1.9 Release Bug Reporting Thread

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Starterseibaby
Started2018-01-11 20:28 UTC
Posts recovered148
Views in legacy forum43926

It was inevitable, so here we go. While fixing my broken random encounter patch, I discovered a little bug with Random Number Good: overworld encounters are not using Think's RNG. What should have been a call to the RNG to determine whether an encounter should be triggered, is instead a static number, causing overworld encounters to happen with astounding regularity. I forgot how the vanilla RNG worked; it does in fact return a different number each time, but it's using a tainted version of vanilla's RNG system (since Think's code overwrites part of the random number table vanilla used). It may still be random "enough" for encounter purposes, but it's not what it should be.

The fix is just one byte long, but I'll let think share an updated version of the patch here for inclusion in the next point release. I'll instead share a set of updated patches for the random encounter mod, with the fix baked in, so that it can be properly tested this time.


Patches (updated to v4)

 

Apply directly to your 1.9.

EDIT: With Nowea's help, I re-jiggered some numbers and also went ahead and applied the encounter mod to the overworld as well. This should have the effect of setting the minimum number of steps before an encounter to 9 in dungeons and 5 on the overworld (excepting high encounter areas like forests and WoR deserts). Obviously, this will also fix the faulty overworld encounter logic, so you should notice a difference in overall encounter rate there (increased, according to Mishrak). Dungeon encounter rates should remain the same.

Just to clarify for anyone confused by the title, this was a hack that was intended to go into 1.9.0, but was removed because it wasn't working properly.

Not really a bug more than it's a typo that existed in the original script. Dialogue #535 in FF3usME if you're still using it. "musn't" should be "mustn't"

Final Fantasy VI - Brave New World000.png

5 hours ago, TiredTeddybear said:

Not really a bug more than it's a typo that existed in the original script. Dialogue #535 in FF3usME if you're still using it. "musn't" should be "mustn't"

Final Fantasy VI - Brave New World000.png

@Bishop need your input here.

From what I can see, even though I am not Bishop, "musn't" is technically not incorrect, but is an outdated version of "mustn't"?

Trooper casts HasteX on himself and his dog.

Dog pounces on the Trooper as a counter.

Trooper counters with a Bayonet to the dogs face.

All the while, Locke is laughing, stealing Dried Meats, and then killing the Trooper with a Boomerang.

Uhh...were those counters supposed to be a thing? (1.9 with Nowea Hard Type on top)

It's because the dogs counter magic. I'd consider it a bug, but I'm too amused at the idea of an abused animal turning on its handler to fix it.

I like to think it's more a result of overly aggressive training: The dogs were trained to viciously attack anyone who uses magic on them. They just forgot to tell the soldiers that they trained the dogs to do that.

Some serious military mismanagement if the rank-and-file soldiers aren't being properly informed about these vicious dogs & properly trained in handling them.

...Oh, wait. I bet it was Kefka who purposely didn't tell them. Probably killed several people in mid-level management to insure that the memo never passed on to the rank-and-file. And I bet he did it all out of petty vengeance for when he cast magic on one of those dogs and got bit in response. It all makes sense now.

On 1/19/2018 at 7:01 PM, vonriel said:

I like to think it's more a result of overly aggressive training: The dogs were trained to viciously attack anyone who uses magic on them. They just forgot to tell the soldiers that they trained the dogs to do that.

 

1 hour ago, thzfunnymzn said:

Some serious military mismanagement if the rank-and-file soldiers aren't being properly informed about these vicious dogs & properly trained in handling them.

...Oh, wait. I bet it was Kefka who purposely didn't tell them. Probably killed several people in mid-level management to insure that the memo never passed on to the rank-and-file. And I bet he did it all out of petty vengeance for when he cast magic on one of those dogs and got bit in response. It all makes sense now.

Honestly that part never made much sense in-setting, as the only two groups in the world who are supposed to have Magic are the Empire and some various Monsters. Of course, the fire-spell casting humans (Slamdancer's) in Zozo also raise so many questions as well given that only the Empire is 'known' to have magic-using humans around.

Tfw when the bug tracker lights up and it's just people talking about dog training. :no:

Weighing in on "musn't".  Google says:

Mark Twain, Huckleberry Finn: "So I said it wouldn’t be no use to try to play it any longer, and I would just make a clean breast and tell her everything, but she musn't go back on her promise."

So it's a weird form, perhaps allowable.  But if we're going for consistent Shakespeare, he used "mustn't", with two 't's.  Agree with recommended change.

Is that RNG patch being tested by anyone else? I actually don't have any problems with how it performs personally, but the 9 steps until encounter in dungeons part doesn't seem to be accurate. Sometimes it'll just be 4 or 5 steps until an encounter.

1 hour ago, kjinn22 said:

Is that RNG patch being tested by anyone else? I actually don't have any problems with how it performs personally, but the 9 steps until encounter in dungeons part doesn't seem to be accurate. Sometimes it'll just be 4 or 5 steps until an encounter.

I've been counting my steps so far, and I've yet to observe an encounter triggering too early.

9 hours ago, kjinn22 said:

Is that RNG patch being tested by anyone else? I actually don't have any problems with how it performs personally, but the 9 steps until encounter in dungeons part doesn't seem to be accurate. Sometimes it'll just be 4 or 5 steps until an encounter.

Which dungeons have you observed this in?

I reapplied the patch, so will try again and make sure to note the location if I run into the same issue. It was early as the cave to South Figaro though

 

Edit: Yeah, reapplied, started a new game, and ran into it again. The last area when you're on the cave from Figaro Castle to South Figaro I only had 4 steps before going into an encounter. Everything else seems fine.

