FF8 Remastered - Extreme v7.65

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Starterzedorfed66
Started2020-03-18 17:32 UTC
Posts recovered70
Views in legacy forum44066

Hello NGPlus. I present to you my Final Fantasy VIII hardtype called 'Extreme'.

This mod works on the Steam release of FF8 Remastered when played on English language. There's been lots of stuff changed along the way.

Here's the change log of the most recent version (v7.65):

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Enemies:

- Enemy stats increased.

- Enemy abilities' power increased.

- Enemy status defenses increased as follows:

Death, Petrify, Zombie, Gradual & Petrify +45%
Poison, Blind, Mute, Doom, Sleep +55%
Berserk & Confusion +35%
Slow & Drain +65%
Stop +25%
Expulsion +10%

Exceptions:

Gerogero is immune to Death and Doom.

Jelleye, Tri-Face, Ochu and Chimera are immune to Drain and Gravity.

Forbidden is immune to Gravity.

Propagator is immune to all ailments except Darkness, Silence, Poison and Death.

- There's changes in lots of enemies abilities making them more dangerous.

- Enemies that reached lvl 2 at lvl 20 before now reach it at lvl 30 & lvl 3 at lvl 50. Lunar Cry enemies get to lvl 2 50 levelled and lvl 3 70 levelled. Ruby Dragon lvl 2 at lvl 60 & lvl 3 at lvl 80.

- Areas with lvl 1 enemies now scale to party's average level.

- Final dungeon enemies now scale 15 levels above party's average level.

- Boss levels multiplied by 2. Exceptions: Fake President & Gerogero lvl 26, Brothers lvl 36, Mobile Type 8 lvl 88, Final dungeon bosses lvl 100.

- Enemy Elem Def:

Propagator Thunder susceptibility 150%

- Enemy EXP & AP:

Belhelmel, Tri-Face and Adamantoise EXP & AP x 1.5.

Blitz, Blood Soul and Jelleye EXP & AP doubled.

Tonberry gives 0 EXP and 0 AP.

Cactuar gives 60 EXP, 20 Extra EXP and 3 AP.

_____________________________________________________________________________________________________________________________________________________________

Junctions:

- All Junctions & +% Ability Junctions power halved.

- Elem Atk Junction power 50% of original. Elem Def Junction power 20% of original. 

- Stat Def Junctions altered as follows:

Holy: 40% protection for Death, Poison, Berserk, Zombie, Sleep, Curse, Confusion & Drain

Life: 65% Death, Zombie & Drain

Full-Life: 130% Death, Zombie & Drain

Esuna: 40% Poison, Petrify, Darkness, Silence, Berserk, Sleep, Slow, Stop, Curse & Confusion

Dispel: 25% all ailments

Reflect: 40% Poison, Petrify, Darkness, Silence, Berserk, Sleep, Slow, Stop & Confusion.

Aura: 130% Petrify, Slow & Stop

Pain: 80% Poison, Darkness, Silence & Curse

80% protection on single ailment: Bio, Slow, Stop, Blind, Confuse, Sleep, Silence, Break, Death, Drain, Berserk & Zombie.
_____________________________________________________________________________________________________________________________________________________________

Limit Breaks:

Squall:

Lionheart power 100 -> 33


Quistis:

LV?Death can miss on enemy with death resistance
Degenerator can miss
Acid CL3 & CL4 Vit0 -> Removed
Bad Breath CL4 Vit0 -> Removed
Mighty Guard CL3 & CL4 Aura -> Removed


Zell:

Dolphin Blow power x 2
Finishers power x 3
My Final Heaven power 50 -> 225
Meteor Strike damage percentage up


Selphie:

Sets with Aura -> Wall
Sets with Demi -> Rapture
Set 15 The End -> Rapture
Sets with Level 1 Magic -> Lvl 2
Sets with Level 2 Magic -> Lvl 3


Rinoa:

Angel Wing Spell Power multiplier 5 -> 3


Irvine:

Flame Shot power    40 -> 20 
Canister Shot power 60 -> 30 
Quick Shot power     7 -> 3  
Armor Shot power    80 -> 40 
Hyper Shot power   120 -> 80
_____________________________________________________________________________________________________________________________________________________________

Items:

- Potion now heals for 300 HP, Potion+ 600 HP, Hi-Potion 1500 HP, Hi-Potion+ 3000 HP, X-Potion 6000 HP, Mega-Potion 3000 HP, Elixirs & Megalixirs 5000 HP. Auras grant Protect & Shell. Hero Trials & Heros grant Protect, Shell & Haste. Holy War Trials & Holy Wars grant Protect, Shell & Haste on all.

Remedy+ heals all ailments. Remedy and Esuna all except 'Doom
'. Elixirs and Megalixirs all except 'Stop', 'Doom', 'Petrify', 'Gradual Petrify', 'Confusion', 'Berserk', 'Zombie' and 'Vit 0'.
_____________________________________________________________________________________________________________________________________________________________

Magic:

- Meltdown changed into physical magic that can crit and can be used in Triple for example. Vit 0 status removed.

- Demi now takes away more than half of current HP.
_____________________________________________________________________________________________________________________________________________________________

GF:

- GF Ability changes:

Quezacotl: 'Move-HPUp', 'MadRush' and 'Counter' learnable instead of 'Card', 'Card Mod' and 'Mid Mag-RF'. 'Counter' becomes learnable after learning 'Mad Rush'.

Brothers: 'Mid Mag-RF', 'ST-Atk-J', 'ST-Def-J' and 'ST-Def-Jx2' learnable instead of 'Defend', 'Elem-Atk-J', 'Elem-Def-J' and 'Cover'.

Carbuncle: 'Elem-Atk-J' learnable instead of 'Counter'

Alexander: 'Card Mod' learnable instead of 'Elem-Atk-J'.

Cerberus: 'Card', 'Elem-Atk-J', 'Elem-Def-J' and 'Cover' learnable instead of 'Alert', 'ST-Atk-J', 'ST-Def-J' and 'ST-Def-Jx2'.

Bahamut: 'Defend' learnable instead of 'Move-HPUp'.

Eden: 'Alert' learnable instead of 'MadRush'.

- GF level exp requirement doubled.

- GF Summoning Power decreased by quarter.

