Brave New World 2.0 Is Now Available!

Preserved from the legacy forum and rendered as a read-only archive page. Posting is intentionally not supported.

StarterBTB
Started2020-01-01 02:44 UTC
Posts recovered89
Views in legacy forum84855

Download Brave New World Here

(New to Brave New World? Check out this thread for a brief explanation of what it does or dive straight into the Readme.)

Hi there, everybody! First and foremost, a Happy New Year to you all. May your 2020 be pleasant and free of C.H.U.D.s (or full of C.H.U.D.s if that happens to be your thing. I don't judge.)

Eight years ago, Synchysi and I started working on a little project together that would go on to become one of the greatest community efforts I've ever had the pleasure to be a part of, as well as the basis for a vast portion of my online presence. And today, I'm happy to bring you all at long last the largest update that project has ever seen. Anyone who's followed Brave New World for awhile knows that "...this is the LAST update before 2.0." has become something of a meme, and after a year-long beta cycle and nearly two years of total development, that fabled update is finally here.

2.0 features a complete re-(re-)write of enemy AI - culminating in what I consider to be the best boss fight I've ever designed - and a host of quality-of-life and other enhancements contributed in part by pretty much the entire Final Fantasy VI hacking community. A special thanks goes out to relative newcomer Bropedio, who showed up on our doorstep six months ago and without whom this release just wouldn't have happened. And of course, thanks to each and every one of you who has played through previous versions of Brave New World, all of which I consider to be trash in comparison to what we have now (seriously, 90% of me watching a 1.9 stream in the last two years has just been me apologizing and saying "that's been fixed".)

And... that's about it. I've been working on this for too long and am welcoming the opportunity to take a break and move on to other projects. I hope everyone enjoys what we've put together, and I'm sorry it took this long to make happen. Hopefully, it's worth the wait.

(In other news... would you like to own Brave New World as a repro cart? How about a box to stick it in? Tell 'em BTB sent ya!)

What's new in 2.0:

Spoiler

 • Repurposed the Auction House in Jidoor as an "Advanced" Beginner's School

    --> This allows the one in Narshe to focus on general changes without overwhelming players with
          advanced details that are unlikely to be retained until they become relevant

 • Completely rewrote enemy AI with a heavy focus on more predictable behavior in random encounters that
   should be easier to exploit and more interesting/dynamic boss battles

    --> Enemies now usually use completely different attacks when their AI changes rather than just
          being more likely to use their stronger attacks, making their behavior easier to figure out

    --> Random foes are somewhat weaker now than before, doing less damage per attack and being less
          aggressive under normal circumstances, but become much more threatening when triggered

    --> Certain enemies can now counter melee (physical, row-respecting) attacks rather than in
          previous versions where counter-attacks were specific to the command used
(Seibaby)

    --> Enemies disabled by status effects can no longer counter-attack on death (Bropedio)

    --> Some foes can now be disabled or otherwise affected by being hit with an elemental weakness

    --> Special thanks to Madsiur for his modification to the "F2" AI opcode

  • Lowered the HP of many enemies and several bosses who were deemed to have more than necessary

    --> Notable nerfs include Tentacles, Chesticle, Hidon, Inferno (a scripting error had previously
          caused him to have 40,000 more HP than intended)
, Guardian, and the final battles

 • Added a minimum number of steps between battles, slightly lowering the overall rate (Seibaby)

 • Increased the pace of combat by doubling ATB fill speed during "empty" downtime (Seibaby)

 • Running from battle is no longer substantially more difficult than in vanilla (Seibaby/Bropedio)

 • Non-standard random encounters (back/side/pincer attacks) are more likely, but your party is now able
   to react faster to them and physical damage is no longer increased from behind
(Seibaby)

 • The "Defend" and "Row" commands now only consume half of a turn (Bropedio)

 • Can now swap out weapons/shields in combat, but it costs half a turn per hand (GrayShadows/Bropedio)

 • When swapping equipment in battle or leaving the "rage" status, only previously-inherent statuses are
   now stripped
(instead of all of them); maximum HP/MP (from equipment) is now also updated (Bropedio)

 • Green Cherries will now cancel any action that the target has queued (Bropedio)

 • Greatly improved how the game handles resistance to multi-elemental attacks (Think/Bropedio)

    --> Immunity to a multi-elemental attack now requires immunity to BOTH elements; damage is half
          if only one element is immune and a weakness to the other will result in normal damage

    --> Resistance (half damage) to only one element has the same effect as immunity to only one

    --> Absorption of either element will trump all else, even a weakness to the other

    --> Mixing weaknesses and resistances to the same element on a character follows the above rules
          except that only resistance is cancelled by a weakness; immunity or higher will override it

 • Mug no longer ignores special weapon effects, but the attack will now miss if steal fails (Bropedio)

    --> Exception: Mug will still ignore the random "anti-flying" proc on thrown weapons

    --> Because of this, the Bserk status now removes Mug as a possible attack

 • Allies at non-critical HP can now only be covered when they are in the back row (Seibaby)

 • The "rflect" status now behaves like "image" instead of being on a timer (Seibaby)

 • Updated the "Status Display" hack to include "cycling" auras and be more intuitive

    --> Defensive statuses (Safe/Shell/Rflect) are now displayed as (cycling) auras (ls)

    --> Speed-based statuses (Haste/Slow/Stop) are now displayed on the ATB bar (Seibaby)

    --> Rerise and Regen are now displayed as text in the targeting menu (dn)

 • Status-setting attacks now provide more feedback if that status attempt fails (Bropedio)

    --> If the target resists the status with stamina, a "FAIL" message is displayed

    --> If the target is immune to the status, a "NULL" message is displayed

 • White/Black/Grey magic will now display their "dot" when used in battle (dn)

    --> This indicates when enemy attacks can be absorbed by Runic or disabled with Mute/Rasp

 • Can now toggle between "max HP" and "ATB" view in battle by holding Select (GrayShadows)

 • Shops can now display the "full" stats of equipment prior to purchase (dn)

 • The Rage and Dance menus now display the attacks of each rage/dance (dn)

 • Combined the equip and relic menus into one screen (includes full item descriptions) (GrayShadows)

 • Replaced "Relic" in the main menu screen with a shortcut to the party overview screen (GrayShadows)

    --> Equipped espers now appear in yellow text here instead of white (Bropedio)

 • Redesigned the status display screen and clarified certain terms (Bropedio/Seibaby)

    --> Bat.Pwr is now "Attack"
    --> Mag.Pwr is now "Magic"
    --> MBlock is now "M.Evade"
    --> Mag.Def is now "M.Defense"

 • Redesigned the "Earth" and "Dark" (AKA "Poison") icons in extended equipment descriptions

 • Removed the unique item counter at the bottom right of the info panel in the inventory screen as it
    was taking up space and sometimes causing text overlap
(GrayShadows)

 • Characters who join later in the WoR are now re-averaged to higher levels (Bropedio)

    --> Edgar returns at level 19, Setzer at 20, and everyone else at level 21 (past the "hump")

 • Lowered character HP/MP growth at high levels

    --> HP gains now cap at 60 per level (reached at level 30)

    --> MP gains drop to 1 per level after level 30

 • Tweaked the base stats for several characters, most notably buffs to all of Gau's attack stats

    --> Gau's attack buff effectively acts as a starting weapon; the Bone Club still maxes him out,
          but the jump is now somewhat less drastic

    --> Buffs to Gau's vigor and magic help balance him later on; combined with several rage edits,
          these changes keep his physical and magical damage more even throughout the game instead of
          the latter dominating the early half and the former overtaking it when you get the Bone Club

    --> Everyone else's attack was adjusted mostly for aesthetic reasons; only Cyan/Sabin/Edgar see
          any kind of noteworthy gain
(+16)

    --> Significantly raised Mog's base HP (+36) and slightly raised Sabin's (+12) & Cyan's (+4)

    --> Lowered Cyan's magic since its only practical use is on cure spells, which he isn't meant to
          be very good at
(note: the Kazekiri and Mutsunokami wind attacks are now stamina-based)

    --> Raised Locke's stamina (Kirin/Atma Weapon Locke is apparently a thing now)

    --> Umaro's changes are all inconsequential: the Bone Club still maxes out his attack, a speed
          buff to one of his special relics offsets his speed nerf, and he doesn't use magic at all

 • Edited the Vigor/Stamina damage variance reduction formula to have a better effect at higher values

    --> More specifically, it no longer provides diminishing returns past 90; the effect of the
          change is present at all values, but the results are insignificant below 60
(ish)

 • Updated the Regen formula to rely more heavily on a character's stamina than on their maximum HP

    --> In short, characters with low HP and high stamina (i.e. certain Strago/Relm builds) now get
          much higher regen ticks while someone like 25 Terrato Sabin now gets much lower ticks

 • Reverted the formula for poison damage to vanilla settings for player characters while enemies now
   take substantially more damage from it
(Bropedio)

    --> In vanilla, each poison tick would increment by the value of the original tick; previous
          versions of Brave New World halved this value for all combat participants, whereas poison
          damage on enemies now doubles with each successive tick

 • Simplified how evasion works for magical attacks; rather than a hitrate, the Printme now just lists
   the relevant evasion stat
(stamina or m.evade) for attacks that can be avoided

    --> The accuracy of magical attacks is now 101% - (target's evade/128)%, so any avoidable attack
          that previously had a hitrate of 120%
(i.e. the basic elemental spells) is now less accurate

    --> Generally speaking, I tried to make it so that the only attacks that are avoidable are the
          ones that look like they might be, so Storm/Flare/Meteor are back to being unblockable

    --> Remember that enemies don't have magic evasion; only your party can dodge magical damage
         
(the 101% accuracy is to eliminate the ~1% possibility of enemies evading such attacks)

 • Changed who learns which spells (and when) again, mostly the grey ones

    --> Life ------ to Kirin (was on Ramuh); Celes learns it now at level 18
    --> Demi ----- to Ramuh (was on Kirin) and Crusader (was on Alexandr; see below)
    --> Quartr ---- to Crusader (was on Alexandr; see below)
    --> Rasp ------- to Siren (was on Maduin)
    --> Bserk ------ to Siren (was on Fenrir)
    --> Sleep ------ to Stray (was supposed to be there already instead of Mute)
    --> Mute ------ to Maduin (was on Siren/Stray)
    --> Warp ----- to Zoneseek (is still on Fenrir)
    --> Stop ------ to Carbunkl (was on Zoneseek)
    --> Slow ----- to Shiva/Golem (was on Carbunkl)

    --> Terra learns Slow later (she no longer has it for the first Ultros fight)
    --> Celes learns Dispel at lv. 15 (might be useful against #24...)