Are you counting steps in that room, or steps total? The step counter (essentially) only resets upon a random encounter.

Steps between encounters, although I'm going out of my way to get into random encounters to test this

Powerslave likes to target himself with Hammertime when he's trying to counter.

Testing the random encounter patch. Counted every single step in between battles. Avoided all forests. The first half before the break is for v3 of the patch. Seibaby then made an adjustment, the second half is for v4.

Basic summary of results: looks like it's working now!

Shit, can't upload Excel, so here's a screen shot of v3 (boxes 1-19) and v4 (boxes 21-45)

Spoiler

Encounters 1.pngEncounters 2.png

Wanted to make sure, so I went through FC. Still working!

Spoiler

Encounters3.png

Note, at the end of FC, with running from maybe 5% of total battles, my characters are level: 17, 15, 14, 19, 17, 14, 13, 12, 14, 12, 9

Also, before the patch, the average number of steps between encounters, overall, was 24.9. After the patch it was 33.1

Can we get a leak of that new version? 9_9

X-Zone procs from Doomstick seem to possess the "revives undead" property. Had an undead enemy come back from the dead from a proc. In addition a not... dead... undead 'died' and came back as if it was hit with Doom

EDIT: Also dog block animations sometimes play for random characters blocking. None of them have procced reprisal yet so it appears to be purely visual.

EDIT2: Lastly, the equipment screen is behaving very oddly, not properly displaying stat changes in an inconsistent way (not only when using Y to swap between relics and non-relics). I think I've only seen it in relics so far.

Updated the random encounter mod for further testing.

When a character with imp status uses a Phoenix Down, it revives the target character with 0 HP (I'm assuming due to the half-effectiveness of items used by imped characters, even though 0 is not half of 1). I don't believe this adversely affects anything else. The revived character can still die again on a subsequent hit, and they can still be cured up to a normal HP level. So it's non-gameplay-impacting as far as I can tell. Just odd. May not even be worth fixing, but I thought it was worth mentioning.

Huh, makes me wonder if morphed Terra will cure 2 HP with a Phoenix down.  Again, doesn’t change anything, but you gotta love those little quirks.

21 minutes ago, SuperHario said:

Huh, makes me wonder if morphed Terra will cure 2 HP with a Phoenix down.  Again, doesn’t change anything, but you gotta love those little quirks.

She won't. Math like this always rounds down, not up.

Just a minor glitch currently playing the mod and during the Battle of Narshe I got a Fidoor that counter attack a Trooper after the later use HasteX

It was discussed earlier in this thread.
 

 

Suggestion: Make Primordite (south figaro cave, locke's scenario) weak to ice or lower their HP to roughly 100

Reasons: Counters physicals with nasty megavolt, formation with 2x Primordite is very common, and all you can do is use up 2 turns with Celes because MT ice doesn't oneshot them.

Not only it drags the fight unnecessarily, but more importantly 12 MP in a fight at that point will make you run out very quickly, so you risk being forced to use physicals against them which means nasty counters.

I think it's a much more tedious fight than it's intended IMO.

Currently they got 200 HP and are weak to fire/bolt like their cousins, weaknesses you cannot exploit at that point.

This thread is for bug reports, not suggestions.

EDIT: post those in this thread instead.

Greetings all,  I'd like to report what I believe is a bug in version 1.9.0.

World of balance -- Floating continent right when the timer at the end starts.   the Bat Lady encounters are *extremely* difficult.  difficult as in boss level amount of HP.  (well over 20k health, seemingly).  

my party is composed of Terra, Sabin and Celes, all characters are between level 20 and 25-ish.  running the brave new world patch against the 1.1 (U) "original" rom on OpenEMU. 

There is simply not enough time to defeat the random Bat Lady encounters before the timer runs out (one battle took me well over 2 minutes based on RNG luck).

Please advise -- hell, even if there is a game genie cheat or *something* I can do just to get to the end of the Floating Continent, I'd be happy.

thanks in advance and let me know if i'm forgetting any useful information.

-ryan (bradyrtech)

When Celes's turn comes up, pay close attention to what she can do.

17 minutes ago, BTB said:

When Celes's turn comes up, pay close attention to what she can do.

Oh man.  major /facepalm on my part here.  I'm not sure if I want to bother deleting my post out of embarrassment or leave it because I missed something so obvious.

thanks for looking out, BTB!

 

-ryan

@Nowea shares your pain

In Zozo I couldn't Runic the Greasemonk 'Vanish' Spell. But the Slamdancer 'Fire' spell was Runic'd No Worries.

Vanish isn't a standard spell in BNW, so cannot be runic'ed.

Generated a soft lock in the WoR's Phoenix Cave.

 

Against 2x Witch 2x Revenant enemy formation. Strago is petrified, Terra is preparing to cast Remedy, Edgar has just used Autocrossbow and is building up his turn bar. Cyan has Auto-Reflect from Alexander. Cyan uses Bushido - Eclipse. One of the Revenants die, the other three enemies remain alive. A Revenant counterattacks Cyan with Raze. It's reflected off Cyan. Battle stops progressing - casting animations proceed as normal, but the ATB is frozen and I can't input any commands. I can pause and unpause the battle with the Start button, and the game is otherwise functioning.

 

I (wildly guessing) suspect the lock is because Raze was reflected onto the dead Revenant (killed by Eclipse). Because the enemy is dead, the spell never resolves and the battle is indefinitely delayed while it waits for the reflected Raze to resolve. 

It's a semi-softlock... it'll resolve itself if you hold frameskip for about a minute or so. I thought that was something I'd dealt with all instances of in the past... apparently not.