- GF HP increased by quarter.

- Doomtrain's 'Vit 0' effect removed.

- Siren's and Doomtrain's ailments can miss on enemies with resistances.

_____________________________________________________________________________________________________________________________________________________________

Misc:

- Playable characters' Base Strength increased by 1 /level & Base Magic by 1 /10 levels. Attack Magic power increased by 1.5 for low level magic, by 1.75 for mid level and by 2 for high level. Cure, Cura & Curaga power increased by 1.25.

- 'Defend' grants Protect on whole party.

- 'Revive' has Mega Phoenix properties granting little life to all unconscious party members.

- Most Refines have been nerfed but also some buffed. Some Refines grant different Magic/Items.

- To upgrade weapons players will now need the corresponding Weapons Magazines and they will be taken away upon upgrades.

- Lots of enemies have Magic Stone Pieces and Magic Stones Muggable instead of the original items on lvl 1 and lvl 2.

- Magic Draw Resistance halved.

- 'Cover' effect removed.

- 'Bonus' abilities no longer grant bonus stats when leveling up.

- Stat increments from 'Devour' removed.

- Permanent stat increase items are no longer Refinable using Forbidden Refine. The Refine grants 'Hero Trial' items instead.

_____________________________________________________________________________________________________________________________________________________________

To get this mod to work patch "main.zzz" and "FFVIII_EFIGS.dll" (located in the game directory) with the files from zip using "delta patcher". New patches for this mod must be applied on the original main.zzz and FFVIII_EFIGS.dll files. I'm very sorry about that. I didn't get it to work otherwise. I will be updating this mod as I go along.

See my other messages on this thread to find out what was changed with the updated versions.

_____________________________________________________________________________________________________________________________________________________________


Here are the download links for the mod:

 

Max level mod (bosses are most times either 80% or 120% from active party's level while having a set max level)

http://www.mediafire.com/file/o4ag68zl3ue20n8/ff8_remastered_en_extreme_7_65_m_main.zzz.xdelta.zip

Fixed level mod (bosses often don't scale to party's level and have fixed levels instead)

http://www.mediafire.com/file/pogolalfr0xkyb7/ff8_remastered_en_extreme_7_65_f_main.zzz.xdelta.zip

Same level mod (bosses are exactly at the active party's level and have max level of 100)

http://www.mediafire.com/file/i7qy8txfsjrby2m/ff8_remastered_en_extreme_7_65_s_main.zzz.xdelta.zip

 

FFVIII_EFIGS.dll patch (changes Angel Wing's spell power multiplier from 5 to 3)

http://www.mediafire.com/file/n5f5iuxcifjpdt5/ff8_remastered_en_extreme_FFVIII_EFIGS.dll.xdelta.zip

 

Here are the previous versions:

http://www.mediafire.com/file/ym7z8tjshw8ef8w/ff8_remastered_en_extreme_7_6_m_main.zzz.xdelta.zip

http://www.mediafire.com/file/15xvpn6vogjzvmo/ff8_remastered_en_extreme_7_6_f_main.zzz.xdelta.zip

http://www.mediafire.com/file/7dota8abfp37x5r/ff8_remastered_en_extreme_7_5_m_main.zzz.xdelta.zip

http://www.mediafire.com/file/2rh9fr3oudn4nzc/ff8_remastered_en_extreme_7_5_f_main.zzz.xdelta.zip

http://www.mediafire.com/file/ew2vz1nbzsegu3d/ff8_remastered_en_extreme_7_3_m_main.zzz.xdelta.zip

http://www.mediafire.com/file/z344ml84rdhq1x5/ff8_remastered_en_extreme_7_3_f_main.zzz.xdelta.zip

http://www.mediafire.com/file/6hcjjl8r6noywrz/ff8_remastered_en_extreme_7_2_m.zip

http://www.mediafire.com/file/a4qs7h626bu8ft5/ff8_remastered_en_extreme_7_2_f.zip

http://www.mediafire.com/file/psmn6ir1ptn6qwp/ff8_remastered_en_extreme_7_1_m.zip

http://www.mediafire.com/file/zpknqdilsba276g/ff8_remastered_en_extreme_7_1_f.zip

http://www.mediafire.com/file/9jeepdsk518stwv/ff8_remastered_en_extreme_7_0_m.zip

http://www.mediafire.com/file/8hqj7r04prl3qx2/ff8_remastered_en_extreme_7_0_f.zip

http://www.mediafire.com/file/b0tx7xp8mz2ni8b/ff8_remastered_en_extreme_5_6_m.zip

http://www.mediafire.com/file/dwjt2j4my3u4bjr/ff8_remastered_en_extreme_5_6_f.zip

http://www.mediafire.com/file/odpph49za1jjle3/ff8_remastered_en_extreme_5_5_m.zip

http://www.mediafire.com/file/bygrgtma7lgmxkq/ff8_remastered_en_extreme_5_5_f.zip

http://www.mediafire.com/file/0iqmp08royz34qv/ff8_remastered_en_extreme_5_3_m.zip

http://www.mediafire.com/file/va4azzrx04clkqe/ff8_remastered_en_extreme_5_3_f.zip

http://www.mediafire.com/file/2wx7hw2boctufbf/ff8_remastered_en_extreme_5_2_m.zip

http://www.mediafire.com/file/clv6cyelcz4v8qi/ff8_remastered_en_extreme_5_2_f.zip

http://www.mediafire.com/file/2xdwiantwcuvw29/ff8_remastered_en_extreme_5_1_m.zip

http://www.mediafire.com/file/zsi6go0rf5dphh4/ff8_remastered_en_extreme_5_1_f.zip

http://www.mediafire.com/file/o8viectd5uqb1jc/ff8_remastered_en_extreme_5_0_m.zip

http://www.mediafire.com/file/qxhnm097ga63aqh/ff8_remastered_en_extreme_5_0_f.zip

http://www.mediafire.com/file/qohzh93pnch6z5k/ff8_remastered_en_extreme_4_9_m.zip

http://www.mediafire.com/file/iqwvfg7kcsn97m0/ff8_remastered_en_extreme_4_9_f.zip

http://www.mediafire.com/file/lyhiep2ez9ytzco/ff8_remastered_en_extreme_4_8_m.zip