 • Swapped the locations of Crusader and Alexandr with the latter now behind a cash gate instead of the
   former's old boss gate; also swapped their users, EL/equip bonuses, and moved Demi/Quartr to Crusader

    --> All that's really changing here is that Cyan learns Merton instead of Holy and Celes gets
         easier/earlier access to Holy and the EL/equip bonuses that were previously on Crusader

 • Raised Zoneseek's EL bonus to Magic +1/MP +20 (MP was only +15 before)

 • Swapped the equip bonuses on Carbunkl (now Auto-Regen) and Starlet (now +25% MP)

 • Adjusted the MP costs of many spells, summons, and lores - notably, there is now a much bigger price
   gap between the two water lores and Blow Fish no longer has an MP cost

    --> Break --- 36 MP (was 25)
    --> Quake --- 48 MP (was 36)
    --> Poison --- 18 MP (was 12; renamed from "Bio" - see below)
    --> Dark ------ 45 MP (was 32 - ditto)
    --> Rerise ---- 30 MP (was 24)
    --> Warp ----- 10 MP (was 3)
    --> Stop ----- 15 MP (was 9)

    --> Ramuh ----- 32 MP (was 48)
    --> Ifrit --------- 32 MP (was 48)
    --> Shiva ------- 32 MP (was 48)
 
   --> Carbunkl -- 24 MP (was 12)
    --> Fenrir ------ 48 MP (was 24)
    --> Shoat ------ 48 MP (was 36)
    --> Seraph ---- 80 MP (was 64)

    --> Aqualung --- 18 MP (was 24; renamed from "Aqua Rake")
    --> Blow Fish --- FREE (was 8)
    --> Refract ------ 24 MP (was 15)
    --> Tsunami ---- 64 MP (was 56)

    (Not listed: all changes of 5 MP or less)

 • Bad Breath no longer sets Sap (Blaze and Raze still do)

 • Blaze is now fire/wind elemental (was just fire)

 • Raze is weaker (power: 90 -> 75) and now fire/wind elemental (was fire/"dark"; see below)

 • Re-branded the "poison" element as "dark" and reworked its line of spells to be more useful

    --> Sap (renamed from "Poison") is weaker (-6 power) and now sets Sap (instead of Poison)
    --> Poison (i.e. "Bio") costs more (see above), is stronger (+6 power), and (always) sets Poison
    --> Dark costs more (see above) and is much stronger (power: 72 -> 90)

 • Per the above, Merton is now a fire/"dark" spell (instead of fire/wind)

 • Break and Quake are both slightly (exactly 1/9 each) stronger, but also more expensive (see above)

 • Mute is no longer multi-target, but is more effective than before due to resistance being much less
   common and enemies using spells more frequently

 • Scan is now a free action (Bropedio) and can no longer trigger enemy counter-attacks (Seibaby)

 • Edited several esper summons, notably buffs to Maduin and Bismark and Stray now revives allies

    --> Siren ----- Now respects stamina (instead of never missing)
    --> Shoat ----- Now has a lower hitrate (in addition to respecting stamina)
    --> Stray ------ Now a stamina-based heal that also revives dead/zombied allies AND remedies "Sap"
    --> Maduin --- Power: 90 (was 60; still ignores defense)
    --> Bismark - Power: 120 (was 90)

 • Major changes to Blitz: stamina options are stronger, but only physical blitzes now ignore defense

    --> Mantra ----- formula edited to rely less on Sabin's current HP and much more on stamina
    --> Aurabolt ---- is now stronger and learned much earlier, but no longer ignores defense OR row
    --> Sonic Boom - is stronger and now stamina-based, but no longer ignores defense
    --> Fire Dance --- is stronger
(power: 48 -> 60) and is now learned later
    --> Suplex --------- now sets Stop instead of Slow (as Sabin can now learn the Slow spell)

 • Several Bushido changes: stamina(ish) options are weaker and only Dispatch/Dragon now ignore defense

    --> Tempest ---- is now stronger on average (3/8x -> 1/2x), but no longer ignores defense

    --> Dragon ------ is slightly weaker (-5 power) so that stamina Cyan doesn't out-damage vigor Cyan
                               in the mid-game;
also lowered Petrify odds to 1/2 (was 2/3)

    --> Eclipse ------- is now magic-based so that it scales the same for all builds and doesn't compete
                               for damage with the (now stamina-based) wind swords

    --> Empowerer - no longer ignores row (Bropedio) and is weaker; while still mostly a full heal
                               from the front row, it's now noticeably weaker from the back

    --> Cleave ------ now respects both (physical) evasion and stamina (was previously just stamina)

 • Made changes to (or that affect) most Rages, including giving Gau a better healing rage (Soldier)
   right out of the gate and balancing end-game physical damage around 3x damage bonuses instead of 4x

    --> Adamantite - 2/3 to 2x Attack (was Cyclonic); 1/3 to Holy Wind (was Mega Volt)
    --> Antlion ------- 1/3 to Snare (was Doom)
    --> Belladonna -- 2/3 to Moonlight (was El Nino); 1/3 to Aqualung (was Blight, i.e. Virite)
    --> Brainpan ----- 1/3 to Rerise (was Attack/Stop)
    --> Buffalax ------ New Rage (replaces Dragon)
    --> Chickenlip ----- 2/3 to Attack +Muddle (was Net); 1/3 to Net (was Attack +Slow)
    --> Doggo ---------- (i.e. Spike) 2/3 to 3x Attack (was Lode Stone); 1/3 to Step Mine (was Attack)
    --> Exocite --------- 2/3 to Rock (was Plasma)
    --> Eye Goo -------- 2/3 to Lode Stone (was Attack); 1/3 to Glare (was Lode Stone)
    --> Flan -------------- 2/3 to Life (was Regen); 1/3 to SlowX (was Storm)
    --> Gargoyle -------- 2/3 to Sun Bath (was Holy Wind)
    --> Grizzly ----------- (i.e. Ursa Major) 2/3 to Cave In (was Magnitude); 1/3 to 3x Attack (was 2x)
    --> Hornet ----------- 1/3 to Blink (was SlowX)
    --> Kudzu ------------ 1/3 to RegenX (was Bio)
    --> Jinn --------------- Attack (1/3) to +Mute (was +Blind)
    --> Lich --------------- 2/3 to Rasp (was Elf Fire); 1/3 to Elf Fire (was Attack +Muddle)
    --> Locust ------------ (i.e. Cicada) 2/3 to Gale Cut (was SleepX); 1/3 to Mirage (was Gale Cut)
    --> Magic Pot -------- 2/3 to Cure (was always attack); Attack to 4x dmg (was 2x)
    --> Mantodea -------- Attack (1/3) to +Sap (was +Blind)
    --> Mesosaur --------- 2/3 to Holy Wind (was Sun Bath); 1/3 to Magnitude (was Landslide)
    --> Onion Kid --------- 1/3 to Attack +Bserk (was Discord)
    --> Revenant ---------- 2/3 to Holy (was Raze); 1/3 to Blaze (was Firestorm)
    --> Rhydon ------------ (i.e. Rhinotaur) 2/3 to 2x Attack (was Cure 2); 1/3 to Sun Bath (was 3x Attack)
    --> Rocky -------------- (i.e. Peeper) 2/3 to Harvester (was Rock); 1/3 to Rock (was Holy Wind)
    --> Scarab ------------- 2/3 to Starlight (was Avalanche)
    --> Scrapper ---------- (i.e. Brawler) 2/3 to 2x Attack (was Rock); 1/3 to Chakra (was Attack)
    --> Sewer Rat -------- (i.e. Wild Rat) 2/3 to Bio (was Poison); 1/3 to Attack +Poison (was Bio)
    --> Shokan ------------ (i.e. Orog) 2/3 to Dark (was Holy); 1/3 to Raze (was Attack +Zombie)
    --> Soldier ------------ 2/3 to Cure 2 (was Remedy)
    --> Templar ---------- (i.e. Defender) Attack (2/3) to 3x dmg (was 2x); 1/3 to Remedy (was Sun Bath)
    --> Titan -------------- (i.e. Colossus) 2/3 to Avalanche (was Starlight); 1/3 to 3x Attack (was 2x)
    --> Tumbleweed ---- 2/3 to Cure 3 (was Harvester)
    --> Tyrano ----------- New Rage (replaces Allosaurus)
    --> Tek Armor ------ 2/3 to Barrier (was 3x Attack); 1/3 to 2x Attack (was Tek Laser)
    --> Troll -------------- 1/3 to Refract (was Brown Note)
    --> Vagrant -------- (i.e. Punisher) swapped 2/3 (now Flash Rain) & 1/3 (now 2x Attack - was 3x)
    --> Vaporite ------- 2/3 to Plasma (was Blaze); 1/3 to Blind (was SlowX)
    --> Weedula ------ 1/3 to Razor Leaf (was Storm)
    --> Werewolf ---- (i.e. Cerberus) 1/3 to Regen (was Blink)
    --> Windrunner - (i.e. Sprinter) 1/3 to Blight (i.e. "Virite"; was Rasp)

    --> Griffin ------- (renamed from "Harpy" - the previous "Griffin" enemy is now named "Vulture")
    --> Vulture ------ (renamed from "Griffin" - see above)

    --> Absolute 0 -- (Nastidon) is stronger (power: 100 -> 120)
    --> Acid Rain ---- (Rain Man) is now just water damage (was also dark/poison) and may set Sap
    --> Atomic Ray -- (Io) is now non-elemental (was fire), unreflectable, and no longer sets Sap
    --> Blink -----------
(Hornet) now sets Haste (in addition to Image)
    --> Brown Note -- (Onion Kid) is stronger (power: 42 -> 60)
    --> Discharge ----- (Anemone; renamed from "Wavecannon") is stronger (power: 60 -> 75)
    --> Exploder ------ (Bomb) no longer sets Sap, but now does more damage when you use it (Seibaby)
    --> Firestorm ----- (Tyrano) is slightly stronger (power: 45 -> 50)
    --> Landslide ---- (Buffalax) now sets Slow
    --> Snowball ----
(Stray Cat) now sets Slow (instead of Blind)
    --> Starlight ---- (Scarab) is weaker (power: 75 -> 60) and may set Blind (instead of Mute)

 • Edited several Dance steps (most of which are also Rage attacks)

    --> Avalanche -- (Earth Blues, Titan) no longer sets Sap
    --> Blizzard -----
(Snowman Jazz) now sets Blind (instead of Slow)
    --> Elf Fire ------- (Forest Suite, Lich) no longer sets Sap
    --> Plasma -------
(Water Rondo, Vaporite) is now bolt/water damage (was bolt/poison)
    --> Razor Leaf -- (Forest Suite, Vulture/Weedula) is now earth/wind damage (was just wind)
    --> Snare -------- (Dusk Requiem) no longer ignores instant death immunity

 • Changed the 3/16 step on Earth Blues to Wind Slash (was Cave In)

    --> As Earth Blues is primarily a "boss" dance, Cave In was often a wasted turn

 • Rebalanced the main winning Slot spins: Blackjack is still the strongest against most foes, Solitaire
   is now the weakest since it also blinds your opponents, and Trifecta
 (3 chocobos) is your sap-setter

