(New to Brave New World? Want to know what it's all about? Check out the Readme here or our list of Frequently Asked Questions.)
(NOTE: for current bugs in 1.8.5, see this post for fixes)
Nine months ago today, Synchysi and I released what was "very definitely the final update to Brave New World until 2.0, no seriously we mean it this time". It was chock full of new features that were initially slated for 2.0 and it marked the completion of our changes to the game's vanilla content - all development henceforth would focus on expansion. And... well, we actually meant it. In the months following the release of 1.7, we quietly gathered bug reports for a final minor update. It wasn't until the discovery of an actually significant bug - an overflow error in the physical damage formula that was causing high-vigor characters to do much more damage than they should - that we began working on what would eventually become 1.8.
In addition to the aforementioned bugs, the primary feature of this update was a new system suggested by Nowea (and pushed by Mishrak) to allow espers to provide on-equip bonuses just like equipment does to address the fact that 1.7's EL Bank had created an environment where players had little reason to care *which* esper anyone had equipped so long as they had one on. This system was coded by Think, who has thus far contributed more to Brave New World than anyone who isn't named BTB or Synchysi. He also fixed the above-mentioned overflow error and provided us with several other patches for this update.
Not to be outdone, our friend and colleague DN provided us with a myriad of hacks for the game's interface, something which we hadn't done much of in the past due to the Lovecraftian nature of menu hacking. The most notable of these is a vast improvement to the way that status buffs are displayed in battle so that boss battles are no longer a random clusterfuck of glowing characters. It also allows the Scan spell to report enemy statuses since it was otherwise a completely useless spell (and still kind of is).
Last but not least, seasoned FF6 hacking veteran Seibaby contributes his "Smart Cover" patch to the mix, which provides an elegant solution to our longest-running (and by far most aggravating) known issue of the "protect weakened allies" feature also blocking curative strikes. It does this by simply preventing the function from activating on any attack originating from the same team. My sincerest gratitude goes to him for finally hunting down this white whale for us and giving it a serious ass-spearing.
And, of course, thank you so very much to everyone who beta tested this release and provided feedback. Satarack, Mishrak, and Yuyu: you guys have been invaluable in making this update happen and preventing me from having to playtest my own work. It cannot be understated just how amazing it is to me that every time I have something new on the horizon, I have wonderful people like you who are practically champing at the bit to let me Tom Sawyer my work off on you. More so than any other release before it, 1.8 is truly a product of the community surrounding it - all Synchysi and I really provided for this one was a pot with a stone in it.
As for my own hand in this update, it was per usual largely the result of watching players LP Brave New World on Twitch and Youtube. I've tweaked the late-game experience curve given the tendency of players to unintentionally (and also very intentionally) overlevel their characters. While 1.7 was strongly focused on quality-of-life changes and making the mod more accessible to newer players, there are those who I feel run a little too far in that direction. Brave New World is adamantly *not* a difficulty hack, but it does require the player to pay attention; powerleveling your characters to the point where you can just phone in the rest of the game while you hold "A" to ROFLstomp everything runs contrary to the experience we aim to provide.
Finally, a reminder to everyone that Brave New World is now available as a reproduction cartridge courtesy of our good friends at Retro Circuits. Feel free to contact them with questions about their products or even just to chat; they're great folks and I'm glad to have the pleasure of dealing with them.
And that's about it, now and for a very long while ahead of us. Thank you all for your support throughout all of these years and for making Brave New World what it is today.