http://www.mediafire.com/file/mors3xmorgg28wx/ff8_remastered_en_extreme_4_8_f.zip

http://www.mediafire.com/file/aw6cg1lf21g79ls/ff8_remastered_en_extreme_4_7_m.zip

http://www.mediafire.com/file/cmxug6o8kflbaur/ff8_remastered_en_extreme_4_7_f.zip

http://www.mediafire.com/file/c8h12yqjicx0rii/ff8_remastered_en_extreme_4_6_m.zip

http://www.mediafire.com/file/vogc5g2uw8bqime/ff8_remastered_en_extreme_4_6_f.zip

http://www.mediafire.com/file/4pxrupjp6ld7z7s/ff8_remastered_en_extreme_4_5_m.zip

http://www.mediafire.com/file/3j9f9cmmwkimdsc/ff8_remastered_en_extreme_4_5_f.zip

http://www.mediafire.com/file/h3n2mrxhfx2azro/ff8_remastered_en_extreme_4_4_m.zip

http://www.mediafire.com/file/qxosok7fj9p1gym/ff8_remastered_en_extreme_4_4_f.zip

http://www.mediafire.com/file/9ijuwqhmyb4v5hl/ff8_remastered_en_extreme_4_3_m.zip

http://www.mediafire.com/file/5dowans92yd675u/ff8_remastered_en_extreme_4_3_f.zip

http://www.mediafire.com/file/b7nmv3vytkm0g1z/ff8_remastered_en_extreme_4_2_m.zip

http://www.mediafire.com/file/s8f7od1t2ds0fiu/ff8_remastered_en_extreme_4_2_f.zip

http://www.mediafire.com/file/tgbh82t6t590vj3/ff8_remastered_en_extreme_4_1_m.zip

http://www.mediafire.com/file/6p7gwro4w050u2x/ff8_remastered_en_extreme_4_1_f.zip

http://www.mediafire.com/file/6fmtzo0n4aof7ub/ff8_remastered_en_extreme_4_0_m.zip

http://www.mediafire.com/file/rwuvxbp00v1sntw/ff8_remastered_en_extreme_4_0_f.zip

http://www.mediafire.com/file/gdf4lsy2ubjsuy6/ff8_remastered_en_extreme_3_9_m.zip

http://www.mediafire.com/file/q8tctut6d3z5edv/ff8_remastered_en_extreme_3_9_f.zip

http://www.mediafire.com/file/aniq40l91t1fgzp/ff8_remastered_en_extreme_3_8_m.zip

http://www.mediafire.com/file/cz3rtga56ojo2qf/ff8_remastered_en_extreme_3_8_f.zip

http://www.mediafire.com/file/8ityruoh1rd2y9y/ff8_remastered_en_extreme_3_7_m.zip

http://www.mediafire.com/file/zqdjaqocqr1glk2/ff8_remastered_en_extreme_3_7_f.zip

http://www.mediafire.com/file/oxi7segmkew3em8/ff8_remastered_en_extreme_3_55_m.zip

http://www.mediafire.com/file/fy17pncfzllgzjz/ff8_remastered_en_extreme_3_55_f.zip

http://www.mediafire.com/file/xpt9vb32ntt5qla/ff8_remastered_en_extreme_3_5_m.zip

http://www.mediafire.com/file/6uphggkflmwl9vf/ff8_remastered_en_extreme_3_5_f.zip

http://www.mediafire.com/file/9i9ct3fjtqk9w4k/ff8_remastered_en_extreme_3_1.zip

http://www.mediafire.com/file/lotijqkt6pdhgg0/ff8_remastered_en_extreme_3_0.zip

http://www.mediafire.com/file/5zxtge896gs7kiw/ff8_remastered_en_extreme_2_9.zip

http://www.mediafire.com/file/5tj7lr5fgqqxdtd/ff8_remastered_en_extreme_2_75.zip

http://www.mediafire.com/file/wg16grvz1zf7pds/ff8_remastered_en_extreme_2_55.zip

http://www.mediafire.com/file/oj11yqbcv7xetok/ff8_remastered_en_extreme_2_5.zip

http://www.mediafire.com/file/uczsrrcafp4rtmw/ff8_remastered_en_extreme_2_35.zip

http://www.mediafire.com/file/655vclzobgqvt72/ff8_remastered_en_extreme_2_3.zip

http://www.mediafire.com/file/t65qd0lf52m0w5l/ff8_remastered_en_extreme_2_15.zip

http://www.mediafire.com/file/i87zwxxdwe3z9l0/ff8_remastered_en_extreme_2_1.zip

http://www.mediafire.com/file/fg53pqk4bmluf8d/ff8_remastered_en_extreme_2_0.zip

http://www.mediafire.com/file/mvxi5ytusysmye6/ff8_remastered_en_extreme_1_9.zip

http://www.mediafire.com/file/l95kp7a2oy548nz/ff8_remastered_en_extreme_1_75.zip

http://www.mediafire.com/file/i8swdhg40v94zby/ff8_remastered_en_extreme_1_7.zip

http://www.mediafire.com/file/q69fgymqesfrngd/ff8_remastered_en_extreme_1_6.zip

http://www.mediafire.com/file/5yre7ranu0hfk6x/ff8_remaster_en_extreme_1_55.zip

http://www.mediafire.com/file/q1c4nqb7o7vap7h/ff8_remaster_en_extreme_1_5.zip

http://www.mediafire.com/file/4nl5rmtofwcbepd/ff8_remaster_en_extreme_1_45.zip

http://www.mediafire.com/file/3elezekxb26t3w8/ff8_remaster_en_extreme_1_4.zip

http://www.mediafire.com/file/i88kwgm1154m5he/ff8_remaster_en_extreme_1_3.zip

http://www.mediafire.com/file/cztkm6skj82ucel/ff8_remaster_en_extreme_1_2.zip

http://www.mediafire.com/file/kyjiu49eljmfin6/ff8_remaster_en_extreme_1_1.zip

http://www.mediafire.com/file/hh27tbhnpiop3mw/ff8_remaster_en_extreme_1_0.zip

 

In v1.1 i upped boss health from * 2 to * 3. Those bosses that must be passed within time limit weren't changed from v1.0.

v1.2 halves the effect of Elemental Defense Junctions. I'm working to get this mod as perfect as I possibly can but I'm far from the end in my playthrough. I want the final boss to be challenging to some degree as well. If anyone got suggestions on things I should change you can leave them here. If not that's fine. Just enjoy the mod the way it is up to this point. I'll get back to it if I see something that needs to be changed.

v1.3 halves the effectiveness of HP+20%, HP+40% and HP+80%. And HP Junction effectiveness is now 3rd of the original instead of half.

v1.4 gives all enemies +1 speed per level. So if enemy is 30 levelled it gets +30 and if 100 then +100. In the original the fastest enemy has 145 speed at lvl 100 now it does have 245 speed value instead (Griever's Helix remains unchanged with its 255 speed value).

v1.45 changes Tonberry King's HP to original. Jumbo Cactuar, Bahamut & Ultima Weapon's HP to x2 from x3.