@BTB Can I use this thread to report discrepancies between the Printme.xls and the Character Planner (BNWCP.xls)?

Yeah, point any of those out to me and I'll fix 'em.

After Terra covers, Locke stands on her head.

FF6_BNW_1_9_0000.png

Cover does weird things with layering.

The True Knight layering issue has been fixed, patch is available here.

EDIT: Disregard, somehow I turned off transparency in Snes9x and Cyan was walking in water.

Script-wise, the Gau tutorial text displays 4 lines without pausing for input, and then the last line (not shown) is missing a period.

FF6_BNW_1_9_0001.png

Just finished the game. Final dungeon was fantastic, felt like a true challenge. Planning on a writeup/review later this week.

 

I made heavy use of Phoenix during the final dungeon, and noticed that graphical glitches tend to pop up on the player side (around 2nd and 3rd position) after Phoenix is summoned. This seems like it'd be a known bug, just checking in to confirm that it is. I am playing on Snes9x 1.55. 

May be a glitch, May not. I had a look in FF3usMe, but couldn't make head nor tale of the battle script considering what happened.

Spoiler

Battle of Narshe.

I stole the Tiara from Kefka on my first shot of the Fight. Then he said "I'll be back" and scarpered.

I wasn't expecting that.

10 hours ago, d'Aubigne said:

Just finished the game. Final dungeon was fantastic, felt like a true challenge. Planning on a writeup/review later this week.

 

I made heavy use of Phoenix during the final dungeon, and noticed that graphical glitches tend to pop up on the player side (around 2nd and 3rd position) after Phoenix is summoned. This seems like it'd be a known bug, just checking in to confirm that it is. I am playing on Snes9x 1.55. 

It's a known issue. It feels like some sort of animation buffer overflow, and I've been able to replicate it on a vanilla ROM, I just haven't gotten around to figuring out how to fix it.

On 3/19/2018 at 8:26 AM, F-Bomb said:

May be a glitch, May not. I had a look in FF3usMe, but couldn't make head nor tale of the battle script considering what happened.

  Reveal hidden contents

Battle of Narshe.

I stole the Tiara from Kefka on my first shot of the Fight. Then he said "I'll be back" and scarpered.

I wasn't expecting that.

Yeah, that's an easter egg.

In the IMRF I had the equip screen turn black once a slot was selected to be equiped. Once the the equipment was selected the screen returned to normal.

This may be because I am using BNW over the top of the Dancing Mad MSU-1 mod. Or it may be a hardware issue, usind SD2SNES in a super nt.

It happened a few times but not all the time, and it hasn't showed up in any other area yet.

Make sure In-game hooks are turned off, and try it without the MSU-1 mod.

Sorry for my ignorance. In game hooks?

In Game hooks are used to do thinks like soft-reset button combos in game. They're known to interfere with some games, like BNW. They're a feature to SD2SNES so you'll want to look around in the options of the cart to disable them. I've been told that there's a system menu before you load a game that'd let you disable them.

No worries. The Super nt has them aswell, so it may have been a double whammy. Funny how it took so long to show up.

I thought it may be a hardware thing. Good to know these things are known.

It's worth noting that BNW hasn't really been all that tested with the MSU-1 patch. The in-game hooks thing is a known issue (with SD2SNES, I don't think we've had anyone play and report anything with Super NT yet)

Except now. Im doing an all in one test ?.

I'm reporting the MSU-1  bugs back to the 'Dancing Mad' guys. I havent found anything really game breaking yet.

The MSU patch is pretty good just a few fading bugs at the moment.

I'll turn off the hooks and see if I encounter the same issue again.

Gonna have to get up off my fat arse to reset the game now?

For the record, the in game hook issue isn’t a BNW bug, it’s an FF6 bug.  It’s listed in the compatability issues on the sd2snes website.

It's a really minor bug, but after you get

Spoiler

"Filth" after going through the Zozo cave

you can inspect the chest again and it gives "Nothing!", after which you can't interact with it. The chest even closes again if you open the menu or goes back one screen (if you didn't check it twice and got the "Nothing!" message).

And, also, can someone please help me with the clock puzzle in Zozo? I've talked to every npc, but I can't get it right.

Everyone in zozo lies, so you have to use process of elimination.  Even if you talk to everyone, I’m not sure you get enough info to know the time exactly, and you might need to guess a few times.  

If you don’t want the hassle, you can probably find a YouTube vid of someone going thru zozo in vanilla.  I don’t think the time has changed, just BNW uses Roman numerals instead of Arabic digits.

On 3/24/2018 at 4:31 AM, Romi said:

you can inspect the chest again and it gives "Nothing!", after which you can't interact with it. The chest even closes again if you open the menu or goes back one screen (if you didn't check it twice and got the "Nothing!" message).

This is an issue with any chest that is handled by an event rather than a treasure object. It's minor enough that I haven't bothered with a workaround, though it's on my list (way down at the bottom) of things to look at.

On 3/24/2018 at 0:47 PM, SuperHario said:

Everyone in zozo lies, so you have to use process of elimination.  Even if you talk to everyone, I’m not sure you get enough info to know the time exactly, and you might need to guess a few times.  

If you don’t want the hassle, you can probably find a YouTube vid of someone going thru zozo in vanilla.  I don’t think the time has changed, just BNW uses Roman numerals instead of Arabic digits.

I don't remember if we changed the time or not (pretty sure we didn't), but even if we did, the location of the correct options hasn't changed (i.e., if the correct hour in vanilla is the third option, it'll be the third option in BNW).

