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News and Such: Final Fantasy Mod of Balance v1.2 Released!
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Final Fantasy Mod of Balance v1.2 Released!

Finally. The release date is finally here.

Drop me an email or comment here if you have comments or suggestions on the mod. It is meant to be fairly challenging, but if you find something too difficult, shoot me an email and I’ll either give some tips or I’ll say, “Yup. I need to make some adjustments there.”

I’ve played the mod through a few times as it stands, however I am not sure whether the Lifespring Grotto or Whisperwind Cove play through as intended. If anyone challenges Omega and Shinryuu, or plays through Whisperwind Cove, I would be interested in hearing if the difficulty is reasonable.

In case any of you are interested, these are the following recommended *minimum* party levels for challenging the Soul of Chaos dungeons:

  • Earthgift Shrine: Level 30
  • Hellfire Chasm: Level 45
  • Lifespring Grotto: Level 65
  • Whisperwind Cove: Level 70
ludmeister

Posted on: 2010-04-05 11:57

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  1. Not trying to rush or hurry you, but I’m curious as to when the next version will be released. I’m just assuming you’re busy and can’t dedicate time to it. Because I’d love to see what kinds of changes you had to make to do that Knight solo. Again, I’m not trying to rush you. I know that making even small changes in already set code can be a royal pain in the ass.

    Some of the changes to the magic levels you’ve done are quite interesting, the increases in Knight and Samurai capabilities are impressive. I don’t know if you have the ability to edit this, but Aero looks like it should go from right to left instead of left to right.

    The Monk seems to get a LOT more spells than I would have expected, and I’m not entirely sure I support all the changes. Aero I support solely because it looks like one of Sabin’s moves from FF6. The Nul spells I can’t really agree with. He really should have to rely on either a WM or items for that kind of stuff. Ditto for some of the status ailment spells. Chakra, Pummel, Blink, Haste, and Poisona I feel are the core spells he should have. They seem to fit his class the best. Invis I do not believe he should have, he already has Blink which is far more potent and targets him only.

    Is there any chance of you adding some of the enemy skills to armor/weapons instead of the spells? Like Tornado or Tsunami instead of normal buyable spells. I don’t even know if those two would work if targetting the enemies.

    I have a suggestion regarding Holy. It seems like the name would imply it’ll do extra damage to undead and/or evil ala the Dia family.

    The new magic page looks great. The organization options on your weapon/armor/magic sections works great at showing useful information. I’ll get started on those text files after you release 1.3 or whatever the next release is, since I’m sure there’s enough changes to make starting on it now kind of pointless.

    As I make sure I say in every email, these are my opinions only. This is your hack and I truly enjoy it. I’m just mentioning things that seem a bit wonky to me. I think that’s pretty much everything I had to say. If not I’ll drop another email. Thanks again for all the effort and time you’ve put into this. You’ve made an FF1 fan truly happy.

    — rabite · 2010-06-26 11:40 · #


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