Hey guys,

I hope everyone has been healthy and safe in these special circumstances. There's one thing I'd like to point out.

Please d/l the latest patch instead of the previous ones. You may be wanting the Tonberry GF as early as possible if you wanna get the Card Mod ability.

Bye and take care!

Hey again.

I guess I was a bit of an edgelord with the HP Junction nerf from before. v1.5 changes the Junction power to HP stat from /3 to /2. The game should feel better with this change.

I just updated this mod to v1.55. This version swaps Quezacotl's 'Card' command with Eden's 'Mad Rush'. So to get 'Luck+50%' on Quezacotl you'll need to learn Mad Rush first. I should've made this change way before but better late than never.

Another update. v1.6 halves the effectiveness of Status Attack Junctions.

i updated the mod to v1.7. This version changes Jumbo Cactuar's HP to original from x2. I also changed Tiamat's HP from x3 to x2 since I'm pretty sure I upped it too much. I may change it when I reach the boss in my playthrough. Another small change is HP Junction Magic that would up by 2 remains the same. This may help early game some if one chooses to Junction Cure to HP for example. I've been thinking of replacing / removing the level up Bonus Junction abilities but I'm not sure yet.

 

Here are the changes from original in v1.7:

- All enemies' Str & Mag + 100 at level 30.

- All enemies' Agl + 1 per level.

- Boss HP multipliers 1 to 3 depending on boss.

- HP stat Junction power halved starting from 3, rounded up.

- HP+% Abilities Junction power halved.

- Quezacotl's Card ability switches with Eden's Mad Rush. Quezacotl's Card Mod ability switches with Carbuncle's Luck+50%. Quezacotl learn's Luck+50% after learning Mad Rush.

v1.75 changes Ultima Weapon's HP from x2 to original. I did the same to Omega Weapon just to play safe. I may end up changing Omega's HP when I get to him but we'll see.

Back again. v1.9 changes lots of things in effort to remove some game breaking stuffs.

Changes in this update:

- The 'Card' ability completely removed from the game. I've made up my mind and I don't like the idea of having low level challenges on this mod since it removes the challenge from the mod pretty much entirely. Eden gets back her Mad Rush that replaces the Card ability that I assigned her in v1.55. Quezacotl still has his Mad Rush and Luck+50%.

- The Shumi Village card game now doesn't give the item to learn 'Card' ability but instead gives 1 Energy Crystal for 5 Shumi cards.

- Heros and Hero Trials now grant Protect, Shell & Haste on 1 character. Holy Wars and Holy War Trials now grant Protect, Shell & Haste on all party members.

- 'Bonus' abilities now no longer grant bonus stats when leveling up. Therefore I suggest not using them.

- 'Devour' command still works and is learnable from Eden GF, but PuPu cards no longer teach the ability.

Another update: v2.0 halves Elemental Attack Junction power and Elemental Defense Junction power is now /4 of the original. Another change is you will learn Devour command from PuPu card again (wasn't happy with changing that) however now only the HP stat can be increased using Devour.

In v2.1 Forbidden Medicine Refine no longer grants Stat increase items, but gives Hero Trials instead.

v2.15 changes Devour the way now successful Devour will grant perma HP from all 6 monsters instead of just from Ruby Drakes.

v2.3 ramps up the difficulty by quite a bit, especially in late game.

The changes: Vit & Spr Junction strength weakened by half, also Vit+% & Spr+% abilities strength weakened by half (same treatment as HP Junction). Another change is Vit 0 status ailment no longer applies when using Meltdown magic and Doomtrain summon.

 

I'm pretty content with the changes I've made up to this point and there shouldn't be much, if any to change from here on out.

Summary of everything that's been changed up to v2.3:

- All enemies' Str & Mag + 100 at level 30.

- All enemies' Agl + 1 per level.

- Boss HP multipliers 1 to 3 depending on boss.

- HP, Vit & Spr stat Junction power halved.

- HP+%, Vit+% & Spr+% Abilities Junction power halved.

- Status Attack & Element Attack Junction strength halved, Element Defense Junction strength / 4.

- 'Card' ability completely removed from the game. Quezacotl replaces 'Card' with Mad Rush. Quezacotl swaps 'Card Mod' with Tonberry's Luck+50%. Luck+50% becomes available after learning Mad Rush.

- The Shumi Village card game no longer gives the item to learn 'Card' ability but instead gives 1 Energy Crystal for 5 Shumi cards.

- Heros and Hero Trials grant Protect, Shell & Haste on 1 character. Holy Wars and Holy War Trials grant Protect, Shell & Haste on all party members.

- 'Bonus' abilities no longer grant bonus stats when leveling up.

- Permanent stat increase items are no longer Refinable using Forbidden Refine. The Refine grants 'Hero Trial' items instead.

- 'Devour' command now only grants permanent HP to characters, and that applies from all 6 monsters.

- 'Vit 0' ailment on enemies removed.