@Synchysi @SuperHario

I went and saw a Youtube vid of an older version of BNW and I finally found the answer to the puzzle! :D

Thanks for the quick reply. Now, to continue with the WoR and (try to) tackle the Brown Dragon with my level 23-ish party!

On 3/26/2018 at 10:34 AM, Synchysi said:

This is an issue with any chest that is handled by an event rather than a treasure object. It's minor enough that I haven't bothered with a workaround, though it's on my list (way down at the bottom) of things to look at.

I don't remember if we changed the time or not (pretty sure we didn't), but even if we did, the location of the correct options hasn't changed (i.e., if the correct hour in vanilla is the third option, it'll be the third option in BNW).

The time is still the same, just Roman numerals. 

Having a weird bug that seems limited to the Overworld. Whenever I push my down directional button, I move right. Started occurring after I left the Phantom Forest. If I go back into the Phantom Forest I can move normally. Tried getting in a battle, leaving the forest to the north, and resetting the game, no change. Got a new ROM and patched it and am seeing the same behavior. ZSNES is the emulator. It was occurring on the 1.86 version as well.

I suspect that this has no relation to BNW and would also occur on an unpatched ROM.

9 hours ago, fooliscious said:

Having a weird bug that seems limited to the Overworld. Whenever I push my down directional button, I move right. Started occurring after I left the Phantom Forest. If I go back into the Phantom Forest I can move normally. Tried getting in a battle, leaving the forest to the north, and resetting the game, no change. Got a new ROM and patched it and am seeing the same behavior. ZSNES is the emulator. It was occurring on the 1.86 version as well.

I can't imagine how this could be relevant, but have you tried in another emulator? I'd recommend higan or snes9x. ZSNES uses a lot of weird hacks to make up for a lack of hardware-accurate emulation, and testing another emulator will make sure it's not just one of those failing to play nice with a change BNW made. If you're using an external gamepad instead of your keyboard, also give the keyboard a try.

Double check your emulator keybinds.  I doubt it's a ZSNES bug or a BNW bug.  It could also be a faulty controller.

New player here. Started 1.9 from scratch. Playing on BSNES on 3DS. A few errors I’ve noticed:

- the tutorial people say tents don’t exist. I can buy them.

- the tutorial people say that tonics and potions heal fractional HP but they do not

- supposedly stealing from monsters is bad. I just get tonics

- the upper left guard in Figaro’s central walkway has no dialogue

- stooge dialogue pops up during the Vargas battle 

- hitting Vargas with an Aurabolt triggers what I presume is dialogue for suplexing the Doom Train. Kaiser Dragon dialog follows 

Very cool mod. Looking forward to getting to the actual differences in magic and stat building. 

4 hours ago, GeradFigaro said:

New player here. Started 1.9 from scratch. Playing on BSNES on 3DS. A few errors I’ve noticed:

- the tutorial people say tents don’t exist. I can buy them.

- the tutorial people say that tonics and potions heal fractional HP but they do not

- supposedly stealing from monsters is bad. I just get tonics

- the upper left guard in Figaro’s central walkway has no dialogue

- stooge dialogue pops up during the Vargas battle 

- hitting Vargas with an Aurabolt triggers what I presume is dialogue for suplexing the Doom Train. Kaiser Dragon dialog follows 

Very cool mod. Looking forward to getting to the actual differences in magic and stat building. 

Sounds like a patching issue. Did you patch making sure to patch a clean, unmodified FF3 US rom and patching BNW on it according to headered/non-headered issues. Also, if you're playing Clean New World make sure you're patching that on top of your properly patched BNW rom, so your rom would go from FF3 > Brave New World > Clean New World.

Also, what did you do to get a level 20 blitz before fighting Vargas?

This sounds like it has patched just the text. So I think you hit the nail on the head with just the CNW patch being applied.

Speaking of the dialog for the doom train. I've seen it in FF3usME but never been able to trigger it in game. I always make sure I suplex the train to see it happen and just cop the consequenses.

Has it been ommitted in later versions of the hack?

Ah. That makes sense. Does anyone have an MD5 of a properly patched ROM? Will I have to start over?

2 hours ago, F-Bomb said:

This sounds like it has patched just the text. So I think you hit the nail on the head with just the CNW patch being applied.

Speaking of the dialog for the doom train. I've seen it in FF3usME but never been able to trigger it in game. I always make sure I suplex the train to see it happen and just cop the consequenses.

Has it been ommitted in later versions of the hack?

It was never included.

4 hours ago, GeradFigaro said:

Ah. That makes sense. Does anyone have an MD5 of a properly patched ROM? Will I have to start over?

You will almost certainly need to start over, yes.

Ughhh. Maybe a good feature in the future would be an option to start at zozo. 


 

2 bugs I can remember atm from developing rando.

#1 - Auto-equipment events seem to be broken; if there's any slot where the character has nothing to equip, they'll equip all kinds of stuff that they shouldn't be able to. For example, equipping Dried Meat as a helm. This bug isn't in vanilla.

#2 - Fade-ins from menu, battle, etc. seem to be generally a lot slower compared to vanilla.

Were there any observed instances of slowdown in just regular BNW, or was it only with the randomizer applied?

Now that I've actually tested it, it seems to be the same. I suspect the discrepancy I was noticing before was due to hidden map variables that cause different maps to have different loading times.

12 hours ago, BTB said:

Were there any observed instances of slowdown in just regular BNW, or was it only with the randomizer applied?

 

8 hours ago, abyssonym said:

Now that I've actually tested it, it seems to be the same. I suspect the discrepancy I was noticing before was due to hidden map variables that cause different maps to have different loading times.

