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Final Fantasy VI Advance: Rebalanced

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As alluded to in my thread about adding spells, I'm working on a personal project with a friend to rebalance Final Fantasy VI Advance, make it a bit more difficult without being excessive or too brutal. To this end, we'll be modifying enemy weaknesses, resistances and stats to achieve enemies that actually pose a threat to the player. This means innate statuses, more immunities, and higher stats. But this also opens the window to more strategy.

Each player character will have their starting stats and equipment tweaked to fit the general idea their class represents. Tina will start with one earring, and have higher MP than, say, Sabin, who will have very HP, as is tradition for monks, alongside decent magic and high strength. Every character will have a relic at start that fits their playstyle, without being necessarily overpowered (no one with start with a master's scroll, though Shadow MAY start with a genji glove). Look for an easter egg with regards to the character's starting equipment, by the way.

In the spirit of balance, we've decided each element needs appropriate representation, and pointless spells need more usability.

Here is a list of what we hope to add to the game:

Level 1 and 2 holy, earth, wind and water spells.
Poison will become Bio, Bio will be Biora, and be tweaked appropriately to this end.
Two entirely new white magic spells, and a replacement to Poisona. These are: Bodyna, Mindna, and Cursena. They will be like specialized Esunas, only multitargetable. Speaking of, we can't really find a suitable spell to turn into Mindna and Cursena, so any ideas there would be appreciated.

We are newbs to romhacking, so we were hoping to find someone who can do a small service for us. The new spells, minus Mind-/Cursena, are fully programmed and animated/sounded properly. What we need with these are a few modified espers and a new spell-list to the specifications that these new spells require. Any takers? We can provide the appropriate espers and the spell list to anyone interested.

This will be an ongoing project. We've finished updating most bosses to a ballpark level of difficulty, and have even found a crude workaround to the HP limit (innate shell/protect, effectively doubles -- or so -- the HP Tongue), and as stated, the spells are programmed, minus two we can't currently find suitable ones to replace. Once we've gone through the game once with this stuff, tested it all out, we'll move onto restatting the enemies of each area in sequence. Seems like the best methodology to me at any rate!

I'll use this thread to post updates and questions pertaining to the hack as we come across them.

EDIT:

The remaining spells, once we've found suitable base spells for them, are:

Mindna, cures silence, confuse and berserk. Will use Magitek Barrier's animation.
Cursena, cures doom, zombie and petrify. Will use Deadly Pollen's animation.
Protectga, casts protect on party.
Shellga, casts shell on party.
Blink, casts blink on target.

The spells we've remade are:

Stone (base: Magnitude 8)
Stonera (base: Hailstone)
Gale (base: Shamshir)
Galera (base: Cyclonic)
Aqua (base: Megavolt)
Aquara (base: Gigavolt)
Dia (base: Confusion)
Diara (base: Digestive Fluid)
Bodyna (base: Poisona)
Stopga (base: Mega Berserk)
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