 

v2.35 is a small fix. I just noticed Tonberry learns his Luck+50% immediately instead of being a learnable ability. Therefore trying to replace it with another ability wouldn't remove Luck+50% but instead add new one which would force the last learned ability off the list. Therefore with v2.35 Quezacotl's 'Card Mod' replaces Tonberry's 'Move HP-Up' making Quezacotl learn 'Move HP-Up' after 'Mad Rush'. I'm sorry I hadn't noticed this sooner but it's fixed now.

v2.5 adds Gravity immunity to most bosses. Final bosses' HP multiplier is now x5 instead of x3. Final bosses' agility is now +2 per level instead of +1. And last but not least I've removed permanent HP increase from Devour command. So now Devour only works as an AP/No Exp tool. I felt it was unfair to leave Devour as an ability that would only increase 10 HP per use, and I also didn't wanna make it increase more. I think using Card Mod is sufficient enough in making the mod less of a brick wall experience.

v2.55 changes X-Potions, Elixirs and Megalixirs. Now they restore 5000 HP instead of full health.

I'm hoping this'll be my final patch on the mod but we'll see.

 

Here's all the changes up to this point:

- All enemies' Str & Mag + 100 at level 30.

- All enemies' Agl + 1 per level except final bosses + 2 per level.

- Boss HP multipliers 1 to 3 depending on boss. Final bosses HP multiplier 5.

- Most bosses are immune to Gravity.

- HP, Vit & Spr stat Junction power halved.

- HP+%, Vit+% & Spr+% Abilities Junction power halved.

- Status Attack & Element Attack Junction strength halved, Element Defense Junction strength / 4.

- 'Card' ability completely removed from the game. Quezacotl replaces 'Card' with Mad Rush. Quezacotl swaps 'Card Mod' with Tonberry's Move-HP Up. Move-HP Up becomes available after learning Mad Rush.

- The Shumi Village card game no longer gives the item to learn 'Card' ability but instead gives 1 Energy Crystal for 5 Shumi cards.

- Heros and Hero Trials grant Protect, Shell & Haste on 1 character. Holy Wars and Holy War Trials grant Protect, Shell & Haste on all party members. X-Potions, Elixirs & Megalixirs restore 5000 HP instead of full health.

- 'Bonus' abilities no longer grant bonus stats when leveling up.

- Permanent stat increase items are no longer Refinable using Forbidden Refine. The Refine grants 'Hero Trial' items instead.

- Stat increments from 'Devour' removed.

- 'Vit 0' ailment removed.

I've been doing some more testing and I'm not happy with how fights can go wrong with bad RNG even in normal encounters. v2.75 changes all enemies' agl scheme back to original, except Omega Weapon and final bosses which remain the same as before (Omega agl + 1 / level, final bosses +2). Another small change is Brothers boss (Minotaur & Sacred). Now their HP multiplier is 2 instead of 3.

v2.9 changes later enemies and bosses agility back to +1 / level. Also, now all bosses except Red Giant are immune to Gravity. Since some bosses also show up as random encounters they are immune to Gravity as well.

v3.0 is an important patch to this mod. I've changed lots of things to make the mod better and more enjoyable.

Changes:

All enemies' str & mag + 50 at lvl 30.

All enemies' agl + 1 / level. Except the final boss that remains at +2 / level.

All random encounter enemies' hp x 2 at lvl 30. Exceptions Tonberry and Cactuar which remain at their original hp. All soldiers remain at hp x 3.

Other changes: BGH251F2 (Missile Base boss) hp to original. BGH251F2 (2nd fight) hp x 3. Minotaur & Sacred (Brothers boss) hp x 3. Diablos boss hp x 2.

v3.1 is an important continuation to the previous update. This patch multiplies bosses' max levels by 1.5. So for example Biggs and Wedge in the Dollet Communications Tower can now be max 15 levelled instead of 10. This helps to prevent being overleveled at the storyline bosses. I also changed the final bosses. Now they're locked to level 100 but with 3 x hp at lvl30 and +1 agl / level.

v3.5 is another big update on the mod.

Now there are 2 versions of the mod: Fixed level and Max level. The versions prior to 3.5 all are max level versions with bosses scaling to the party's average level. This is the more casual version while the new fixed version has bosses on fixed levels that are harder if you haven't been leveling enough.

This patch halves the effectiveness of Str and Mag Junction stat and Str+% & Mag+% Junction abilities. With the nerfed magic power now X-Potions, Elixirs and Megalixirs restore 4000 HP instead of 5000.

With the required levels for the bosses upped by 1.5 multiplier now the enemies get to their 2nd and 3rd level x 1.5 later. This also affects what drawable magic is available from them. For example now Cerberus has 'Triple' drawable when he's 30 levelled when before he had it at level 20.

With both versions the final bosses are now locked at lvl 90 and Omega Weapon lvl 100. All enemies get +1 Str, +1 Mag and +1 Agl per level. The enemies that had their hp x3 are now x2 and those that were hp x2 now have their original hp.

For some reason the Glacial Eye enemy didn't have its agl upped, v3.55 fixes that.

v3.5's changes botched the difficulty a bit. In v3.7 I'm returning some stuff to their previous states and adding some new. Changes:

-Enemy strength and magic stat + 2 / level.

-Strength and Magic Junctions are no longer halved which is why also the high level Potions heal for 5000 instead of the 4000 of the previous update.

-Enemy level is now doubled starting from the Fake President. This is what I wanted to do so there are more reasons to level up. The Sorceress gatekeepers before the final dungeon are now locked to level 90 and all the bosses in final dungeon are locked to level 100 with the exception of the very first boss and Catoblepas.

-Almost all of the storyline bosses have double the hp now. I will be playing through the game more and possibly upping some of them to x3 in the future if I see need for it.

v3.8 changes Ifrit, Diablos & Odin hp to og. Iguions, Seifer 1, Biggs & Wedge 2, Laguna's Ruby Dragon fight & Propagators now scale to player's level in the fixed version mod.

v3.9 doubles the Exp & AP gained from random encounters. In fixed version Minotaur & Sacred are now locked to level 30.

I feel like I made a mistake in my previous update by having double the EXP and AP from battles. I've been doing lots of testing and I've come to the conclusion I have to revert them. v4.0 reverts EXP and AP gained back to the og with boss levels and enemy lvl2 & 3 multiplied by 1.5. There are some exceptions: Ifrit is now locked to lvl 12, Fake President & Gerogero lvl 21 and Brothers lv 25. and after that everything goes by x 1.5 (Iguion, Seifer 1, Biggs & Wedge 2 still scale). The final dungeon bosses remain the same as before.

Another change is Card Mod is now learnable by Alexander GF instead of Tonberry. It replaces Alexander's Elem Atk Junction. I feel like forcing players to tackle Tonberry early wasn't a good idea. Tonberry has now Move-HP Up learnable again.

