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Final Fantasy VI Final Fantasy VI was a very popular game for the series and last on the SNES system.

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Old 02-16-2005, 01:58 PM Level: 28   HP: 88 / 681
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I wonder, Cain...will you keep the Illumina sword with its original name, or change it to "Excalibur 2" as in FFT:A? That little part will be interesting, especially since, as far as I can remember there IS a Excalibur sword in the game (I think you gained it on the Coliseum, you must know better). Bringing that point up, what item names have you changed so far?

On the trying the 2.3 version, definitely I want to try it!!!!! The 1.7 version still has that FF6 flavor (which I love, by the way), but I want to see all those changes you implemented. Still loving that save point introductory message...
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Old 02-19-2005, 09:15 PM Level: 53   HP: 505 / 1301
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Originally Posted by T.G. Oskar
I wonder, Cain...will you keep the Illumina sword with its original name, or change it to "Excalibur 2" as in FFT:A? That little part will be interesting, especially since, as far as I can remember there IS a Excalibur sword in the game (I think you gained it on the Coliseum, you must know better). Bringing that point up, what item names have you changed so far?

On the trying the 2.3 version, definitely I want to try it!!!!! The 1.7 version still has that FF6 flavor (which I love, by the way), but I want to see all those changes you implemented. Still loving that save point introductory message...
The Illumina is now the Chaos Blade with major stat boosters and Randomly casting Break as in FFT. Excalibur, which you got in Kefka's Tower, has also been modified to be more like it's FFT counterpart.

Some other recent tweaks that I finished.

Setzer's stats have been toned down to be like that of a Bard, but his Slot attacks have been majorally strengthened up. Chocobop no longer ignores floating enemies and randomly casts muddle, 7Flush randomly casts Blind and Beserk, and HBomb will randomly cast Weak and Seizure (aka HP Leak).

Interceptor's attacks have been strengthened up as well, and like Chocobop they don't ignore floated enemies anymore, but the hit rate has been lowered so that it can actually miss.

Various monsters have been tweaked to act like their FFT counterparts. For example, bombs are weak against water and NOT ice. The Sr. Behemoth is no longer undead, and none of the behemoths have any elemental weaknesses. Aviary creatures no longer have the float status.
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Old 02-19-2005, 09:38 PM Level: 66   HP: 1599 / 1646
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Cain, this hack is getting sweeter and sweeter. I'm a bit sad to see Setzer's stats go down, but considering his weaponry... heh. The fact that the slots have been boosted makes a HUGE difference, and more than balances it out. I like what you've done with the different pulls.

I'm somewhat surprised that you actually strengthened Interceptor's attacks; they were already really strong as they were.

My only question is about the bombs... exactly where does the water element come from in FFVI? There are no water spells. I assume you've done something else with that? Maybe I missed something, or something didn't click in my head. That's probably it.
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Old 02-20-2005, 12:59 AM Level: 53   HP: 505 / 1301
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Yes there are Water Elemental Spells. There's also a Dark Elemental that's really hard to see as there are no real uses for it aside from Poison spells. But I plan to bring that out a little more too.

Some water elementals include Aqua Rake, Clean Sweep, El Nino, and the Bismarck Summon.

And don't worry, the tweaks to interceptor don't make a huge difference.

One thing I WILL say, be prepared for one heck of a final boss fight. Just finished testing out my tweaked Kefka on my test save, WHEW! It's not impossible, but it WILL keep you on your toes. I've added "Grand Cross" and for those who've played other FFs you know what that means. And just that really gives Kefka an edge, not to mention his stats are just a bit stronger. And not just Kefka, the whole "tower" gives you one heck of a fight (and I didn't even tweak it all that much). I'm really surprised just how much of a difference increasing the evade and decreasing the hit rate does.
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Old 02-20-2005, 01:06 AM Level: 60   HP: 842 / 1483
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Ill be willing to test play your game Cain... I have at least enough time to do that, give you any opinions or whatnot, whatever you need. Ive played FFVI enough to know the basic idea of the game, and Im eager to try a fresh start on it.

With the removal of magic from many characters, will that slot just remain blank or will it have something else?

Also... the magic users, will they learn all the magic then since its limited and not learned by espers? Or will they follow a class suit... and only learn certain spells that fit their class.

And speaking of spells, will some of them be revamped... I know there are tons of spells I never touch in the game.

This is just an idea to throw at you, but you could mix and match Celes and Terra... contrast them, Terra a Dark Knight style, and Celes a Holy Knight style... and give them spells accordingly... im a HUGE fan of Light/Dark magic and alwasy like to see more variety in them...
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Old 02-20-2005, 01:12 AM Level: 66   HP: 1599 / 1646
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Originally Posted by Cain Highwind
Yes there are Water Elemental Spells. There's also a Dark Elemental that's really hard to see as there are no real uses for it aside from Poison spells. But I plan to bring that out a little more too.