    --> Blackjack - no longer sets Sap
    --> Trifecta ---- is stronger (power: 75 -> 90) and may set Sap (instead of Stop)
    --> Solitaire --- is weaker (power: 90 -> 75)

 • The 7-7-7 Slot spin now both revives fallen allies AND heals live ones, but its power is now slightly
   lower
(10 -> 7) than a losing spin (Bropedio)

    --> This change was made to correct an animation bug where Setzer would not step back into his
          correct position after stepping forward for the attack

 • Raised the power of all vigor-based Tools

    --> Autocrossbow - attack to 180 (was 160)
    --> Drill --------------- attack to 200 (was 180)
    --> Chainsaw ------- attack to 255 (was 240)

 • The Bio Blaster is no longer for sale until after the Battle of Narshe (see below)

 • The Flash is weaker (power: 75 -> 60) as the Blind status is now more effective

 • The upgraded Autocrossbow now has perfect accuracy (in addition to being 50% stronger)

 • Set Ninja Stars to maximum ultimate power (were previously 240)

 • ??? is now slightly weaker on average, but now ignores defense

 • Desperation attacks no longer set Slow (they still set Sap)

 • Elixirs now remove most bad statuses (as a Remedy would)

 • Edited the wares of most shops, pushing back the availability of some items, making others available
   sooner, and
(most notably) fixing instances of items becoming unavailable at certain points

    --> Bandanas are now for sale in South Figaro (per the removal of Plumed Hats)

    --> The Bio Blaster is now sold at Figaro Castle after the Battle of Narshe

    --> The Kusarigama (now a weapon for Shadow; see below) is now sold at Jidoor

    --> The Hyper Wrist and Ichimonji (i.e. "Nodachi") now appear for sale later (Tzen & Maranda)

    --> Mystery Veils, Sprint Shoes, and Gale Hairpins now appear for sale sooner (Tzen & Albrook)

    --> Narshe now sells *all* of the elemental swords after the IMTRF goes 'splody

    --> Light Robes are now for sale at Tzen instead of Nikeah (they're also much cheaper; see below)

    --> Dark Hoods/Gear now unavailable until after you get the Falcon (both are sold at Jidoor)

    --> Many items previously no longer sold in the WoR are now at Albrook, Nikeah, and Kohlingen

    --> Figaro Castle now sells Warp Whistles in the WoR

 • Renamed several pieces of equipment; also swapped the names of the Dali and Monet Brushes

    --> Rune Blade --- (was "Rune Edge")        motive -- I removed the only other sword named "blade"
    --> Ichimonji ------
(was "Nodachi")           motive -- Mishrak kept bugging me about it
    --> Viper Darts ----
(was "Doom Darts")     motive -- they no longer trigger instant death
    --> Storm Belt ------- (was "Rage Belt")      motive -- avoids confusion with Gau's "Rage" ability
    --> Quartz Charm ---
(was "Death Ward")  motive -- it no longer blocks instant death

    --> Bracelet -------
(was "Star Ring")        motive -- too many relics are rings
    --> Talisman ------
(was "Jewel Ring")      motive -- what are we, a bunch of hobbits?
    --> Fairy Charm --
(was "Fairy Ring")      motive -- seriously, that's too much fuckin' bling
    --> Spirit Stone ---
(was "Spirit Ring")     motive -- even Mr. T thinks y'all need to chill out

    --> Dali Brush <-----> Monet Brush      motive -- seemed more thematically appropriate

 • Removed several pieces of equipment

    --> Omega Weapon --- was functionally (and graphically) identical to the Atma Weapon
    --> Storm Blade ------- was redundant with the Elec Sword as mechanical foes were weak vs. both
    --> Cards --------------- Setzer now begins the game with Darts
    --> Poison Rod -------- was just kind of shitty
    --> Plumed Hat ------- effectively replaced by the Bandana/Green Beret
    --> Head Band ------- effectively replaced by the Bandana
    --> Tiara -------------- effectively replaced by the Mystery Veil

    --> Silk Robe -------- Relm just shows up naked now >.>

 • Reworked the stat boosts on elemental blades and shields to all provide magic bonuses

    --> Flametongue --- Mag+3/Vgr+3  (Vig+3 was Spd+2)
    --> Icebrand -------- Mag+3/Stam+3 (Stam bonus was +2)
    --> Elec Blade ------ Mag+3/Spd+3  (Mag bonus was +2)
    --> Flameguard ---- Mag+3/Vgr+3  (Mag bonus was Stam)
    --> Thunderguard - Mag+3/Vgr+3  (Mag bonus was Spd)

 • The Scimitar and Falchion now enable counter-attacks to encourage pairing them with other weapons

 • The Demonsbane no longer deals Holy damage so that it doesn't beat out the Avenger vs. undead foes

 • Slightly lowered the attack of (-5) and Vigor boost on (-2) the Valiance

 • The earlier claws are now available sooner and the later ones are stronger

    --> Spirit Claws --- can now be bought at the start of Sabin's scenario
    --> Poison Claws - can now be bought at the end of Sabin's scenario

    --> Frostgore ------ is slightly stronger (attack: 140 -> 150)
    --> Stormfang ----- is much stronger (attack: 160 -> 180)

 • Changed the random spellcasts on the Spirit Claw (Stop -> Slow) and Frostgore (Doom -> Ice)

    --> Spirit Claws now allow Sabin to set Slow on the Soul Train since Suplex no longer does so

 • Overhauled the "magical" katanas: stat boosts are now +Spd/+Stam (stamina is now the "common" stat on
   all katanas)
, the Ichimonji(/Nodachi) is improved, and the "wind" blade attacks are now stamina-based

    --> Hanzo --------- Stam+2 (was Vgr)
    --> Ichimonji ----- Spd+3/Stam+3 (was Vgr/Mag); now has the Zantetsuken's insta-kill/crit effect
    --> Kazekiri -------- Spd+5/Stam+5 (was Vgr/Mag); wind attack is now stamina-based (power: 60)
    --> Mutsunokami - Spd+7/Stam+7 (was Vgr/Mag); wind attack is now stamina-based (power: 120)

 • Reworked the stat boosts on Shadow's ninja daggers to compliment the above-mentioned katana changes

    --> Sakura --- Spd+3/Mag+5 (Mag bonus was Stam)
    --> Kagenui -- Mag+7 (was Stam)
    --> Orochi ----- Spd+7 (removed Stam+5)

 • Added the "strong vs. flying foes" property to the Kunai and Ninjato

 • The Kusarigama has been reworked into a Zozo-era anti-human ninja weapon that can also set Stop/Slow

 • Overhauled Setzer's "casino" weapons: removed all stat boosts, "always hits" (except from Dice), and
   the ability to dual-wield darts in favor of making them better weapons

    --> Darts --------- slightly weaker than before (-10 attack), but stronger than the Cards were
    --> Tarot --------- now deals holy damage in addition to the "undead-slayer" effect
    --> Viper Darts - uses MP for critical hits (rather than instant death)
    --> Dice ----------- now get a "doubles" bonus and fair rolling odds (Seibaby/Bropedio)
    --> Fixed Dice --- the first two dice now roll fairly instead of low (same as regular dice)

 • Rods are more expensive (especially the Doomstick) and only the basic elemental ones can be broken

    --> Fire Rod ------ 2500 GP  (was 4000)
    --> Ice Rod ------- 2500 GP  (was 4000)
    --> Thunder Rod - 2500 GP  (was 4000)
    --> Quartrstaff ---- 5000 GP  (was 4000); can no longer be used as an item in battle
    --> Doomstick ----- 15000 GP (was 4000); can no longer be used as an item in battle
    --> Punisher -----------------------------------; can no longer be used as an item in battle

 • Larger rods (Quartrstaff and higher) now all possess physical evasion only

    --> Thus, the Doomstick gains evade and loses m.evade while the Punisher just loses the latter

 • Lowered the attack on the Punisher (180 -> 150) as it was too strong when dragooning

 • Added a new Colosseum-exclusive weapon for Strago/Relm that's basically a one-handed Mutsunokami

 • Brushes now hit twice to increase the likelihood of random spellcasts (lowered attack to compensate
   for the extra "damage")
; also added magic evasion (10) to all brushes and reworked their stat boosts

    --> Light Brush - attack to 60 (was 100)
    --> Monet Brush - attack to 80 (was 120); Mag+3/Spd+3 (Mag+3 was Stam+5)
    --> Dali Brush ----- attack to 100 (was 140); Mag+5/Spd+3 (Spd+3 was Stam+3)
    --> Ross Brush ----- attack to 120 (was 160); Mag+5/Spd+5 (Mag was +3)

 • The Ross Brush now randomly casts Rflect (instead of Haste)

 • The Magic Bone (a formerly hidden/theft-exclusive weapon for Gau) can now be won at the Colosseum

 • The Morning Star is stronger (attack: 100 -> 125) and is now usable only by Celes and Terra

 • The Chainsaw now "cleaves" on insta-kill procs, thus preventing counter-attacks (Bropedio)

 • Anti-undead weapons now use the "X-kill" animation (which also prevents counter-attacks) (Bropedio)

 • Adjusted the prices of a lot of store-bought armor: the Light Robe and many early-game upgrades are
   all cheaper, while a few key items
(namely the Oath Veil) are more expensive

    --> Targe ----- 1000 GP (was 1500)

    --> Hair Band -- 150 GP (was 250)
    --> Bandana ---- 200 GP (was 500)
    --> Iron Helm --- 500 GP (was 1000)
    --> Green Beret - 1000 GP (was 3000)
    --> Mythril Helm - 2000 GP (was 2500)
    --> Gold Helm ---- 4500 GP (was 5000)
    --> Mystery Veil -- 5000 GP (was 7500)
    --> Magus Hat ---- 6000 GP (was 7500)
    --> Oath Veil ------ 20000 GP (was 12500)

    --> Hard Leather - 300 GP (was 250)
    --> Karate Gi ------ 400 GP (was 500)
    --> Ninja Gear ----- 2500 GP (was 2000)
    --> Mythril Mail ---- 4500 GP (was 5000)
    --> Gaia Gear ------ 5000 GP (was 6000)
    --> Gold Armor ----- 9000 GP (was 7500)
    --> Light Robe ------ 15000 GP (was 20000)

    --> Back Guard ------ 4500 GP (was 7500)

 • Slightly adjusted the stats of several helmets and suits of armor, most notably a +10 magic defense
   increase for the Magus Hat/Circlet and +5 to physical defense for all "heavy" armor from Gold onward

    --> Leather Hat -- def +5
    --> Hair Band ----- m.def -5
    --> Bandana ------- m.def -5; Spd+2/Vgr+2
(was just Spd+2)
    --> Magus Hat ----- m.def +10
    --> Circlet ----------- m.def +10