I'm sorry for jumping all over the place with this mod. I'm trying to make this as perfect in my eyes as possible and I won't stop until I succeed or end up in early grave ^^.

v4.1 changes the effect of Auras and Aura Stones. Now they grant Protect & Shell on 1 party member instead of the effect of Aura.

With this change now the final bosses are locked to level 90 again and the final dungeon bosses' levels go with x 1.5 formula, as the rest of the bosses. Omega Weapon is an exception. He is still locked to lvl 100.

Final bosses and all soldiers now go with doubled health (same as all the other monsters).

I'm sorry about all these frequent updates but I feel like I'm living uncertain times right now. I've now learned the hard way not to mess with the enemy med/high level. This game puts me in my place everytime I change them, so: v4.2 changes enemy lvl2 & lvl3 skill levels back to the original. Boss levels remain at x 1.5. Now Str and Mag junction power is halved just like the other 3 stats. With the nerf to healing high level Potions heal 4k health again instead of 5k. Aura and Aura Stones get back their Aura effect. Enemy Str & Mag +1 / level. I'm running a playthrough of this mod again with this new setup and i'll change things if I see something that doesn't feel right.

In my previous update I was trying to cater to the final boss, making her as ultimate as I could possibly do. However, doing so actually nerfs some other stuff which I don't like. I'm moving closer to the truth with v4.3 which gives enemies and the player more power. This is what I've done before but I've done other changes too so it's still a step forward. The final boss is still good with these changes from what I can see.

So the changes with v4.3:

 

-Str & Mag Junctions are now original (like before).

-High level Potions again heal for 5000 health. 

-Auras and Aura Stones again grant Protect & Shell instead of Aura.

-Enemy str & mag power is back to +2 / level.

-Enemy hp is again doubled. There are exceptions where it's original hp instead of x 2.

 

This is what I like to continue moving forward with.

v4.4 lessens the effectiveness of some Refines granting less spells in the outcome. However, since I haven't changed the item descriptions some items say they grant 20 spells as the outcome and may for example grant only 5. To make sure you know the amount you're gonna get try Refining the magic without actually finalizing it. I may update the descriptions at some point but it's not the time for it yet.

v4.5 corrects the descriptions of the changed stuff. The only descriptions that remain incorrect are the Refine amounts. I'll see if I'm able to change them in the future as well.

I've done some more testing and I've realized the bosses can actually be beaten with halved Str & Mag Junctions (even though it can be really hard). Even the timed event bosses can be barely done. This was an important realization for me. So v4.6 goes back to the previous harder setup while retaining enemy Str & Mag at +2 / level and more. Basically bosses take longer to kill while normal encounters are defeated pretty much as fast as previously due to them having og HP instead of doubled. Final bosses and Omega are harder cause of lowered healing. Auras are back so it doesn't take ages to beat them.

Here's everything that was changed from v4.5 to v4.6:

- Str & Mag Junction power halved. Str+% & Mag+% halved.

- Magic Draw Resistance halved (since Mag stat is lowered this helps to prevent situations where casting enemy's Protect for example whiffs cause of low Magic stat).

- High level Potions heal for 4000. Auras and Aura Stones are back to original.

v4.6 has correct descriptions except the Refine amounts which can be incorrect.

I had plans to correct the description of Meltdown spell for a while but didn't have anything else to update so i held it off. It's now corrected with v4.7. Another change is Lion Griever and its Helix now have thrice the original HP. I felt that form fell apart too fast with shared hp with the 2 phases.

Any recent updates? Thinking of giving this mod a spin.

On 2.5.2021 at 5:55 PM, Heretic said:

Any recent updates? Thinking of giving this mod a spin.

Hi Heretic,

No, I'm pretty happy with the way the mod is now. The only thing is the refine amount descriptions on some items that are showing incorrectly. Hope you have great time with the mod ^^

I come a bit late to update this mod but better late than never!

v4.8 changes Status Attack Junction strength to 33% instead of the previous 50% of the original. I had Status Magic effectiveness untouched for some reason. Now Status Magic effectiveness is 33% of the original just like when used as 100 spells Junction. This also makes Rinoa's Angel Wing status stuff whiff at times (as intended).

Another ff8 update. v4.9 nerfs various Limit Breaks (they're listed in the main post). Also now various bosses have 3 x their original hp. Some remained untouched. I'll be back with updates if I find something I want to change.

I'm sorry for making another update almost immediately, but I accidentally upped the early bosses hp when they should've remained untouched. v5.0 fixes that. I had to make the update to live with myself. Weekends!

I've noticed bosses have started missing their ailment inducing abilities cause of the changes I made to the offensive status magic in v4.8.

v5.1 fixes that by returning the status magic and items back to 100% effective state. This makes bosses hit with status effects everytime when there's no protection. To contrast this change I upped all enemies' status defenses.

Hi again. I've been busy updating my ff8 mod lately.

v5.2 makes the final dungeon enemies scale above player's average level (same deal as Deep Sea Research Center) making the fights more exciting and give out more exp.

Another change is Granaldo and Raldo are now weak to Gravity damage. They're really almost impossible to defeat at high levels cause of their crazy Vit and Spr values so now they're fixed. I looked up all other enemies and there shouldn't be any more problems like that. Another past boss the sorceress from the future likes to throw at us is Oilboyle which does have high Vit but can be dispatched with magic.

Another ff8 update: v5.3 makes Rapture & LV? Death probability abilities instead of 100% hit/miss. Since enemies have high death and expulsion resistance these abilities now sometimes work and sometimes don't. I also upped enemies slow and expulsion resistance by 5 %. Also removed 'Vit 0' effect from Quistis Bad Breath (yeah I noticed it only just now, baka me).

v5.5 is an important update: 

Hit, Eva & Luck Magic Junctions and Ability Junctions halved.

Zell's 'My Final Heaven' finisher buffed and Rinoa's 'Invincible Moon' now grants Protect, Shell, Regen & Aura.

'Defend' command no longer denies physical damage, but instead grants 'Protect' on all characters. This is very useful and works well for example vs Omega Weapon and also on random encounters where you would have to use 3 turns to cast Protect on everyone.