I've noticed this in South Figaro especially (first spot early game it shows up, and from what I can tell, one of the worst areas with this), especially with the Mansion area and the rooms inside of it.

Not sure if this is a bug but I lined up Bars in Setzer's Slots and he summoned Palidor while I was in Celes' spell menu (in Daryl's Tomb if it matters). Celes is whisked off by Palidor, but the active character cursor remains over her empty slot and I am still picking a spell for her to cast. I pick Ice 3 and a few seconds later she lands on the enemy, damage pops up, she moves to that in-between position (before moving back into normal standby position) and immediately casts Ice 3. In the vanilla game I thought Palidor ended all active character turns when they jumped but this may have existed there as well.

Also a small thing; the printme says Chakra Cures MP = 1/2 (Stamina* Level) I think it's supposed to be 1/20 (Stamina*Level).

Yeah, pretty much anything involving Palidor is just in *shrug* territory.

The Chakra formula in the Printme was mentioned earlier; I will correct it in the next update.

After equipping Locke with the Phoenix Esper, he did not gain any HP as the bonus suggests. (+25%)

50 minutes ago, Vydaera said:

After equipping Locke with the Phoenix Esper, he did not gain any HP as the bonus suggests. (+25%)

What else does he have equipped? HP bonuses don't stack so he probably already has one equipped (just checked that Phoenix equip works on my Rom)

Ah, good to know. I don't remember what I had on him, but it was probably something that boosted HP. Would it be safe to assume that none of the +% bonuses stack? What about things like Counter Chance, or Cover Chance?

Counter chance and cover chance are tied to stamina, so... well, technically yes.

There are no relics that directly boost cover  or counter chance, they only enable it. So stacking black belts will not increase counter frequency. Same with Knight Capes.

 

No shared % modifiers stack, so wearing a green beret and a hero ring will take the highest % and give you 25/25.  Magic cube would give you 50% mp and ignore the others. This includes esper equip bonuses. Damage modifiers similarly do not stack with each other. 

On 4/15/2018 at 2:11 PM, BTB said:

Yeah, pretty much anything involving Palidor is just in *shrug* territory.

Another one of these.

If you think Palidor can save you from Physical attacks, think again.

I used Palidor to escape from the Tonberry's barrage of physical attacks. All of the normal ones missed. But he was able to use 'shank' to kill 2 characters while they were off screen. They still completed their jump attack, followed up by the entered attack (even with sword spellcasts) then fell over and died.

I think the same happens with fighting yeti. I have even seen a floating katana counter with the player off screen.

Sounds like the targeting method used doesn't bother to check for whether a character is in the air. Or the unblockable specials code doesn't check for it, or both.

That may be something worth fixing.

I don't know if this was intentional, but it looks like Excalibur can't be dual-wielded with another weapon.

I just got it and tried to put it on Locke along with his Valiance and the Excalibur is greyed out and un-selectable.

Similarly, if I equip Excalibur by itself and go to the off-hand slot, all the weapons are greyed out, but shields can still be equipped there.

I see the problem. That will be fixed in the next release.

When a new patch comes out, do you have to restart the entire game in order to use it or can you patch your existing game?

1 minute ago, ShadowNinja said:

When a new patch comes out, do you have to restart the entire game in order to use it or can you patch your existing game?

Typically the dev team tries to make it that saves from versions with similar numbering are comparable. e.g. any 1.9 save should work just fine in any of the 1.9 versions but 1.8 saves won't work properly in 1.9

Ah cool. Just wanted to make sure. I started playing recently but it turns out I've been playing the 1.4a version which is quite old and I tried updating it to 1.9 and it crashes. I ended up killing shadow and wanted to play him anyways so I guess I'll just restart fresh with 1.9

1.4? You didn't download BNW from Zophar's domain, by any chance... did you?

Nope. Just some random rom site. Forget which exactly.

In some situations, I get some clipping bugs.
Not entirely sure it is bnws fault.

In some fights, when my cursor half disappears when on "Fight".
Additionally, off-screen characters within the battle window appear right at the top of the message box, squished together(Replicatable by using jump, for example).

That's an emulator issue, commonly seen in Zsnes. Try Snes9x or higan.

36 minutes ago, seibaby said:

That's an emulator issue, commonly seen in Zsnes. Try Snes9x or higan.

Can I use the zsnes saves on either of the two mentioned? Wouldn't like to start over.
And if not... Any way to fix this in zsnes?

SRAM data transfers between emulators.

The Printme incorrectly lists Terra learning Life 2 at Lv 20 and Fire 3 at Lv 25, when in fact she learns those spells in the reverse order: Fire 3 at Lv 20 and Life 2 at Lv 25.

Also, the monster Io is missing from the Enemies sheet.

Thanks for making this!

Not sure if these are bugs, but:

1.  Atma Weapon's charge-up attack damage isn't reduced by defending.

2.  Casting the spell Remedy on a petrified character does not restore HP;  a zero pops up as if I had cast a simple Cure spell on them.

3.  This has no gameplay effect and might just be due to the emulator I'm using (snes9x running on a 3ds), but I get massive frame drops whenever a dialogue box is on-screen.  90 fps uncapped normally, versus only about 20 fps when there's dialogue.

1. Defend does not reduce the damage from defense-ignoring attacks, such as Flare Star.

2. This is an odd one. It's basically due to the fact that the healing resolves before the status remedy does. Potentially something @seibaby may be able look into, I'm not sure.

3. I say the hardware, honestly.
 

Also, the Fire 3 / Life 2 error on the Printme is known, I'll fix it in the next version.