    --> Ninja Gear ---- def +5; Vgr+3/Spd+3 (Spd was +2)
    --> Gaia Gear ----- Vgr+3/Stam+5 (Stam was +2)
    --> Light Robe ----- def -5; m.evade +10
    --> Mythril Vest ---- def +5
    --> Diamond Vest -- def +5
    --> Gold Armor ------ def +5
    --> Diamond Mail ---- def +5
    --> Crystal Mail ------ def +5

 • Relm now comes equipped with the Memento Ring (it's no longer hidden)

 • Strago no longer comes equipped with a Magus Hat

 • The Royal Jacket no longer blocks fire damage

 • Removed the +25% MP buff from the Minerva and added it to the Radiant Gown

 • Bandanas and the Mirage Vest can now be equipped by anyone (instead of just "light" armor users)

 • Umaro can now equip the Skull Cap (it's the only helmet he can use)

 • Gogo can no longer wear robes (he must wear hides or vests)

 • The Hero Shield now sets inherent sap (instead of condemned) until the curse is lifted

 • A certain piece of hidden armor has slightly less defense (-5/-5), but now halves Bolt/Wind damage

 • Reworked the coverage of status protection relics; most notably, the Ribbon now only blocks instant
   death
(it is now the only relic to do so), Stop (dn), and Petrify

    --> Fairy Charm -- Blocks: Sleep/Muddle (Sleep was Bserk)
    --> White Cape --- Blocks: Imp/Mute/Bserk (Bserk was Sleep)
    --> Amulet --------- Blocks: Sleep/Muddle/Bserk (Sleep was Petrify)
    --> Spirit Stone -- Blocks: Blind/Poison/Petrify (Petrify was instant death)

    --> Ribbon --------- Blocks: Stop/Petrify/instant death; added 20/20 evade/m.evade
    --> Quartz Charm - (formerly "Death Ward") no longer blocks instant death

 • Relics which grant statuses at critical health can now trigger again if the wearer dies (Bropedio)

 • It is no longer impossible to revive a character who dies while wearing a Ghost Ring (Bropedio)

 • Raised the physical evasion of the Sprint Shoes and the magic evasion of the Magic Cube

 • Lowered the defense of the Guard Ring and added magic defense; did the opposite for the Wall Ring

 • Removed both evasion boosts from the Back Guard and raised both defense stats to 20 (from 10)

 • Removed +7 Magic bonus from the Gem Box and the +7 Vigor boost from the Soul Box

 • Added stat boosts to the Storm Belt (+5 Spd) and Blizzard Orb (+5 Stam); also modified their in-game
   descriptions to be less cryptic about what they do 
(specifically their +25% damage properties)

    --> Per this, Umaro can no longer equip the Muscle Belt or Crystal Orb

 • Altered the wording of all +25% damage bonuses to clarify that they affect both damage AND healing

 • Changed/moved the contents of many chests, including adding the Dice to a WoR chest (so that they are
   no longer missable)
as well as the Viper Darts (formerly a Colosseum-exclusive)

 • Changed several enemy steals; bosses now hold (common) theft-exclusive items instead of rare items

 • Changed many trades at the Colosseum and replaced the more obnoxious opponents with easier ones

    --> All rare consumables now trade directly down to Phoenix Tears or Ninja Stars

    --> Force and Genji equipment is no longer interchangeable; both now have their own trade loops

    --> Sage Stones are now part of the Rogue/Nirvana trade loop (you can now acquire three of them)

    --> It's no longer possible to acquire more than one Skull Cap (Royal Jacket <-> Snow Muffler)

    --> Ribbons now trade into the Aegis Shield/Mirage Vest exchange (replaces the Quartz Charm)

    --> The Kagenui trades back and forth with the new stamina-based weapon for Relm/Strago

 • Modified the enemy encounter structure to make certain foes less difficult to find on the Veldt; all
   missable
(WoB) formations can now be found on Triangle Island and the Grenade Forest (near the Veldt)

 • The "Leap" command is now disabled if all rages in an enemy formation are already known (Bropedio)

 • Changed the names of many enemies (special thanks to Assassin) and their special attacks; also edited
   their attack animations to to make them more closely match what they're supposed to be

 • Removed or changed many enemy elemental resistances/weaknesses that felt unintuitive or made no sense

 • Overhauled enemy status resistances: only the "major" ones (Sleep, Muddle, Bserk, Stop, Petrify, and
   instant death)
are now commonly resisted while the others are (almost) universally effective

    --> As seen above, the "Stone" status is now to back to the original name of "Petrify"

 • Improved standardization of enemy stats, namely defense (both types), evasion, and speed

    --> Foes with inherent Safe/Shell now always take ~25% damage from attacks that respect defense
          while all others will take 40% or 60%

    --> Inherent haste is now always indicative of a faster foe with above-average physical evasion

    --> Foes who possess (physical) evasion now have the intended amount; "standard" evasion is now
          13
(effectively 10%) instead of 10 while hasted foes have 32 (or 25%) instead of 25

    --> Similar to the above, enemies now possess the correct amount of stamina; they previously had
          half of the intended value
(HP/512 instead of HP/256, capping at 16384 HP instead of 8192)

 • Reworked enemy/boss MP values: fewer enemies have MP at all, but those who do now use it frequently
  
(see "Mute" notes above) and may behave differently if they lose too much of it (Seibaby)

 • Re-tuned experience and GP drops to be more fitting with the enemies that drop them; most notably,
   bosses now award experience - and consequently a good deal of esper xp, to boot

 • Made a small improvement to the option to disable experience gains from battle (Bropedio)

 • Changed how fallen allies are replaced between tiers in the final battle (Bropedio)

 • Characters in MagiTek armor now attack with Tek Laser instead of elemental beams

 • Heal Force now revives dead allies in addition to restoring HP to live ones

 • Added an "unequip" NPC to the scenario select screen

 • Shadow is now cheaper to hire in Kohlingen (3,000 GP -> 1,000)

 • Made quality of life changes to several dungeons

    --> Phunbaba's second attack on Mobliz now occurs immediately after the first if it occurs
          after you receive the Falcon 
(Deschain)

    --> The chest at Ebot's Rock no longer requires to be fed in one sitting (Gi Nattak)

    --> The dialogue trigger to re-fight Hidon is no longer a 1/8 branch (Bropedio)

    --> Added a merchant ghost to the final segment of Cyan's Nightmare

    --> The basement level of the Ancient Castle is no longer hidden (Bropedio)

    --> Added several new save points to areas just before or after major boss fights

 • Battles in the Narshe mines (WoB) now maintain the area's BGM

 • "Searching For Friends" now only plays when you are aboard the Falcon (Poco Loco)

 • Shortened the unnecessarily lengthy Aero/Mutsunokami animation (Madsiur)

 • Phunbaba should no longer sometimes remove only one character from your party (Bropedio)

 • N. Cross can now only freeze a maximum of two characters (Seibaby, new GFX: Nowea)

 • Mind Blast now respects stamina, but gets an extra attack (4 -> 5) to compensate (Bropedio)

 • Lifeshaver now respects the "float" status and is no longer reflectable

 • Glare and Blow Fish are now physical attacks and thus respect the "clear" status

 • The "clear" status is no longer removed if the target absorbs a spell with Runic or by ground-based
   attacks missing floating targets
(Seibaby)

 • The "clear" status is now properly lifted by spells cast from rods used as items in battle (Seibaby)

 • The "Morph" and "Imp" statuses no longer affect (non-fractional) healing items (Synchysi/Bropedio)

 • Items are no longer consumed in battle if the user dies or is disabled before they go off (Bropedio)

 • Brushes and healing items now properly re-target if the intended target dies (GrayShadows/Bropedio)

 • X-Fight now re-targets if the first attack kills the original target, can now properly yield critical
   hits
(Bropedio), and no longer bypasses "cover" (Seibaby)

 • Jump no longer disables (most) special weapon effects (most notably the Atma Weapon) and dual-wield
   setups now attack only with the primary weapon instead of randomly selecting one
(Bropedio)

 • Fixed several issues with Palidor's behavior, making it much better to use (Bropedio)

    --> Characters no longer disappear when Palidor misses them

    --> Characters can no longer be targeted while airborne

    --> Characters now land in quick succession rather than staggered out so that the first one to
          land no longer stands there and gets pounded on while waiting on everyone else to come down

    --> ATB is now preserved upon landing instead of Palidor consuming everyone's turn; note that it
          will still increment while airborne, so characters can
(usually) act immediately afterward

 • Interceptor and Golem now always use the correct animation when activated, which corrects the lowered
   odds of late-game Interceptor counters and Golem's artificially enhanced durability (Bropedio)

    --> Due to this fix, Golem's defense has been reverted to the vanilla value of 192

 • Terra can no longer Morph while imped and is now immune to imp once Morphed (Bropedio)

    --> This is because Terra's esper sprite overrides the imp sprite, making the status invisible

 • Gogo no longer does 50% more damage than intended with physical Bushidos when dual-wielding

 • Setzer's dice no longer receive a damage boost from the Bserk status (Bropedio)

 • Flare (from the Apocalypse) now correctly receives the Morph damage boost (Bropedio)

 • X-Zone no longer revives/heals undead enemies when it's cast by the Doomstick (dn)

 • Multi-target attacks which respect stamina now correctly check each target individually (Bropedio)

 • Enemy "special" attacks that inflict sleep no longer miss on targets with death immunity (Bropedio)

 • Abilities with "one ally" targeting are no longer unable to randomly target (via Rage or enemy AI)
   teammates on the opposite end of the field during side or pincer attacks (Bropedio)

 • Inherent statuses now initialize properly on characters who are dead at the beginning of the battle
   and on enemies who are not present
(Bropedio)

 • Updated Assassin's "Optimize Fix" hack to leave slots with no valid equipment empty (Bropedio)

 • Fixed several RNG errors, most notably a random encounter spike during the Vector escape (Bropedio)

 • Fixed several other minor bugs and dialogue issues

    --> EP gains are no longer erroneously displayed before espers are obtained (Bropedio)

    --> Gau no longer occasionally refuses to step back into position after attacking (Bropedio)

    --> Ragnarok now appears last in the esper list instead of second-to-last (as in the Printme)

    --> The Tritoch sprite is no longer missing part of its tail when summoned (Bydoless)

    --> The Drain spell now has the correct pre-casting animation (Bropedio)

    --> Seraph now grants immunity to the "Condemned" status (Bropedio)

    --> Grav Bomb no longer clears Bserk/Muddle

    --> Discord and Blow Fish are no longer reflectable

    --> Shrapnel no longer considers stamina in addition to evasion

    --> Diffuser is no longer incorrectly flagged as part "Earth" element (Cecil)

    --> The Power Glove now has the correct value (was 5000; rare items should all be valued at 1)

    --> The Excalibur now allows an off-hand weapon (which is dumb, but whatever tickles your taint)

