shop at the Necrohol of Nabudis and is no longer obtained from a chest in Giruvegan.
-Blitz is now obtained from the Erase chest in Giruvegan.
-The chest previously containing Blitz in the Pharos now contains Shellga.
-The chest previously containing Shellga in the Great Crystal now contains the Seitengrat.
ENEMY EDITS:
-Ba’gamnan now has a 100% chance of dropping the Vrsabha.
-Crystal Knight’s 100% drop is now a Megalixir.
-Helvinek now drops the Dragon Mail as opposed to the Grand Armor.
-Oversouls now drop Hi-Ethers as opposed to the Staff of the Magi.
-Ash Wyrms now drop a Kagenui as opposed to the Koga Blade.
-Bunes now drop Tridents, rather than Gungnirs.
-Dr. Cid is now neutral to all elements.
-Orthros’ MP issue has been fixed.
-Flowering Cactoid now no longer deals 0 damage.
-The Shambling Corpses in Adrammelech’s room now have Avenger as their 1% drop, rather than Platinum Daggers.
-Enemies no longer use the Lv. X abilities, though Prime Lv. Death remains as Zalera’s ultimate attack.
-Lindwyrm now uses Break and Sleepga.
-Gilgamesh now uses 1000 Needles, Flash, and Goblin Attack, referencing the Blue Magick abilities of FFV.
-Zodiark now uses Scourge, Poison, and Toxify.
-Tiamat’s HP has been reduced and it now casts Immobilize, rather than Disablega, making the fight less of a slog.
-Elder Wyrm’s MP issue has been fixed.
-(Spoiler) on the Shiva now ignores EVD at HP < 20% rather than 50% and uses an X-Potion instead of a Hi-Potion. He also no longer casts Reflect and gains Counter at HP < 40% and Counter Plus at HP < 20%.
-Many enemies who flat-out ignore Evasion now do so at a lower HP threshold, making them still dangerous at lower HP, but making it so Shields and EVD weapons aren’t completely useless against certain foes and are still good at mitigating damage early/mid-fights.
-Dr. Cid 2’s HP has been decreased slightly.
NPC EDITS:
-Some AI-controlled NPCs have had some AI updates to use more interesting abilities than before.
-Bangaa Hunters will now use Cura and Haste rather than Cure and Protect, as Bangaa cannot learn Cure and Protect in FFTA/A2, but do learn Cura and Haste from their Bishop and Templar jobs, respectively.
-Amalia now casts Dark in the fight against the Imperial Soldiers in Garamsythe, as opposed to using a Dark Mote (change made to prevent issues in an upcoming update).
-Larsa now uses Bubble rather than Protect and can use Shades of Black in the fight against (Spoiler) on the Sky Fortress Bahamut and can also use Cura.
-Gabranth (Guest) will now use Circle of Judgment and Sentence in the fight against (Spoiler) Novus.
ESPER EDITS:
-Cuchulainn now properly has the 0 MP Cost Augment. Note that this change will only take effect upon beginning a new game. As this is a very minor edit that doesn’t affect much, it is not advised to start a new game just for this.
SHOP/BAZAAR EDITS:
-Blizzara is now available slightly earlier, at Eruyt Village.
-The Bazaar recipe once yielding Kagenui now yields a Sakura-saezuri instead.
-The 2x Phoenix Down Bazaar recipe has had its cost reduced from 400 to 350 Gil.
-The 5x Potion, 3x Handkerchief, 3x Gold Needle Bazaar recipe has had its cost reduced from 700 to 600 Gil.
TRAP EDITS:
-Stasis Traps now inflict Stop, rather than Disable/Reverse.
MISCELLANEOUS EDITS:
-The bug causing character portraits to appear on the License Board screen rather than the Zodiac Signs has been fixed.
The change list sounds promising! I had to reload my save and check my inventory whether I have Darksteel Mace. I defeated Darksteel a few in-game hours ago, so if I didn't have the Mace by now, there would be no way of obtaining it after installing SFF 1.9. 😂
Will you implement Giza Weather Eye's "wait until the weather changes" feature too? So far, I've simply installed the Weather Eye mod on top of SFF.
Are you planning to make Pebbles useful, for example, so that you could sell them for additional Knots of Rust in the Bazaar?
I finally bought FF12 on Steam after finishing FF12 on PS2 around the release date (well, slightly before release, actually--anyone remember that fiasco? :P). Then I saw a patch for this version was just released in April.
The patch hasn't broken or otherwise negatively affected this mod in a way that would require me to wait a while for an update before playing, has it? I more or less re-purchased the game because I knew there were awesome difficulty mods for it. Should I play when my GPU upgrade arrives later this week, or wait a bit longer for a mod update?
Thank you, and forgive my laziness! It's been well over a decade since I played the original and I just want to have as virgin an experience as possible.
I'm glad that you're jumping into this straight away, I keep repeating myself but to me SFF is really the definitive version of the game.
Glad to hear that! TBH, I've been through so much stuff since I played it on PS2 that it will be like a first experience for me, except much more interesting. :)
The 2.0 release- which will be much, much later this year- may require a new game/save for some things to carry over (such as some anticipated Esper changes), but even then your save would still carry over, Espers may just not work 100% properly if you carry it over.
The difficulty of FFXII TZA depends a lot on how much you look at guides and have meta knowledge of the game and its mechanics. If you're on a blind playthrough, the story mode is rather easy, while the optional content is rather hard. A good thing about this game is that optional quests are available right away, and they steadily increase in difficulty, while in other FFs, they usually open up about 2/3-3/4 in the game. This game rewards planning your setup, equipment and strategies, while grinding will be less effective, so if you check the guides for the best class combinations, ways to cheese some really strong equipment in the early game, and the best ways to fight some enemies, the game will become very easy.
The SFF mod will make the game more challenging, but not hardcore difficult. It's more like a rebalance mod than a "I'll make this game so tedious that you'll be constantly tossing your controller when every enemy takes 5 hours to beat and can OHKO you" mod.
Here's a list of which FFs I consider the easiest and hardest, to see where FFXII's difficulty level roughly takes place:
Easiest
FFVIII
FFVII
FFVI
FFI GBA/PSP/mobile
FFIX
FFXIII-2
FFX
LRFFXIII on Easy
FFXII TZA
LRFFXIII on Normal
FFII GBA/PSP/mobile
FFXII
FFXII TZA with SFF
FFIII
FF Tactics
FFI NES/WSC/PSX
FFII NES/WSC/PSX
FFV
FFIV
Hardest
I didn't include FFX-2, since I've only beat the main game there, and not the postgame parts, and I didn't include LR's Hard mode since I haven't done a complete NG+ run there.
Thanks a lot, really helpful. Now i come to FF XII pretty blind but Im the type of person looking for guides and combinations and trying to min max characters, so I think SFF it is then :)