Not sure if this is a bug, but isn't Relm not supposed to have Interceptor unless Shadow dies?
Well, I got Shadow alive and kicking, yet both him and Relm have Interceptor.

I'll let @Synchysi field this one.

Found another buggy thing.
When using Terra in the coliseum, upon morphing she just stands there quite a while with her atb full. After a while, it goes to zero as if she had taken an action.

Colliseum morph-lag was an issue in vanilla too. I'm surprised there's no patch out there for this already (though maybe that means it's too tricky to fix?).

So, this may have been pointed out already, but in the coin flip scene with Setzer Edgar and Celes stay red even after Setzer makes the offer of help for Celes as his mistress. Obviously they turn red in embarrassment when he suggests it....but never turn back until after the scene. I don't remember if this was the case in apst versions, but it just seemed odd here.

Also, I may have missed this in the changelog but is Locke supposed to get free turns when stealing? Every time he successfully steals something, he immediately gets another action--which is great for farming steals, but I don't know if you intended it or not.

I'm just about at Thamasa, so still a long way to go, but 1.9 has been just as good as 1.7 (the last version I played).

1 hour ago, magictrufflez said:

Also, I may have missed this in the changelog but is Locke supposed to get free turns when stealing? Every time he successfully steals something, he immediately gets another action--which is great for farming steals, but I don't know if you intended it or not.

Steal is working as intended, yes. It works with mug as well.

I didn't see this bug reported, but if a character is under the imp status and uses a phoenix down on a character, the character is revived with zero HP. They're not under the zombie status, they can be healed above zero, and they can be killed as if they have HP. A bit of an oddity because imp cuts everything you do in half, including items.

Yep, that's a known bug.

Not sure if any of these are known bugs but here they are:

Whenever I use Setzer's Jackpot he will inch forward and get cozy with the enemies. This seems to bee purely aesthetic.

When I had Cyan attack Gau to kill him to change rages the sword cast windslash on the enemies, it seems like it should be cast on my own party instead.

Shadow was fighting Siegfreid in the coliseum, Siegfreid uses vanish, Shadow attacks with the Kagenui dagger, attack misses but it still casts net, net hits Seigfreid and he was a sitting duck the rest of the fight.

I’m brand new to brave new world! Love it’s so far. Found a couple of bugs in the beginning of the game. Did not see them posted when I scanned through. 

 

1. Hornets in the cave after figaro castle crash the game upon casting SlowX. Took me a bit to run through avoiding this one. 

 

2. Pterodon crashed game upon casting fireball. Only encountered this once. 

 

3. Used a tincture with Terra during fight Ultros fight and this crashed the game. 

 

Also, where do I donate to this cause? 

One, possibly two, bugs encountered during the Isis fight, both having to do with Gau.

Had Gau with the conjurer rage. When he attacks using "Zap" while someone is enticed by Love Token to cover, Gau will inch forward. Nothing gamebreaking, but annoying.

Secondly, Gau only casted Rerise on his side of the field, never on the opposing side. Maybe I just got really unlucky with the RNG, but it could be worth looking into it. He should be able to cast rerise on anyone in the party, after all. Incidentally, that made the fight a lot harder.

Quoth the Readme:
 

Quote

      • When Gau (or Gogo) rages an enemy with a single-target move that affects friendlies (Soldier,
    Conjurer, Repo Man, Flan, Witch) during a side attack, he will never target his allies on the
    opposite side; this is due to the "one side only" targeting flag that such spells all have set

      • Gau occasionally likes to slowly creep forward across the battlefield until he's all up in your
    enemies' shit; I'm fairly certain this is a carry-over from vanilla that's being exacerbated by
    something we've done, but I haven't the foggiest idea what and I don't care enough to find out

 

28 minutes ago, BTB said:

Quoth the Readme:

Whoops, totally forgot those. However, this Love Token situation is the first one I experienced of the creeping Gau and it happened consistently when his Zap got covered by an Ally, not in any other circumstance.
I hope this info may at least help in identifying the problem.

Best I can tell, it's related to large enemy sprites.

Yes, definitely some bugs with Palidor.  I didn't check all possibilities, but when using Setzer's slot to activate it via triple-bar, all characters seem to still be vulnerable.  Sounds like they're vulnerable regardless of triple-bar or actual summoning.  Characters are able to activate their own counters upon these hits.  Finally, when they land, Setzer, who was in the bottom slot, always ended up off screen to the right.  I haven't checked to see if it's only the bottom character or him specifically by switching party order.

Been a great mod so far.  I'm about 2/3 done with retrieving characters in WOR.

1 hour ago, hypernova said:

Yes, definitely some bugs with Palidor.  I didn't check all possibilities, but when using Setzer's slot to activate it via triple-bar, all characters seem to still be vulnerable.  Sounds like they're vulnerable regardless of triple-bar or actual summoning.  Characters are able to activate their own counters upon these hits.  Finally, when they land, Setzer, who was in the bottom slot, always ended up off screen to the right.  I haven't checked to see if it's only the bottom character or him specifically by switching party order.

Been a great mod so far.  I'm about 2/3 done with retrieving characters in WOR.

Palidor is basically a giant pile of known bugs that have yet to be cracked.

Game crashed when Sabin jumped in the water after defeating Ultros for the first time. Did this happen to anyone else? Or is there something wrong with my emulator. I've tried SNES9x and ZSNES.

Try patching a fresh ROM, if that doesn't work, post a savestate.