    --> The "cover" ability is now correctly disabled by the "Dance" status (Seibaby)

    --> Back/Side attacks are no longer disabled at Mt. Zozo or in Gogo's Cave

    --> Random encounters are now disabled in the room with Ifrit and Shiva

    --> It's no longer possible to run from the Ifrit/Shiva or Chadarnook battles

    --> The rare Sketch for Doom Gaze is now Aero (instead of Aqualung)

    --> Master T is now vulnerable to poison

    --> Gau can now Leap on the 3x Magic Pot formation

    --> Leap is no longer usable in the final battle

    --> Terra's Morph state now transitions properly between phases of the final battle (Bropedio)

    --> Fixed a paragraph in the Rage tutorial that scrolled too far without pausing for input

    --> Shadow's name no longer appears as "Scrapper" at the Colosseum

    --> Aligned the message upon entering Kefka's Tower to the screen top for better readability

    --> Gave a text box to the message that repeats the unlockme password for the same reason

    --> The version text in the config menu is now yellow instead of white (Bropedio)

    --> Colons and semicolons are now properly vertically aligned

 • Added a Spanish translation (Umaro) and an optional "vanilla" dialogue patch (Deschain)

 • Added a "New Game+" patch to the Unlockme (Bropedio)

 • Added new alternate sprite patches to the Unlockme (Bauglir/Gi Nattak + special thanks to Madsiur)

    --> Also touched up the base sprite for one of the above alternates (Bauglir/Abaddon)

 • Added screenshots to the Unlockme image gallery and updated existing ones (Dummy)

    --> All screenshots are now in .png format with substantially smaller file sizes

 • Added higher-resolution sprites and SNES Mini/Switch art to the Unlockme image gallery

 • Updated the (main) BNW logo in the Unlockme image gallery to the modern design (RetroGameCases.com)

 • Added a damage calculator/bestiary to the BNWCP (special thanks to Cecil and Mishrak)

 • Redesigned the Printme, now distributed as a .pdf file (the .xls version is in the Unlockme)

 • Re-bundled LIPS (ROM patching utility) with the Brave New World download

Anyone that says 3.0 when is banned.

 
 
 
1
On 12/31/2019 at 11:02 PM, Deschain said:

My wife and I turned the boring .txt file Readme into a (in my humble opinion) bitchin' PDF with illustrations, art, and screenshots galore. If you would prefer to read that, you can find it here:

https://drive.google.com/open?id=1GfWIhaiB3MXC5do2xLJIKR368P8pj0Vu

Wow, this is beautiful!

 

Holy shit, it's finally out. Also that PDF is gorgeous

On 12/31/2019 at 8:02 PM, Deschain said:

My wife and I turned the boring .txt file Readme into a (in my humble opinion) bitchin' PDF with illustrations, art, and screenshots galore. If you would prefer to read that, you can find it here:

https://drive.google.com/open?id=1GfWIhaiB3MXC5do2xLJIKR368P8pj0Vu

this is absolutely amazing. Thank you!

BNW 202020

I never imagined things would come this far. It's strange, since I first played 1.4 and thought that was outstanding. I then played 1.6.4 and thought it was even better. 1.9, another benchmark in success. Then came the 2.0 beta in May 2019, which I played because it was "basically final", and even that is substantially outdated. Never before have I shilled a romhack to people IRL, but this is that big a deal. I can't wait to get into this new release. Hopefully I don't unearth some ancient ritual deep in the code.

 

On 12/31/2019 at 8:02 PM, Deschain said:

My wife and I turned the boring .txt file Readme into a (in my humble opinion) bitchin' PDF with illustrations, art, and screenshots galore. If you would prefer to read that, you can find it here:

https://drive.google.com/open?id=1GfWIhaiB3MXC5do2xLJIKR368P8pj0Vu

When I first heard about this pdf manual, I said I'd have been ecstatic just to have a word document with some random screenshots. What you and your wife created goes beyond the standard of what you're paying homage to. It's a real work of art.

I think I found a bug.  You can’t defend or change rows if using the short battle menu.

Press L or R.

Thanks for your hard work. I downloaded the files but the names are in chinese, and so I dont know which files are which. Im doing this on my phone. If anyone could help, id greatly appreciate it. 

Screenshot_20200127-173853_ES File Explorer.jpg

@TiraflechaPR That's not Chinese, please use Zarchiver apk to unzip it! You can download it at Google Play Store!

9 minutes ago, jack5881 said:

That's not Chinese, please use Zarchiver apk to unzip it! You can download it at Google Play Store!

Was going off of Google Translate detecting Chinese, my bad. Thanks for the tip! 

 

3 hours ago, TiraflechaPR said:

Was going off of Google Translate detecting Chinese, my bad. Thanks for the tip! 

 

 

This is what the file contains:

Quote

[kaffe@kaffe-noc] [~/dls] unzip bnw_2.0.zip 
Archive:  bnw_2.0.zip
   creating: Brave New World/
  inflating: Brave New World/Lunar IPS.exe  
   creating: Brave New World/Translations/
  inflating: Brave New World/Translations/[h]Clean New World.ips  
  inflating: Brave New World/Translations/[h]Vanilla New World.ips  
  inflating: Brave New World/Translations/[h]¡Espanol Nuevo Mundo!.ips  
  inflating: Brave New World/Translations/[n]Clean New World.ips  
  inflating: Brave New World/Translations/[n]Vanilla New World.ips  
  inflating: Brave New World/Translations/[n]¡Espanol Nuevo Mundo!.ips  
  inflating: Brave New World/[h]Brave New World 2.0.ips  
  inflating: Brave New World/[n]Brave New World 2.0.ips  
  inflating: Printme.pdf             
  inflating: Readme.txt              
  inflating: Unlockme.rar

As the review you wrote is based on a user error while trying to inflate the archive, I suggest you amend it or remove it. I'll remove it myself if it's unchanged a few days from now. You're of course welcome to leave a proper review once you get it to work and have played the mod!

So, uh... what exactly does this ability do? Relm used it when sketching Cactuar, but it was nulled.

 

8=====D.png

That was, uh... not something I thought I'd left in the final product >.>

I figured, haha. The game is pretty juvenile at times, but that seemed a bit too on the nose. Funnily enough, I always seem to find obscure stuff like this :P 

On the gameplay side of things, I've been having a lot of fun with the mod. I played up to WoR a while ago (1.6 I think) so I decided on running at low-ish levels at least until then to spice things up a bit and it's proven to be quite challenging. Just downed the IAF at level 10 with a team of Terra/Setzer/Mog after a couple of attempts and some strategizing. The pincer formations were honestly the hardest part because of their brutal physicals, although those probably could've been taken care of with high evade characters and good RNG. Ultros/Chupon and IAF itself were completely manageable after setting up buffs. Don't know if I'll be able to beat Atma at this level, but I'm sure as hell trying.

Something that's kind of funny is the fact that most characters have <10 MP and thus suck at casting, but my headcanon is that they just haven't gotten used to this whole magic business yet. Even then, Locke has gotten some surprisingly good use out of his 2-3 Cure casts per boss battle lol

On 1/28/2020 at 2:39 AM, Kaffe Myers said:

 

This is what the file contains:

As the review you wrote is based on a user error while trying to inflate the archive, I suggest you amend it or remove it. I'll remove it myself if it's unchanged a few days from now. You're of course welcome to leave a proper review once you get it to work and have played the mod!

Please do so. I've

been trying to remove or edit my review but i can't figure it out. Thanks for everything. Will leave a proper review later. 

Done and done!

Quote

Don't know if I'll be able to beat Atma at [level 10], but I'm sure as hell trying.

After 15+ attempts and 4 different party set-ups, I finally did it. The fight took a grueling 70 minutes and consumables in the excess of 100k GP. It was fun as hell, though, and definitely one of the most difficult fights I've ever attempted in an RPG. The strategy itself wasn't all that complicated, but actually staying alive throughout the entirety of the fight without any stupid mistakes was challenging. Celes/Setzer healed and supported the party with rerise/float. I occasionally spun bars with Setzer when I had the time, which somehow led to him hiding behind the edge of the screen after jumping off of Palidor. Shadow and Cyan's defense ignoring damage with Throw and Dispatch were some of the best ways I could feasibly outpace Atma's regen (especially in phase 2). Shadow also focused on keeping Image up on himself and Cyan during the second phase, so they could attack without getting decked in return.

Well, that's what everyone should've been doing, but there was a ton of item-flinging in between. At some points, I went several turns per character without even getting to attack lol. Anyway, special thanks go to Cyan and his 454 HP + 55 Stamina, which somehow allowed him to survive both Flare and Meteor 100% of the time with <15 HP remaining, leading to him dying the least amount of times by far.

ELs were as follows:
Celes: 4 Siren & 2 Seraph (+4 Spd/Mag & + 60HP/30MP)
Cyan: 6 Kirin (180 HP & 6 Stam)
Setzer: 6 Seraph (180HP/90MP)
Shadow: Nothing lol
Stacking HP/MP seems kind of necessary at these levels if you want to survive more than one hit. The only reason I don't have 6 Seraph levels on Celes is that I spent those first 4 before getting Seraph (which I forgot existed .-.)

I'm sure someone else has done this at even lower levels, so I'd love to know your strategy, and how mine could've been improved upon.

 

 

FEFTui8.png

2 hours ago, BlackMage said:

I'm sure someone else has done this at even lower levels, so I'd love to know your strategy, and how mine could've been improved upon.

I'm not one who has done so, but multiple people have beaten BNW with XP off for the entire game and therefore at level 3. Generally strats relied pretty heavily on Gau raging Conjurer to get Rerise spam or Flan for Life spam + Elemental Immunities

SO I HEARD YOU LIKE LOW LEVELS (done at level 1-3):

 

bnwkaisersolo.png

bnwkefkallg.png

I've never done Atma below level ~18 and he's no pushover then, doing it at level 10 is pretty nuts.

(Other people here have done it even lower, but they are all crazy)

Be advised, your dudes will level to 18-21 after the WoR transition, so if you want to continue doing things wildly underleveled like a madman, make sure to turn off XP before jumping off the floating continent!

13 hours ago, Nowea said:

I'm not one who has done so, but multiple people have beaten BNW with XP off for the entire game and therefore at level 3. Generally strats relied pretty heavily on Gau raging Conjurer to get Rerise spam or Flan for Life spam + Elemental Immunities

Quote

SO I HEARD YOU LIKE LOW LEVELS (done at level 1-3):

Ok, that's pretty crazy. I looked it up on YT but I could only find videos of earlier versions (including yours apparently), has this been done in 2.0? Do you guys think it'd still be possible or has too much changed?
In any case, it's really impressive but it sounds too restrictive to me. I doubt I'd have fun for too long (or even the patience to do it). :o 

Quote

I've never done Atma below level ~18 and he's no pushover then, doing it at level 10 is pretty nuts.
(Other people here have done it even lower, but they are all crazy)
Be advised, your dudes will level to 18-21 after the WoR transition, so if you want to continue doing things wildly underleveled like a madman, make sure to turn off XP before jumping off the floating continent!