Omega Weapon's 'Terra Break' power halved, now dealing a little over 1k per hit on characters with Protect applied.

I noticed Quistis' 'Degenerator' kept missing a lot so i nerfed all enemies' Expulsion resistance and it should be better now.

'Cover' changed into doing nothing for now. I have plans to make the characters with that ability receive full damage instead of half but I haven't figured out how, so it's on hold for now.

v5.6 changes the "max level mod".

Now Ifrit and the Sorceress bosses after Adel have max level while scaling to player's level instead of having fixed level.

With this change now the only fixed level fights in the "max level mod" are the bosses in the final dungeon.

This mod is getting huge update that will change much more than what I've done with previous versions. But I want it to be as perfect as I can possibly do and I prefer to not having to update it much after that. I'm currently working on that and try to avoid the hook that is League of Legends. There's no estimate when it will come out but it will at some point unless something bad happens to me. Hopefully not. Shadow Hearts is on hold until I get this out, sorry :/ FF8 and SH:C are my most favorite games so this mod means a lot to me.

Ok v7.0 is finally out! I've done so much testing on it already i felt it was about time to release it for you all. To be honest there's so many changes I don't know if I wanna delve into it all specifically. I listed the changes on 1st page and I hope it's not just a pile of gibberish to you! xD I'll be more than happy to answer all possible questions here if you have them.

v7.1 is a small update on top of 7.0 that has following changes:

- Gesper's 'Degenerator' can miss.

- Esthar Soldier's 'Boomerang Sword' and punch attack nerfed.

- Elastoid's 'Beam Laser' buffed.

- Few enemies that had their og Mug items changed into 'M-Stone Pieces' and 'Magic Stones' on lvl 1 and lvl 2 now give more of them when using Mug on them.

I'll be doing more test runs whenever I got time for it and updating this mod if I see something that should be changed. But at this point the mod looks pretty good.

Hi again.

v7.2 is another small update that will have Cerberus have 'Card' ability learnable that was learnable by Eden in previous version. Eden will have 'Alert' learnable instead that was Cerberus' ability before.

So I'd like to try this but I have no idea how to apply the patch. The mod comes with Xdelta patch and nothing else. I dunno what to "patch" the patch onto... I'm sorry for being clueless about this kinda thing.

So I finally saw he instructions in the OP...but now I'm getting this error mesage when I try to follow them:

C8T2h9D.png

 

The Main Patch says it was applied successfully but I've tried this multiple times and it always happens.

On 13/03/2023 at 5:02 PM, Nikkolas said:

So I finally saw he instructions in the OP...but now I'm getting this error mesage when I try to follow them:

C8T2h9D.png

 

The Main Patch says it was applied successfully but I've tried this multiple times and it always happens.

Hey sorry for taking so long. that other patch is for the "FFVIII_EFIGS.dll" file u can find in the game folder. Let me know if u get it patched as well. To be honest that file is only to make Rinoa's Angel Wing deal 3x spell damage instead of 5x but it's still what i intended. And thanks for trying out my mod btw!

On 13/03/2023 at 5:02 PM, Nikkolas said:

So I finally saw he instructions in the OP...but now I'm getting this error mesage when I try to follow them:

C8T2h9D.png

 

The Main Patch says it was applied successfully but I've tried this multiple times and it always happens.

Sorry didn't pay close attention to your message. You're right. I just tested and the EFIGS file indeed does not patch. Thanks for bringing this to my attention. I tried the 7.0 version's EFIG patch and it works though so try patching with that. Make sure to have 'read only' off from the file otherwise it may not work. It's only the 1 change in the EFIG file and it hasn't been changed with the later versions so it shouldn't matter if you patch with the 7.0 version. 

9 hours ago, zedorfed66 said:

Sorry didn't pay close attention to your message. You're right. I just tested and the EFIGS file indeed does not patch. Thanks for bringing this to my attention. I tried the 7.0 version's EFIG patch and it works though so try patching with that. Make sure to have 'read only' off from the file otherwise it may not work. It's only the 1 change in the EFIG file and it hasn't been changed with the later versions so it shouldn't matter if you patch with the 7.0 version. 

 

I did try it with 7.0 but still got the same error. I checked the file and Read Only isn't checked. 

If all it changes is Rinoa's Angel Wing, though, and she doesn't get that till end of Disk 3, could I start the mod while this is all being figured out?

And hey no rush. Thanks for the reply and help and all the effort you put into this.

EDIT:
Also which would you say is more of a challenge, Fixed or Max Level version?

11 hours ago, Nikkolas said:

 

I did try it with 7.0 but still got the same error. I checked the file and Read Only isn't checked. 

If all it changes is Rinoa's Angel Wing, though, and she doesn't get that till end of Disk 3, could I start the mod while this is all being figured out?

And hey no rush. Thanks for the reply and help and all the effort you put into this.

EDIT:
Also which would you say is more of a challenge, Fixed or Max Level version?

Hey,

the Angel Wing change can be applied to the dll file at any point and it changes the game mechanics immediately so it's more than fine adding it later. It's actually just a small line change in code that can be applied on the dll with any hex editor tbh. The Fixed version is harder cause u need to be on right levels for the bosses. I also recommend playing on that cause that's the version i tested the game on. Max level version hasnt been tested yet but it should be fine as well.

44 minutes ago, zedorfed66 said:

Hey,

the Angel Wing change can be applied to the dll file at any point and it changes the game mechanics immediately so it's more than fine adding it later. It's actually just a small line change in code that can be applied on the dll with any hex editor tbh. The Fixed version is harder cause u need to be on right levels for the bosses. I also recommend playing on that cause that's the version i tested the game on. Max level version hasnt been tested yet but it should be fine as well.

 

I gotcha. I'll keep taht in mind, then. I usually use Rinoa, anyway.

And I played up through Ifrit on Max so I'll restart with Fixed. I also meant to ask if this requries Triple Tirad grinding? I dunno if you ever played the old Requiem mod but it sure as fuck required A LOT of TT grinding and immediately. So far things seem much more reasonable in your mod.

4 hours ago, Nikkolas said:

 

I gotcha. I'll keep taht in mind, then. I usually use Rinoa, anyway.