I just finished a play through using the patch for the whole game. The only informatuon I can give back that has any revelance is that. Without any purposeful grinding my chatacters ranged from level 27-31 with no-one having EL's higher than 22 I think. I managed to learn all the spells with no worries, and the curse was broken on the shield while fighting the last dragon in KT.

 

I just finished my first playthrough of BNW. FF6 has been my favorite game for as long as I can remember, but I can safely say I will never play the vanilla game again -- it's BNW from here on out. What an incredible achievement. Thank you so much for making it!

BUGS (possibly)
* While fighting magic pots in the cultist tower, I used a warp whistle with Relm, then selected Setzer's slot command. The warp whistle executed while the slots were still open, and the game locked up.
* I used Shadow extensively in the end game, and despite parrying many physical attacks, I never saw Interceptor in Kefka's tower. I can't recall whether I saw Interceptor in the WOR at all. Is it possible that Shadow lost Interceptor status somehow, or could there be another explanation?
* I also encountered the reflected raze soft lock in the Phoenix Cave that someone else mentioned. However, the soft lock never resolved -- I tried fast forwarding for a very long time.
* At one point on the Veldt, I started encountering battles with every single step (6+ in a row, until I got to my airship). I did not apply the separate encounter-rate patch.

SUGGESTIONS
* I learned all of my magic a bit too quickly -- I think it would be more rewarding if it took longer to buy each spell, and you were forced to think more carefully about which spell to buy, when.
* Myria and Yeti were BY FAR the most difficult boss battles for me. Perhaps I was not paying enough attention to countering behavior, or perhaps they are slightly unbalanced.
* I was disappointed by the final boss battle, which didn't seem to require specific strategies.
* I generally loved the script modifications, including Relm's potty-mouth, with the sole exception of her calling Ultros a "douche", which seemed too anachronistic, somehow.

Thanks again -- I'm looking forward to my next playthrough already!

21 minutes ago, Bropedio said:

* I used Shadow extensively in the end game, and despite parrying many physical attacks, I never saw Interceptor in Kefka's tower. I can't recall whether I saw Interceptor in the WOR at all. Is it possible that Shadow lost Interceptor status somehow, or could there be another explanation?

* I learned all of my magic a bit too quickly -- I think it would be more rewarding if it took longer to buy each spell, and you were forced to think more carefully about which spell to buy, when.

Just to cover these 2. I'm pretty sure that the Interceptor check is only if the standard evade check fails. Later game Shadow has a lot more evade and there are more tools to just not get hit. So seeing less interceptor is likely because of that.

Making it take more SP to learn the spells just means people are gonna grind SP 9 times out of 10

1 hour ago, Bropedio said:


* Myria and Yeti were BY FAR the most difficult boss battles for me. Perhaps I was not paying enough attention to countering behavior, or perhaps they are slightly unbalanced.

Yeti's a jerk, definitely. Myria's tough, but there are some strats to that make her very manageable. Mostly having to do with elemental resistances and countering her status game in Aero (Sap), Overcast (zombie) and Mind Blast (multiple).

2 hours ago, Bropedio said:

I just finished my first playthrough of BNW. FF6 has been my favorite game for as long as I can remember, but I can safely say I will never play the vanilla game again -- it's BNW from here on out. What an incredible achievement. Thank you so much for making it!

BUGS (possibly)
* While fighting magic pots in the cultist tower, I used a warp whistle with Relm, then selected Setzer's slot command. The warp whistle executed while the slots were still open, and the game locked up.
* I used Shadow extensively in the end game, and despite parrying many physical attacks, I never saw Interceptor in Kefka's tower. I can't recall whether I saw Interceptor in the WOR at all. Is it possible that Shadow lost Interceptor status somehow, or could there be another explanation?
* I also encountered the reflected raze soft lock in the Phoenix Cave that someone else mentioned. However, the soft lock never resolved -- I tried fast forwarding for a very long time.
* At one point on the Veldt, I started encountering battles with every single step (6+ in a row, until I got to my airship). I did not apply the separate encounter-rate patch.

SUGGESTIONS
* I learned all of my magic a bit too quickly -- I think it would be more rewarding if it took longer to buy each spell, and you were forced to think more carefully about which spell to buy, when.
* Myria and Yeti were BY FAR the most difficult boss battles for me. Perhaps I was not paying enough attention to countering behavior, or perhaps they are slightly unbalanced.
* I was disappointed by the final boss battle, which didn't seem to require specific strategies.
* I generally loved the script modifications, including Relm's potty-mouth, with the sole exception of her calling Ultros a "douche", which seemed too anachronistic, somehow.

Thanks again -- I'm looking forward to my next playthrough already!

Hey, glad you enjoyed things.

The Slots softlock is new to me. I wonder if it's something that was present in vanilla, or if it's related to de-rigging. I'd wager the former.

Nowea already answered the question about Interceptor. One alternative is to let Shadow die and then Relm inherits him. Her evasion is much lower, so Interceptor is a big more aggressive in defending her.

I thought I'd removed all instances of potential softlocks... or it might have just been in the FT. In any case, I'll look into it.

Hey, @Mishrak someone else got the "1-step battle" thing, too. I wonder if it has anything to do with @Think0028's RNG patch? Would be really curious to see if Seibaby's encounter patch prevents it, if we could find a reliable way to replicate the setup.

I agree that magic comes quickly, and that in a way having to learn them through spell points is a token pittance that the player must pay. The problem is that, when you multiply it by 12 characters, even a small bit of grinding can take awhile. I'd rather err on the side of not making players take too long to get their attacks. There's still the issue of spell points waning in usefulness later on except to act as a multiplier for EP... I remember thinking once of a system that would allow you to spend banked spell points on MP restoration, but I never chased up on it.