Oh, right! I recall reading something about the auto-levelling. Thanks for the reminder, I'll try to keep being a madman for a while longer. In case things get too rough for me, I can still grind. Levelling up is waaay easier than levelling down :P 

The pictures posted are from 2.0, it's possible.

What were some of your biggest hurdles, and how long did the Atma fight take? I assume you used Blowfish for damage and (as previously stated) Gau for Rerise spam?

Atma was maybe 20 minutes, I didn't clock it. Brainpan, Blowfish, Celes with Float or Red Bulls if someone died, Shadow throwing stuff. He was kind of easy for me, nothing he did even hit me.

Biggest hurdles was the final boss tiers and probably Hidon, which Gogo solo'd also. Most bosses were hurdles till you get their scripts down and plan accordingly with gear sets.

5 hours ago, Kain Stryder said:

Atma was maybe 20 minutes, I didn't clock it. Brainpan, Blowfish, Celes with Float or Red Bulls if someone died, Shadow throwing stuff. He was kind of easy for me, nothing he did even hit me.

Biggest hurdles was the final boss tiers and probably Hidon, which Gogo solo'd also. Most bosses were hurdles till you get their scripts down and plan accordingly with gear sets.

Ah yeah, that seems much smarter than what I did. At first, I thought using Strago for damage would be a poor idea due to his squishiness (same with Gau). I did later realize that's not much of a problem, but I was too committed to my team at that point haha. I assume Brainpan also has Blowfish? I actually forgot to get the Floating Continent rages before WoR, which just shows how much of a scrub I am. :P 
How were you able to stack enough mEvade that Atma couldn't hit you with Flare or Meteor? The latter was the biggest hurdle for me tbh (combined with Cleanse).

X-Meteo being a thing didn't really cross my mind thus far, but it does seem absurdly useful for WoR.

Another thing I'm curious about though; Now that you know the game inside and out (I assume), do you think you'll be able to do a regular playthrough without everything feeling like a pushover? Or are there other interesting challenge runs to do? Sorry for turning this into an AMA lol, but these really hard challenge runs fascinate me on some level. Plus I'm not all that familiar with FF6 (never beaten it) so I'm soaking up info left and right.

I would faceroll the game normally with my knowledge, yes. Can't evade Meteor, I assume you mean Meteo which you can, and I did. Flare I just ate. X-Meteo is ungodly good.

For what it's worth, you also cannot evade Flare. Runic/Reflect are the way to go to avoid taking damage.

How compatible is BNW with editors such as FF3usME? I seem to recall it tends to get unstable. What about with minor alterations such as changing character portraits with FF3se? Is it likely to cause problems?

 

edit: might as well make sure, if I want to use sprite patches such as Bauglir's(?) armored Celes, should I patch that stuff before or after BNW? 

edit2: looks like editing portraits doesn't cause immediate problems at least, but doing anything with FF3usME such as importing a sprite sheet makes it so that the game softlocks on save points. Interesting.. I wonder how some people seem to have successfully fiddled with sprites with this mod. 

19 hours ago, Hapanpappa said:

How compatible is BNW with editors such as FF3usME?

As you have learned, it isn't.

Hello,

First time poster, but I've been following this project for a long time. I had not tried the game yet because I was waiting for 2.0 to be released.

I'd like to congratulate BTB and everyone involved in the mod for your hard work. It seems like a real gem, and I'm looking forward to playing it to the end.

On another note, has anyone tried playing the mod on their hacked SNES mini? I'm using retroarch with the Snes9x core. The game has some slight slowdown when navigating the world; battles are fine, but outside of that there is a little slowdown. Is this just for me? Is there anything I can do to remedy that issue? I'd prefer playing the game on my TV with the SNES controller than on my PC.

Thank you!

Several of our players are running on a SNES Mini and the only real problem has been that updating it is a huge pain in the ass.

"Setzer's dice no longer receive a damage boost from the Bserk status"

oof that one hit me in my soul, especially after getting excited about the other dice changes. I'm not going to demand a change or anything entitled like that (in fact it might literally be the only change I dislike in this godly beast of a patch), but I'm curious about why this change was made. I'm guessing it was to make behaviours consistent or something?

Aside from the fact that it's ostensibly a bugfix, it counter-balances the fact that the new Dice math is effectively a buff to an already-powerful weapon.

15 hours ago, BTB said:

Several of our players are running on a SNES Mini and the only real problem has been that updating it is a huge pain in the ass.

Hmm. Maybe I can try running the game from Canoe. Hopefully that solves the issue.

EDIT: it did. I switched the core back to Canoe and the game runs well now. There's just a slight graphical glitch that pops up during battles, whereby the top part of the enemy sprites that are on the bottom row sometimes flicker in and out of existence. It's very mild and not much of a problem.

So is Cid staying alive a new twist in the plot as well? Sure didn't expect it, seemed bugged at first because his dialogue looped multiple times and I just kept feeding him fish over and over expecting him to die but eventually he actually got better. I was pretty thrilled to see something new but then again I missed out on seeing one of the most memorable and tragic moments of the game(the cliff scene), it's pretty much the emotional climax of the game.  

Well, I suppose this is a testament to how much of a pain in the ass saving him was in the original game.

Holy crap. It's in the original. To think that I've never had that happen before. 

On another note, major kudos to whoever wrote the dialogue for the mod. The jokes and memes aside, more serious moments were clearly given due respect as it should be. Especially the dialogue between Locke and Celes, Terra&Leo, everything on the FC, and Setzer rejoining in WoR come to mind; absolutely brilliant and vastly superior to the awkward, quite child-like character dialogue of the original. This is so much more cinematic&mature yet grounded and real. 

Setzer's re-recruitment scene is my personal favorite. They say "write what you know" and apparently drunk and depressed is... pretty well-worn territory for me >.>

Haha, it would appear so. The dialogue really is one of the most awkward aspects of the original, dunno if the translation or the japanese script is more at fault. 

Also is the Phoenix cave final room red save point just a tease or something? I think the chest that you can't open was always there, but that save point bugs me as I've explored every square inch of the place but found nothing.

It's an exit that was there in vanilla, and the only place that sprite was used.

Just stopping by to congratulate you guys on such an amazing mod, and to thank you for the great experience. Seriously, BNW is a work of art.

I have played version 1.9 (I think it was 1.9) a little after it came out and found it incredible, and 2.0 is even better. I've finished it yesterday, and it feels more well balanced than 1.9 (or maybe I managed to git gud between them, but I don't think so), and the difficulty was just spot on for the vast majority of the game. The only bosses that came close to feeling unfair (although it might have been just poor strategy on my part) were Master T and Myria, and even those I managed to beat after changing strats a couple times.

Seriously, this mod is great. I already feel like running a replay. Thank you so very much!

How come I can only choose the order of the first 4 characters for the Kefka fight? Seems like a weirdly specific glitch if it is one, although I can't imagine why you'd want to make it random either. 

In the rich guy's house at the north of Jidoor, there's a painting of (I think) flowers. When you "talk" to it, it says it gives you "piece (sic) of mind". Is the misspelling intentional?

On 07/03/2020 at 1:38 AM, Hapanpappa said:

How come I can only choose the order of the first 4 characters for the Kefka fight? Seems like a weirdly specific glitch if it is one, although I can't imagine why you'd want to make it random either. 

It's intended.

On 12/31/2019 at 10:02 PM, Deschain said:

My wife and I turned the boring .txt file Readme into a (in my humble opinion) bitchin' PDF with illustrations, art, and screenshots galore. If you would prefer to read that, you can find it here:

https://drive.google.com/open?id=1GfWIhaiB3MXC5do2xLJIKR368P8pj0Vu

I created an account simply to let you know that you and your wife did an amazing job.  I'll be printing this out today and loading up the 2.0 mod this weekend!

 

Are there any other recommended mods for other FF games that are in the same vein as the Brave New World mod?

On 31/12/2019 at 11:02 PM, Deschain said:

My wife and I turned the boring .txt file Readme into a (in my humble opinion) bitchin' PDF with illustrations, art, and screenshots galore. If you would prefer to read that, you can find it here:

https://drive.google.com/open?id=1GfWIhaiB3MXC5do2xLJIKR368P8pj0Vu

This is beautiful and should totally be in the mod's compression file!

It's WAY too big for that.

Really loving the new patch. Gau is my MVP!

 

Question - is the Atma Weapon or the Valiance at all affected by row?

Yes

I just finished my first playthrough of v2.0 (second playthru of BNW - I played 1.9 previously) and thought I'd write up some impressions.

First off, great job on the game balance!  I made a special effort this time to main characters I didn't focus on last time - Gau, Strago, Setzer, Mog - and found them all to have surprising flexibility and craftibility. The few times I found myself seriously stuck, I was able to think my way out of the problem by changing strategy (most notably, Gau Locke and Sabin in the minecart ride - thanks to the forum for suggesting Rain Man!)  The challenge was on point: while I didn't feel like I game over'd too often, I would still start pumping my fist in the air and cheering when the death animation hit for almost every boss, it was that satisfying.  Excellent work on the character scenes, too.  I'm not a huge fan of the referencey humor, but that was toned down here, and I AM a huge fan of the awesome characterizations in this release - everyone seems more of themselves, Celes and Setzer really shine, even Gogo picks up a good line or two!  

I wrapped up the game with my crew at level 30--32, Esper level mostly 22-23.  Kaiser was great - I love the extra strategic layer for that fight, and it was extremely satisfying (although I'm still not sure whether I figured out what I was supposed to do or just got lucky).  I was pleasantly surprised to run into some real difficulty with Kefka and had to retry the last fight a few times.  Eventually, I used Runic with Celes to absorb the Meteor counters, kept up non-magical healing with Setzer and Sabin, and dealt damage mostly with Terra's Ragnarok procs, with the occasional double Fixed Dice and claw attacks thrown in for extra.

There were a few things that struck me as off.  First, Edgar's Mana Battery seems underpowered: I gave him 15 Siren levels, but at the end he was still only hitting for +45 MP, so why wouldn't you just throw a tincture?  (Especially since I was rolling in money well before the end game.)  In comparison, his bro (13 Stray) Sabin's Chakra gives >50 MP to all three of the other party members - to match that performance, I would expect the Mana Battery to do more like +100 or +150 MP on one target.  Second, I don't really understand the choice to remove the elemental beams from the Magitek Armor: it made the beginning feel less like "awesome introduction to the game world" and more like "boring filler to get through ASAP".  (That was accentuated by Whelk being further nerfed, it felt like that battle was over in 3 hits.)  It also removed some enjoyable storytelling from Cyan's dream.  If it's a matter of the beams having identical effects, they could be used to provide an intro to the elemental system - for example, make the mammoths immune to ice, make wolves weak to bolt; maybe make Whelk adapt to absorb the last beam type that hit it, so the player has to keep rotating.  Then the beams have a purpose in addition to looking cool, and the player has something to do besides mash A.  Third, I really enjoyed the storytelling in the escape from the floating continent, but the forced use of one particular action in the battles felt like it went against the ethos of 'play how you like' that the rest of the game does so well.  It's awesome, people will use it without being required to.  And honestly, that's about it.  Everything else is refreshing and awesome.  