Some water elementals include Aqua Rake, Clean Sweep, El Nino, and the Bismarck Summon.
Well yeah, I knew those. I was thinking about our mages though, and whether or not you'd maybe replaced some spells with water elementals or something like that. Until you've got Strago, Relm, and Mog, the bombs are gonna be tough. Of course, I know that's the point. I was just curious though.
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Old 02-20-2005, 02:18 PM Level: 53   HP: 505 / 1301
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Originally Posted by psychosyd
With the removal of magic from many characters, will that slot just remain blank or will it have something else?
Characters will have other commands. Edgar will have Jump, Shadow will have Steal, Locke will have Steal AND Capture, Sabin I'm thinking will have Magic but his Magic stats won't be too high, or I could make it blank. Still undecided.

Quote:
Also... the magic users, will they learn all the magic then since its limited and not learned by espers? Or will they follow a class suit... and only learn certain spells that fit their class.
No the Magic Users can still learn Magic just as the original. No change there.


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And speaking of spells, will some of them be revamped... I know there are tons of spells I never touch in the game.
Oh yes there'll be revamped. I've already changed the Lv Spells to act more like their Calculator counterparts. Like targeting both sides. Antdot is now Heal (like the Squire ability) and can cure Darkness, Silence, and Poison. I've changed Quake, Wind, and Merton to hit only the enemy side. I'm also planning to change Wind into an actual Wind-elemental attack not just an HP weakining spell. I would LIKE to add spells that some of the enemies use, and rename them, like Flash Rain=Bolt 4, S. Cross=Ice 4, etc, but it just won't let me. The amount of Magic is at it's limit.

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This is just an idea to throw at you, but you could mix and match Celes and Terra... contrast them, Terra a Dark Knight style, and Celes a Holy Knight style... and give them spells accordingly... im a HUGE fan of Light/Dark magic and alwasy like to see more variety in them...
In a sense, I've already done this. Their stats have been contrasted. Celes can use Shock (now Seiken), while Terra still has her Morph command. As far as spells, in the primary editor I'm using, you CAN change the spells they can learn without Espers, and they are already pretty different from one another. If I take out Terra's Cure, As Dark Knightish as that may be, it'll leave a lot of players in a tight spot. But I'll take another look at it. See if I can contrast it a little more. Thanks for the idea

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Well yeah, I knew those. I was thinking about our mages though, and whether or not you'd maybe replaced some spells with water elementals or something like that. Until you've got Strago, Relm, and Mog, the bombs are gonna be tough. Of course, I know that's the point. I was just curious though.
Bombs were never that difficult without Water in FFT. And like I said, unless I REMOVE spells there's just no way to add New, learnable ones.
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Old 02-20-2005, 02:40 PM Level: 24   HP: 37 / 590
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Sounds awesome. I'm going to give it a go once you've finished it all Cain.

I have a qusetion you said that you've taken the item command off some characters, then you said you are giving them different ones but that still leaves them with one open command if I'm not mistaken. I'll use Edagar for example: He'll have attack, tools and jump, if he dosen't get the item that gives him three out of four commands. Are you making even more or is there only going to be three commands for some characters?
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Old 02-20-2005, 07:06 PM Level: 8   HP: 2 / 192
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Cain, would a save file from 1.7 work with the 2.3 release?
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Old 02-21-2005, 12:08 AM Level: 53   HP: 505 / 1301
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Originally Posted by Atma-Noah
Sounds awesome. I'm going to give it a go once you've finished it all Cain.

I have a qusetion you said that you've taken the item command off some characters, then you said you are giving them different ones but that still leaves them with one open command if I'm not mistaken. I'll use Edagar for example: He'll have attack, tools and jump, if he dosen't get the item that gives him three out of four commands. Are you making even more or is there only going to be three commands for some characters?
It's mostly replacing the Magic Command with something else so that the character's ability to learn magic is locked. While the Magic learning characters have an extra command to replace Item. It's my attempt to balance things out while making the gameplay different. Like getting to use Health and Shock? The Summon command, which was never used in the original.

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Cain, would a save file from 1.7 work with the 2.3 release?
Technically it will. Heck you can use a Save file from the original unhacked version. I've been using a test save which was made for the original game, which has max stats and all items and magic but I get to test items and graphics for the hack.

The PROBLEM is, with the command and stat changes I've been doing won't carry over into your save. But then that's it really. I'd start fresh so that you cna see the differences, but the game won't crash on you or anything (at least it shouldn't)
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Old 02-21-2005, 02:18 AM Level: 60   HP: 842 / 1483
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You could enable a dark magic heal spell... I dunno, maybe a spell that heals allies and hurts undead or something...

theres always that health ability Banon has...

I just always thought that Dark Knights were wicked cool, the damage fiends of the world... or underworld as it may be.

Hopefully you will make morph more useful... I mean, the damage cap can get hit pretty early in the regular game... maybe boost all her stats or something? That would be cool, a rendition of Ryu's Hybrid forms in BoF4

EDIT: From what it sounds like Celes commands will be
Fight
Shock
Magic
Runic

or is someone else going to get runic, or what?
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Old 02-21-2005, 02:25 AM Level: 66   HP: 1599 / 1646
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