And I played up through Ifrit on Max so I'll restart with Fixed. I also meant to ask if this requries Triple Tirad grinding? I dunno if you ever played the old Requiem mod but it sure as fuck required A LOT of TT grinding and immediately. So far things seem much more reasonable in your mod.

You couldn't put the cards to good use even if you grinded early. I changed the GF abilities so Card Mod is learnable by Alexander instead of Quetzacotl which means u can only start fusing the cards starting from disc 3. You can also beat the game without playing Triple Triad but it also helps in getting useful items and spells. Having that option at disc 3 isn't making anything too easy at that point.

Elvoret at Level 22? I doubt I have to grind all the way up to that but it's pretty gnarly. Especially with Storm Breath which wipes out my entire party unless they're at max HP. Squall is Lv 13, Zell Lv 12, and Selphie Lv 10.

Don't really have much in the way of Junctions to help right now, either. You don't have to tell me how to win the fight, just curious if some level grindage is mandatory here.

 

 

7 hours ago, Nikkolas said:

Elvoret at Level 22? I doubt I have to grind all the way up to that but it's pretty gnarly. Especially with Storm Breath which wipes out my entire party unless they're at max HP. Squall is Lv 13, Zell Lv 12, and Selphie Lv 10.

Don't really have much in the way of Junctions to help right now, either. You don't have to tell me how to win the fight, just curious if some level grindage is mandatory here.

 

 

Yeah Elvie is lvl 22 cause of the many soldiers u have to kill in Dollet to get the best SeeD rating. Basically you can take him on average level of 19. Bosses can be taken on 80% of their level so for example you are able to beat Brothers 30 levelled even though they're 36. The 80% cause of the game's mechanic of having enemies and bosses either 80% or 120% of your party's average level. I forgot to mention the Revive ability in the change list which now has Mega Phoenix properties. It's now listed there too.

So I tried this at least three or four times and it always happened, but if you exit Dollet Tower and go onto the main scree (not the screen with the doors) you will first trigger a random encounter with a solo Galbadia Red soldier/officer, then the next battle will be 2 Geezards and an Anacondaur.  This always happens. This is great because it's the best source of AP and EXP at this point.

Just to be safe, I always saved, quit the game, reloaded, and then exited the tower again. So it might only happen when you first load up a game but it always worked for me.

Finally beat Elvoret with a Level 19 Squall, Level 17 Zell and Selphie. About 3 o4 4 or 5 Limits from Squall were needed, though. I think this is a bit too much grinding this early on. Then again, there is always the other version so I dunno.

7 hours ago, Nikkolas said:

So I tried this at least three or four times and it always happened, but if you exit Dollet Tower and go onto the main scree (not the screen with the doors) you will first trigger a random encounter with a solo Galbadia Red soldier/officer, then the next battle will be 2 Geezards and an Anacondaur.  This always happens. This is great because it's the best source of AP and EXP at this point.

Just to be safe, I always saved, quit the game, reloaded, and then exited the tower again. So it might only happen when you first load up a game but it always worked for me.

Finally beat Elvoret with a Level 19 Squall, Level 17 Zell and Selphie. About 3 o4 4 or 5 Limits from Squall were needed, though. I think this is a bit too much grinding this early on. Then again, there is always the other version so I dunno.

Well done on beating Elvoret. Yeah the remastered version has save/load cheese that can of course be used to make things easier to get certain enemies. There are points where u need to grind some but also lots of parts where only 1 or 2 levels are required. It took a bit over 90 hours for me to get to Ultimecia's door fully prepared playing the fixed version. Then again I didn't play any Triple Triad. One thing to note though, the bosses from Lunatic Pandora onwards all have fixed levels even in max level mod so there will be more leveling required if you're lower level before that.

Hey, I just uploaded a new version of this mod. v7.3 takes away Spr Ignore from enemy Apocalypse. I had it implemented with Spr Ignore before but I feel it's better this way.

Something got me back to check up on things. I thought I should change some stuff with the GFs.

v7.5 doubles the exp requirement for GF levels. With that change i upped GF HP by a quarter. GF summoning power remains quarter from the og. GF SumMag+% is now og with GF HP+%.

These changes take effect immediately in game. GF levels get halved with the doubled exp requirement so if your GF happens to be lvl 100 it's now lvl 50 and can be leveled up from there.

New small update.

v7.6 renames enemy skill "Catastrophe" into "Power Up" and removes its' Haste effect. GIM47N's Snipe Laser damage increased and Elite Soldier's Meltdown changes into Demi.

It's been a while since I've been updating this mod but I felt like I needed to change 1 thing at this point. v7.65 increases 'Meltdown' power. It now deals about twice the amount of character's basic attack.

I've had my Shadow Hearts gear on for a while but I'll be continuing ff8 at some point to see if there's more things to change.

Hello folks.

I think I'll slowly start getting back to my new playthrough of this mod. I tried to patch the EFIGS file with the patch file I had created but it doesn't work. I might be late to notice that. It's only small line change with hex editor that's really easy to do though. To get Rinoa's Angel Wing power to 3x from 5x multiplier like I intended in this mod change the line 8D 04 80 to 8D 04 40 in offset 0x2E46C4.

I'm unable to make the patch right now cause I don't have the original EFIGS file. I'd have to uninstall the game to get that and I don't wanna do it right now. The most important thing is that the main.zzz patched correctly.

 

 

Hello! I just uploaded a new version of the mod. The "same level mod" makes bosses have the exact same level as the player's active party being alternative to "max level mod" which has been making the bosses have the levels either 80% or 120% of the player's party. However there's no option to make them have set max levels with this setup so the bosses scale all the way to lvl 100 if needed. The same rule applies to "same level mod" as the others: Bosses from Lunatic Pandora onwards all have fixed levels.

This is just another option which might appeal more to some people so it's there now. I myself am not very fond that the bosses are either 80% of 120% so this is probably better option than the "max level mod" for me at least.

Looks like the new patch has already accumulated some downloads and I'm sorry but the versions with scaling bosses is a bit too easy. Basically the bosses can be done 80% of the boss levels so I've been working on new version with harder bosses to reflect the level you're on. There's gonna be other good changes too but I've been slow to get it finsished due to life stuff and I'm verry sorry about that. I try to put my efforts in to get the patch out at some point. Once again thanks for playing through my mods <3