All in all, this has been the most fun I've had with this game since probably before 2000.  Thank you so much to the devs who have put so much effort into bringing the strategy and gameplay of this classic up to par with everything else we love about it!  

RE: The Mana Battery, it benefits from +25% magic relics, i.e. the Nirvana Band. I'm guessing you weren't using it on Edgar with those numbers.

RE: The elemental beams, they took up valuable real estate in the spell index and added nothing appreciable to the game, so they got cut.

Just completed BNW 2.0, and absolutely enjoyed every moment. The mod really pulls out the potential of what FFVI could have been. Really enjoyed the character build crafting & boss fights. These aspects are just missing in the recent FFs, like FFXV which i completed before playing BNW.

One minor annoyance is that i had to backtrack to re-organize the party a few times. Once was at Kefka tower. I fought to the top with Cyan's tempest (still hits?) & Shadow's Kazekiri/Kagenui procs. Then faced a wall with MagiMaster because my team had no magic spells. Another was with Kaiser. The first time i went through, the team (with Umaro...) facing Kaiser had no magic to deal with his mechanic. I had to warp out, rejig the team and fight through the dungeon again which breaks the flow.

Nonetheless, the mod is a masterpiece. JRPG boss fights have not been this intense in a long time. Thanks a lot for this mod!

Quote

WrexSoul.png

 

On 4/24/2020 at 5:08 AM, vin said:

The first time i went through, the team (with Umaro...) facing Kaiser had no magic to deal with his mechanic. I had to warp out, rejig the team and fight through the dungeon again which breaks the flow.

Thinking you have to backtrack is perfectly understandable, Magimaster and Kaizer's gimmicks can be handled by any party comp (assuming one has all their abilities unlocked).

Hell, Umaro was used in the fastest and smoothest Kaiser kill I've seen.

I've been quietly gathering bug reports since the release of 2.0 for a minor bugfix update at some unspecified in the future. Sat down over the last few days to work up this tentative changelog:

 • Wagers are no longer lost at the Colosseum if you lose the battle (Bropedio)

 • Defending now doubles a character's chances to cover healthy allies (Seibaby)

 • Celes now remains in her "Defend" stance as long as Runic is active (Bropedio)

 • The "Blind" status now affects your chance to successfully steal (Bropedio)

 • Increased the damage reduction for "friendly fire" from 50% to 75% (Bropedio)

 • Golem no longer blocks non-damaging attacks or inherits bonuses from its protectee (Bropedio)

 • Elemental attacks which are nulled or absorbed no longer attempt to set statuses (Bropedio)

 • Abilities which cure HP and remove statuses now work properly on petrified characters (Bropedio)

 • Fixed the exploit where status-prevention relics would cure negative statuses (Seibaby)

 • The Scan spell now displays HP and MP values for non-boss enemies (Bropedio)

 • Cyan's starting vigor is now correctly set to 42 (instead of 43)

 • Swapped the immunity to Blind on Siren with the immunity to Bserk on Stray

 • The "Stop" effect on Suplex and the "Muddle" effect on Flurry now check enemy stamina for evasion

 • Bad Breath no longer incorrectly sets Sap

 • Plasma is now just water damage (was water/bolt)

 • Toxic Frog is now water/dark elemental (was just dark)

 • Raised the power of the Rune Blade to 150 (from 140)

 • The Kunai and Ninjato now correctly possess the "strong against flying foes" property

 • The Punisher now correctly grants the critical damage bonus to the Dark spell

 • The Cursed Shield now correctly sets Sap instead of Condemned

 • The White Cape now blocks Stop instead of Bserk (and in addition to Imp/Mute)

 • Renamed the Storm Belt (now Psycho Belt) to something more indicative of its true function

 • Rewrote the "ATB tutorial" gimmick back into Whelk's script

 • Undead enemies are no longer inherently immune to Stop

 • Crawlers no longer use Magntidue on low-level parties

 • The South Figaro basement is no longer accessible prior to Locke's scenario

 • Adjusted the timer in Phantom's script (should prevent "cheap" RNG deaths)

 • Fixed a error in Dadaluma's script when attempting to target invisible characters

 • Significantly rewrote 024's script to further reinforce the battle's intended mechanic

 • Changed the behavior of the Cyborg/Robot/Android enemy group when hit with bolt damage

 • The "Tek Armor" enemy group should no longer be able to set barrier on other enemies

 • Lowered the magic defense of the Wight/Wraith/Revenant enemy group

 • Kudzu and Locusts can now be encountered in the WoR so that their rages are no longer missable

 • The "Ninja" enemy group can no longer re-vanish as a counter to having the status cleared

 • Behemoths are now correctly immune to Sleep

 • Slightly adjusted Atma's script to further reinforce the battle's intended mechanic

 • Fixed a bug in the Tentacle battle where characters seized at full ATB would freeze when discarded (Bropedio)

 • Tentacles C and D now have the correct defense and magic defense, respectively

 • The Hoodwink and Windrunner enemies no longer always open with Blight

 • Curly now heals Larry and Moe more frequently

 • The merchant in Cyan's Nightmare now has better merchandise

 • Wrexsoul now correctly drops Force Armor instead of Genji Armor

 • Removed the new Ebot's Rock save point as it could potentially softlock your save file

 • The Hidonites are now properly flagged as undead

 • Fixed a targeting error in Hidon's script and made it less likely to miss learning Shield

 • Changed the Sketch results for Hidon and Guardian to something more (potentially) useful

 • Changed the overworld sprites of the elemental dragons to more correctly match their color

 • The White and Green Dragons now lose the sap status when healing themselves instead of gaining regen

 • A certain boss is no longer mandatory once triggered and now better telegraphs its attacks

 • Fixed an oversight in Asura's script which allowed her to potentially use N.Cross twice in a row

 • Reduced the overall damage output of the "Face" component in the first phase of the final battle

 • Fixed an error in Kefka's script that was causing Meteor to be cast more frequently than intended

 • Fixed several other minor bugs

    --> Subsequent EL resets are now properly denied if the player lacks sufficient funds
    --> The Lich and Kudzu rages are now listed in correct (alphabetical) order
    --> The Mute status no longer prevents Gau/Gogo from using Aqualung with the Chimera rage
    --> The 5x Chickenlip and 5x Anemone formations are now leapable and will appear on the Veldt
    --> Fixed minor visual glitches with two enemy formations (Tyrano/Troll and L1/L2 Mage)
    --> Set the correct battle entrance animation for Zone Eater and Land Worms
    --> Spellcasting animations should no longer persist through death
    --> Corrected the menu description for Raze to include the wind element
    --> Corrected the description for a certain key item to include its second effect
    --> Corrected the value of a certain hidden rare item (0 -> 2)
    --> Corrected the description of Lifeshaver in the (Unlockme) Printme

 • Clarified several pieces of advice and some weapon descriptions

 • Improved several minor bits of dialogue (special thanks to Field)

 • Renamed a certain minor character (special thanks to Bauglir)

 • Fixed some minor errors in the BNWCP

 • Added a deleted scene to the Unlockme.txt file

10 hours ago, BTB said:

A certain hidden boss is no longer mandatory once triggered and now better telegraphs its attacks

I am uncertain what boss this is referring to. Is this some hush-hush Mystery Egg kind of stuff, or something a fairly thorough player has probably encountered as a matter of course?

Love the new Defend/Cover interaction, btw.

On 2020-06-07 at 6:56 PM, SirNewtonFig said:

I am uncertain what boss this is referring to. Is this some hush-hush Mystery Egg kind of stuff, or something a fairly thorough player has probably encountered as a matter of course?

Love the new Defend/Cover interaction, btw.

It's kinda hushy, but if you're doing everything in the game you will come across it.

6 hours ago, Yuyu said:

It's kinda hushy, but if you're doing everything in the game you will come across it.

Just when I thought I *was* doing everything in the game! Is this missable, or could I fire up my last save and still find this if I scour the world long enough?

On 6/7/2020 at 11:48 AM, BTB said:

• Wagers are no longer lost at the Colosseum if you lose the battle (Bropedio)

This, coupled with a hack to let you control your character, seems like a great way to add some very fun challenging/rewarding fights to the Colosseum in addition to the current item trading. But I get that this is just a bugfix patch.

Just when I thought the game was finished though, you continue to polish things. Awesome!   

Given that the colosseum is uncontrollable, I've deliberately scaled back on the difficulty there since it's mostly fake difficulty.

Well that's why I said "coupled with a hack to let you control your character."

I totally agree with you about the fake difficulty otherwise. But if you don't lose your wagered item when you lose AND you can control your character... that could make for some interesting possibilities.

How soon do you think the bug fix will be available, BTB? I'm really enjoying 2.0 so far after beating 1.9 some time ago, but I fear going too far without being able to use my current save with an updated version of the game.

13 hours ago, beechteeth said:

How soon do you think the bug fix will be available, BTB? I'm really enjoying 2.0 so far after beating 1.9 some time ago, but I fear going too far without being able to use my current save with an updated version of the game.

No ETA, it's just a "Done when it's done" one. As far as save compatibility goes, this isn't going to be a major patch and your old saves will remain usable unless you consider "Cyan has 1 more vigor than he should" to be gamebreaking.

Good to know. Take all the time y'all need. Thanks for the response!

The site for buying a repro is down.

16 hours ago, CourtlyHades296 said:

The site for buying a repro is down.

Yeah, I've tried to get in touch with Katy but she hasn't been responding.

The site is back up but BNW is out of stock. ROTDS is still 1.6 on the site.

If anyone feels like helping test the bugfix patch (see changelog above), it's pinned in our Discord server.

About the patch the bugfix and play it on a SNES emulator for my PSP. Does this require a special rom? Could you post the SHA256 hash for the headered and unheadered roms? I can provide detailed instructions for doing this on Windows 10 or Linux if you like.

The version doesn't matter - BNW will force-convert any version of FF6US into the correct one.

14 hours ago, BTB said:

The version doesn't matter - BNW will force-convert any version of FF6US into the correct one.

I feel like I should make a reply which references the BNW IPS patch as a bossy Japanese anime girl trope here, but I don't watch anime.

edit

The rom with the SHA256 hash below freezes just after the soldier mentions the slave crown in the intro. Sound still present.