What's new in 1.8.5:
(See below post)
What's new in 1.8.4:
• Fixed a major bug introduced in 1.8.2 that prevented esper equip bonuses from functioning
• Corrected the spelling of two enemy names (Trillium and Djinn)
What's new in 1.8.3:
• Fixed a minor bug in the config menu where window colors would not reset to default if A was pressed while on the "B" slider
• The Clean New World patch now properly updates the version displayed in the config menu
What's new in 1.8.2:
• Fixed a major bug from in the previous version that caused the piranha fight to be unwinnable
• Fixed a bug where Phantom was only giving +4 M.Block instead of +10
What's new in 1.8.1:
• Fixed a bug in the config menu where commands could not be rearranged in the "short" battle menu and the multiple controller option could not be set up at all
• Removed an exploit where Rizopas could be skipped by killing Piranhas with a counter-attack
• Corrected a minor error in the BNWCP
• Added a note about RetroArch to the known issues section
What's new in 1.8.0:
• Added a new hack that allows espers to provide on-equip bonuses just as equipment would
• Added a new hack that greatly improves the display of positive status effects on your party in battle and allows Scan to report all status effects on enemies (in addition to showing their weaknesses)
• Corrected an overflow error in the physical damage formula where characters who dealt high amounts of physical damage were hitting for about 1,300~2,600 more than they were supposed to
• Slowed down high-level character growth by adding a third experience "hump" after level 30, pulling the "soft" cap back from 40 to the late 30's (expected end-game levels are mid 30's),
• Per the above, also nerfed one of the game's more notorious grinding spots
• Phoenix Tears now revive characters to 3/4 of their max HP (instead of 1/2)
• Set Crusader's stat bonus to Speed+1/Stamina+1 (instead of Vigor+1/Speed+1)
• Added the "randomly counters" property to the Zantetsuken
• Removed the Atma Weapon's HP bonus and set the Omega Weapon's to HP/MP (instead of just HP)
• Removed the Gungnir's HP boost and slightly boosted the Longinus's battle power (150 -> 160)
• The Excalibur now has a unique appearance (it was previously identical to the Apocalypse)
• Lowered the defense on the Mythril Kite (20/20 -> 15/15) so that it isn't just an Iron Shield without the speed penalty; also renamed it to "Targe" to distinguish it from heavy shields (kites are *big*)
• The "protect near-death allies" effect on some relics should no longer activate when certain statuses are present or if the attack originated from an ally (this effectively fixes the "brush cover" bug)
• Fixed a bug where using Dice with a Black Belt would cause three dice to be thrown instead of two
• Fixed the incorrect stats on the Circlet (now set to Mag+5/Stam+3 instead of Stam+5/Mag+3)
• Added a hack to allow Gogo to use MP for rod crits without needing Magic or Lore set as commands
• Modified the "Blind Accuracy" hack to allow blindness to affect the Jump command
• Enemy "special" attacks which inflict instant death no longer ignore death immunity
• Fixed a bug where the Ice Rabbit dance step was not healing HP like it's supposed to
• Made significant changes to the enemy scripts for Wrexsoul, the Battle on the Bridge, and the final tower of bosses (excluding Kefka)
• Edited Vargas's battle script to make the Blitz execution more obvious/less punishing to new players
• Removed an exploit where Rizopas could be skipped by killing Piranhas with a counter-attack
• Chadarnook no longer absorbs Fire or Bolt damage
• Zone Eater is now immune to the bserk status
• Pugs should now fight back in the Colosseum
• Fixed a broken animation in Wrexsoul's intro
• Swapped the palettes of the Starlight and Moonlight animations
• Removed the Mythril Dirk that was mistakenly left up for sale at Figaro Castle
• Symbols no longer appear to compare equipment being purchased to what you already have equipped
• The "hidden" screen which shows everyone's equipment now also displays equipped espers
• Removed the small overlay which identifies the skill sub-menus (i.e. Espers, Spells, Bushido...) and displays the MP cost of a chosen spell; spell costs are now visible by default in the main menu panel
• Removed the non-functional "Optimize" command from the equip menu and the also non-functional battle speed slider from the config menu
• Condensed the list of known rages in the skills menu (only the first 64 slots are used now)
• Modified the text for EL bonuses in the menu to read "EL Bonus" instead of "At Level Up"
• Evade and mblock are no longer shown as percentages in the menu (since they are out of 128, not 100)
• Some minor dialogue edits (along with a few other small changes not worth mentioning)
(Oh, and if liking things on Facebook is your bag, baby, then by all means go nuts.)
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