Myria is a cunt, but a lot of her shit is avoidable. Yeti is a one-trick pony, but he does that one trick very well. Go in with physical defense/evasion and ice/wind defense and he's a cakewalk.

Heh. Relm calling Ultros a douche is basically this scene right here: https://www.youtube.com/watch?v=Buxj7-4YLXw

 

I suppose this one's not so much a bug as an oversight, and a pretty edge-case one at that, but – if you go back to Narshe with Shadow in your party during the search for Terra, he'll keep his equipment when he leaves, and the unequip NPC in Narshe won't be able to remove his loadout.

Heya, just wanted to let you guys know that Demon in Daryl's Tomb and Cerebus in WoR Narshe don't have any Sketch abilities. 

Noted. Thanks.

Oh, found another one too just now. Was wandering around the Veldt in the WoR and Albatross didn't give me a Sketch ability either. 

Edit: Lunaris in the WoR too.

I think something is jacked up with your patch job, brother.

Could be, yeah. Does Sketch have a fail rate? Sometimes it just doesn't fire off when she draws an enemy. Not with everything, but sometimes it happens. 

Are you sure it's not just missing? It can still fail if her level is low.

Hm, well she was pretty well leveled. She was in her twenties. Basically what happens is she'd sketch the whole monster, their sprite would appear and everything and then she just step backs and nothing happens.

Oh yeah, something I did want to point out that'd legit help - Nastodon (the mammoth) in WoR Narshe's sketch just winds up doing nothing against the monster itself. I like how Relm's Sketch usually does a move that helps against whatever you're fighting, but with those mammoths they're immune to their own attack. So it doesn't help to Sketch them.

So as mention on discord apparently the turned off EXP gain prevent you from gaining anything but GP.

On 7/14/2018 at 6:34 PM, SirNewtonFig said:

I suppose this one's not so much a bug as an oversight, and a pretty edge-case one at that, but – if you go back to Narshe with Shadow in your party during the search for Terra, he'll keep his equipment when he leaves, and the unequip NPC in Narshe won't be able to remove his loadout.

This is something I experienced when I left him on the Floating Continent to restock on some items and make a team that wasn't trash. Dirty thief was holding on to an Amulet I was losing my mind trying to reconcile memories of owning until I noticed I was also missing Healing Shivs. Not a big deal on the whole, unless one is planning on a prolonged WoB excursion and he's loaded with swag.

If Celes only has 8 MP, why does the menu want to let her try casting Regen for 15 MP?

Screen Shot 2018-08-11 at 10.53.38 PM.png

That's a known bug. I want to say it was also present in vanilla, since we didn't do anything that would have caused it.

I have seen that once or twice in vanilla, in unicorn scenarios where I was in the list while MP was lost. Maybe some function interrupts the menu updating?

I do unironically enjoy how BNW feels like an elaborate code audit of vanilla at times. About as fun as actually playing the game.

4 hours ago, Ecclesiastes said:

I have seen that once or twice in vanilla, in unicorn scenarios where I was in the list while MP was lost. Maybe some function interrupts the menu updating?

It is certainly true that spell availability in the menu does not update if an MP-altering effect resolves while the menu is open, but I opened and closed the menu a few times in this case and Life and Regen remained selectable.

It may be possible that I had the menu open on a previous turn as Celes was counterattacking with her Illumina, and that the menu simply got stuck that way until her MP updated again. Could it be something in the routine for deducting MP for MP-crit weapons maybe? At Celes's level here, an MP crit would cost her about 13 MP, so it would make sense that Reraise would have already been unavailable when the glitch occurred, while Life and Regen would be affected.

Yeah, that's a known bug related to certain MP-costing things not flagging a character to have their menu redrawn/recalculated -- the function that updates which spells are available called every turn, but only if a character is flagged to have it updated based on recovering MP, casting sells, etc. MP-crit weapons are bugged and don't flag it to update.. I think I've actually got a fix for it that's part of another patch, and I am 95% certain that I've seen someone else fix it from a different angle.

So I'm using Doomstick in the Phoenix Cave, and it's a really great opener to a fight, but it's got some odd behavior in that X-Zone revives the undead. Not merely resetting the HP of existing targets, but bringing back targets that were already killed. FF6 vanilla being the extravagant mess it is, one where X-Zone is relegated to Wrexsoul cheese for me, I do not know what class of instant kill X-Zone actually is, so this may be original/intended behavior.

Just after that, I had Setzer roll a Phoenix, a summon I'm sure this mod "loves". Everyone was alive, so nothing happens. Nothing except for Setzer sliding into the middle of a pincer attack during the summoning while Gau makes *two* blocking animations while the bird is onscreen. Characters getting all up in the enemy's business is a known thing, but a first for me, so I was entertained. I do not know the implications of Gau's blocks, however. His Rage was either Dragon or nothing, if that adds context.

I think it's intended it's not like other FF where Warping or Instant-Death are 2 separate things X-Zone is just an AoE doom spell (EDIT nevermind seems I'm wrong on that one)

Both of the things that Ecclesiastes mentioned are known bugs with no way (as far as I'm aware) to resolve them.

Yeah, I'd thought as much. I swear, this game only functions because it's haunted.

Thankfully the Phoenix bugs are harmless. Hilarious though.

This has probably been covered already but in case it hasn't:

When Sabin's Frostgore claws cast Doom on an enemy if the enemy doesn't die then it comes back with full HP. I was stuck in a battle for a looong time since the proc rate was so high. Probably the same case with the Doom spell?

You mean an undead enemy?  Doom will full heal undead enemies iirc.