Final Fantasy III (USA) (Rev 1).sfc

10ECCC5D2FAB81346DD759F6BE478DCB682EEF981E8D3D662DA176E1F9A996BC

Just wanted to mention, because I dont see it in the patch notes, that Raze does fire/wind damage but the description only says fire (no mention of wind).

I'm not sure if the description is wrong or if the spell is working wrong, but they dont agree.

2 hours ago, Dyne said:

Just wanted to mention, because I dont see it in the patch notes, that Raze does fire/wind damage but the description only says fire (no mention of wind).

I'm not sure if the description is wrong or if the spell is working wrong, but they dont agree.

The description was wrong. Good catch, thank you!

Hi there

Getting into BNW for the first time ever and super enjoying it. Just finished Zozo. I do have a bug though, I can't run from battles. I hold L and R but nothing happens. I've confirmed L and R work in the menus, so its not a key mapping issue.

Any idea? I may have patched the file twice, once with non headered, then correctly with headered. So maybe thats part of my problem? 

Thanks for everything!

27 minutes ago, doctor_dbo said:

Hi there

Getting into BNW for the first time ever and super enjoying it. Just finished Zozo. I do have a bug though, I can't run from battles. I hold L and R but nothing happens. I've confirmed L and R work in the menus, so its not a key mapping issue.

Any idea? I may have patched the file twice, once with non headered, then correctly with headered. So maybe thats part of my problem? 

Thanks for everything!

Oh sorry I forgot one more - Gau was able to Leap on the first  section of the starter continent (Narshe, Figaro 1, South Figaro) but couldnt on the second (Kohligen, Jidoor, Zozo, Figaro 2)

 

Thanks again!

On 11/30/2020 at 6:00 PM, doctor_dbo said:

Any idea? I may have patched the file twice, once with non headered, then correctly with headered. So maybe thats part of my problem?

That is DEFINITELY a problem.

On 12/2/2020 at 12:37 AM, BTB said:

That is DEFINITELY a problem.

Understood. How can I save my current game, so that I can repatch a clean file, but not lose all my progress?

 

Thank you again

Save data carries over without a problem. Just repatch a fresh ROM and replace your current one with it.

For the Gold, Diamond, and Crystal sets do the resistance effects stack?

Nope

Does "second hand" refer to the minutes hand or the seconds hand of the clock?

 

edit

 

Emulator froze, there goes my last hour of progress!

What does the Storm Belt do on Umaro?

Edit: there is no definition for the Image status in the printme. From my own experience it's an evade and Mevade buff correct?

14 hours ago, NaviHank said:

What does the Storm Belt do on Umaro?

Edit: there is no definition for the Image status in the printme. From my own experience it's an evade and Mevade buff correct?

Both of Umaro's special relics unlock abilities that he is otherwise unable to to. Try using him with and without each one to see what changes.

Spoiler

If you'd rather just be told, the Storm Belt gives Umaro the ability to throw allies at enemies. It's basically Bum Rush, but will also remove Sleep or Confuse set on the ally being thrown. It also has an interesting interaction with Moogles...

I believe Image makes it 100% likely that a physical attack that is capable of missing will miss. After avoiding such an attack, there is a chance the buff will wear off. There is no interaction with magic evasion.

Having the Image status will disable a character's Cover ability if they have it, so that you cannot set up invincible cover/counter tanks.

G'day all. just finished my first ever play through of BNW. first of all im a huge fan of the work you guys have done. I played ff6 in its original form around 2 decades ago and this definitely gave me equal satisfaction in both the nostalgia and challenging gameplay areas.
not sure if this is where i'm meant to post bugs, as i couldnt find a dedicated forum thread for it... but here goes.

When Setzer summons palidor using slot, he lands waaaaay off screen after his jump.

It's a long-standing known issue.

Glad you enjoyed it.

It's been awhile, but here's the official changelog for 2.1, slated for release alongside the Pixel Remaster:

 • The ATB bar now decrements to show the delay between command input and execution (-Bropedio)

 • Esper summon effects are now shown in the EL/spell acquisition submenu (-SirNewtonFig)

 • Wagers are no longer lost at the Colosseum if you lose the battle (-Bropedio)

 • Defending now doubles a character's chances to cover healthy allies (-Seibaby)

 • Celes now remains in her "Defend" stance as long as Runic is active (-Bropedio)

 • The "Blind" status now affects your chance to successfully steal (-Bropedio)

 • Increased the damage reduction for "friendly fire" from 50% to 75% (-Bropedio)

 • Enemies can no longer counter-attack counter-attacks (-Bropedio)

 • Enemies who counter X-Magic now do so after the first spell rather than the second (-Bropedio)

 • Elemental attacks which are nulled or absorbed no longer attempt to set statuses (-Bropedio)

 • Golem no longer blocks non-damaging attacks or inherits resistances from its protectee (-Bropedio)

 • Abilities which cure HP and remove statuses now work properly on petrified characters (-Bropedio)

 • Fixed the exploit where status-prevention relics would cure negative statuses (-Seibaby)

 • Fixed a rare bug where MP would fail to update correctly in the battle spell menu (-SirNewtonFig)

 • Subsequent EL resets are now properly denied if the player lacks sufficient funds (-Synchysi)

 • Cyan's starting vigor is now correctly set to 42 (instead of 43)

 • The Scan spell now displays HP and MP values for non-boss enemies (-Bropedio)

 • Changed the palette of the Storm spell to better indicate that it's both wind and water elemental

 • Fractional damage attacks will now do minor damage to bosses rather than missing (-Bropedio)

 • Swapped the immunity to Blind on Siren with the immunity to Bserk on Stray

 • The "Stop" effect on Suplex and the "Muddle" effect on Flurry now check enemy stamina for evasion

 • The "7-7-7" Slots spin now heals just as much HP as a losing spin instead of slightly less

 • Bad Breath no longer incorrectly sets Sap

 • Plasma is now just water damage (was water/bolt)

 • Toxic Frog is now water/dark elemental (was just dark)

 • The Water Rondo dance is no longer permanently missable (-SirNewtonFig)

 • Raised the attack of the Rune Blade to 150 (from 140)

 • Attack is no longer capped at 255 (-Bropedio); this mostly affects the Excalibur (now 225 attack)

 • The Kunai and Ninjato now correctly possess the "anti-air" property

 • The Tarot is now properly flagged as Holy elemental

 • The Punisher now correctly grants the critical damage bonus to the Dark spell

 • The Cursed Shield now correctly sets Sap instead of Condemned

 • The Multiguard now blocks rather than absorbs Fire/Ice/Bolt

 • The White Cape now blocks Stop instead of Bserk (and in addition to Imp/Mute)

 • Renamed the Storm Belt (now Psycho Belt) to something more indicative of its true function

 • The Megalixir now removes all negative statuses in addition to restoring all HP/MP

 • Undead enemies are no longer inherently immune to Stop

 • Rewrote the "ATB tutorial" gimmick back into Whelk's script

 • Crawlers no longer use Magnitude on low-level parties

 • The South Figaro basement is no longer accessible prior to Locke's scenario

 • Adjusted the timer in Phantom's script (should prevent "cheap" RNG deaths)

 • Death by sap/poison/counter-attack no longer prevents the dying attack of "Giant" enemies (-Bropedio)

 • Fixed a error in Dadaluma's script when attempting to target invisible characters

 • Slightly rewrote 024's script to further reinforce the battle's intended mechanic

 • Changed the behavior of the Cyborg/Robot/Android enemy group when hit with bolt damage

 • The "Tek Armor" enemy group should no longer be able to set barrier on other enemies

 • Lowered the magic defense of the Wight/Wraith/Revenant enemy group

 • Kudzu and Locusts can now be encountered in the WoR so that their rages are no longer missable

 • The "Ninja" enemy group can no longer re-vanish as a counter to having the status cleared

 • Behemoths and Diablos are now correctly immune to Sleep and are slightly less spammy with Meteo

 • Slightly adjusted Atma's script to further reinforce the battle's intended mechanic

 • Fixed a bug in the Tentacle battle where characters seized at full ATB would freeze when discarded

 • Tentacles C and D now have the correct defense and magic defense, respectively

 • Fixed a bug where Chesticle's shell was using incorrect or no attacks

 • Removed inherent regen (which damages the undead) from Belladonna and Nightshade

 • Parasoul is no longer incorrectly immune to Stop

 • The Hoodwink and Windrunner enemies no longer always open with Blight

 • Curly now heals Larry and Moe more frequently

 • The merchant in Cyan's Nightmare now has better merchandise

 • Wrexsoul now correctly drops Force Armor instead of Genji Armor

 • Removed the new Ebot's Rock save point as it was no longer needed

 • The Hidonites are now properly flagged as undead

 • Fixed a targeting error in Hidon's script and made it less likely to miss learning Shield

 • Changed the Sketch results for Hidon and Guardian to something more (potentially) useful

 • Changed the overworld sprites of the elemental dragons to more correctly match their color

 • The White and Green Dragons now lose the sap status when healing themselves instead of gaining regen

 • A certain boss is no longer mandatory once triggered (-Synchysi) and now better telegraphs its moves

 • Fixed an oversight in Asura's script which allowed her to potentially use N.Cross twice in a row

 • Reduced the overall damage output of the "Face" component in the first phase of the final battle

 • Fixed an error in Kefka's script that was causing Meteor to be cast more frequently than intended

 • Fixed several other minor bugs

    --> Fixed two minor visual bugs relating to cover (-Bropedio)
    --> The save point in the Ancient Castle is now the correct color
    --> The Lich and Kudzu rages are now listed in correct (alphabetical) order
    --> The Mute status no longer prevents Gau/Gogo from using Aqualung with the Chimera rage
    --> The 5x Chickenlip and 5x Anemone formations are now leapable and will appear on the Veldt
    --> Fixed minor visual glitches with two enemy formations (Tyrano/Troll and L1/L2 Mage)
    --> Set the correct enemy to be fought for betting a Life Bell at the Colosseum
    --> Set the correct battle entrance animation for Zone Eater and Land Worms
    --> Spellcasting animations should no longer persist through death
    --> Corrected the menu description for Raze to include the wind element
    --> Corrected the description for a certain key item to include its second effect
    --> Corrected the value of a certain hidden rare item (0 -> 2)
    --> Corrected the description of Lifeshaver in the (Unlockme) Printme

 • Clarified several pieces of advice (including the post-Zozo cutscene) and some weapon descriptions

 • Improved several minor bits of dialogue (special thanks to Field)

 • Renamed a certain minor character (special thanks to Bauglir)

 • Added an optional multitap patch to support up to 4 players (-SirNewtonFig)

 • Added a textless (removes all dialogue) patch to the Unlockme (-SirNewtonFig)

 • Fixed some minor errors in the BNWCP

 • Added a deleted scene to the Unlockme.txt file

On 19/02/2022 at 1:46 AM, BTB said:

• Subsequent EL resets are now properly denied if the player lacks sufficient funds (-Synchysi)

It's that bug I found, lol. Looking forward to the new version