Installation instructions:
You will need Lunar IPS, I think ID has a link
You will need Final Fantasy III (U) 1.0 rom without a header(The first one you can find will probably be good but let me know if you have problems)
Use LIPS to patch the file onto the rom
Have fun
Current content is up to the end of the Magitek Factory, with revamps of previous areas in progress before new content is released. In advance I want you give some pointers:
-Keep at least a save back from where you are
-Utilize shops as much as possible
-Steals and drops can help when you don't have access to a shop
-Grinding should not be needed but a few battles in between areas would not be a bad idea
-Damage rushing is not always a great strategy
CREDITS
--------------
I have all the credits posted throughout the thread but I thought I would condense them here to give thanks where they are due:
FF3usME Multi-Editor by Lord J
FF6 Misc Data Editor by Drakkhen
Evade bugfix by Lenophis
SwdTech speed up patch by ArmorVil
Title Screen mod by Yazoo
Vanish/Doom fix by Terii Senshi
Invert Damage if Undead fix by Master ZED
Ignore Defense no longer ignoring Safe and Shell patch by Lenophis
New Terra portrait by smash
FF3 Sprite Editor by Terii Senshi
All the testers that are helping me along this journey. The mod would not be where it is without your help!
--------------------------------------------------------------------
CURRENT CHANGELOG(Up to 4.9, see linked post for newest info):
Beta 4.9
General
-Content finished until the save spot before the Mine Cart in the Magitek Factory
-The rats in the Opera House are more avoidable now. Stats and encounter ratio also tweaked. They give you magic points so if you can kill them all there is a bonus, but its not required
-Added one more hidden chest in the Magitek Factory
Enemies
-Fixed where Anguiform had innate Blind by accident, that was why he keeps missing.
-Flans will give you magic points, if you can kill them
-Pipsqueaks can now be muted, changed AI to make them a little easier to kill, but not necessarily easier overall
-Proto Armor can now be muted, HP decreased, magic defense increased
-Increased Ifrit and Shiva's HP
-Fixed TunnelArmr skill bug(Thanks Salculd)
-Tweaked Ultros so he can't be as easily abused with physical attacks
Skills/Abilities
-Rasp MP cost and strength reduced, now ignores defense
-This was in the last Beta but Summons can now miss, and if you are confused when you cast one you can cast it on your party(I had to make this change in order for enemies to be able to use summons)
Beta 4.8
-Content playable until the Ifrit/Shiva battle in the Magitek Factory
-The enemies of the Magitek Factory have AI's that I am pretty excited about. The way enemies act here and what is effective against them may require you to use different setups then you are used to.
-The two formerly empty chests in Albrook now have items
-The secret merchant's prices have increased, and some items have changed
-Changed some chests contents pre Kefka
-There is a new hidden chest in the Magitek Factory
-Added additional merchant in the Phantom Train to help if you run out of potions(Thanks Stann for this idea)
-Fixed the Opera House bug, and made the scenario a bit tougher(Thanks Anima Zero and Caoimhin)
-Gau can now equip claws, base battle power lowered. Test in progress but this should allow his physical rages to be more effective
-Some map edits in the Magitek Factory
-Reduced the number of lights in the Narshe security room and spaced them out
Enemies
-Made Dadaluma harder
-Phantom Train no longer does multi attacks, counter chance lowered but attack power is the same
-Raised Siegfried's hit % chance
-Altered enemies of Zozo to make them tougher
-Fixed an attack order error in part of Kefka's AI to make his spell count now
-The Whelk battle can now have a different outcome
-Increased Ultros' HP in the Opera House battle, should make it tougher
-Changed Brawler's special
-Increased Dark Wind's attack power, now weak against fire
-Made the enemies in the Serpent Trench harder
-Made Telstar tougher, no longer drops Peace Ring
Spells/Abilities
-Added some new Magitek skills, some of the original skills are now reflectable again
-Reduced accuracy of Suplex, Chakra, Aurabolt, Fire Dance, and Air Blade
-Minus Strike can no longer be dodged
-Reduced accuracy of Bolt reaper, Wind Reaper, Climhazzard, and Dark Strike
-Climhazzard now casts Slow instead of Stop
-Reduced accuracy of Confuser
-Most special attacks that cause a status now cannot be dodged
Items/Equipment
-Many items now have new effects, I would suggest checking items stats/abilities out. Also something I am looking to test
-Peace Ring magic defense removed
-Amulet now also protects against Seizure, stat increases removed
-Added some new effects to Lances, made them innate 2 handed. This will need tested further to really anticipate the jump damage increase. If you wield lances with a shield it will reduce their damage, so its up to you. Since Edgar can now equip some swords you can do diffent setups as you see fit
-Added some more equipment flexibility, changed some effects to hopefully help defensively and in some cases offensively
-Break Blade is now Stoneblade, has new and interesting stats and effects that I am wanting to test.
-Reduced price of Peace Rings
-Increased defense/magicdefense of Gauntlet/MageGauntlet
-Removed Hero Rings boosts from MageGauntlet(oops)
-Black Belt now also protects against sleep
-Sprint Shoes are now Red Shoes, boosts Mog's stats/evasion. Won't get these until WoR probably
-Back Guard can now only be equipped by Shadow
-Beads are now Cyan only, add evade and Speed, and increase Magic damage. Should make Cyan pretty beast when you get them later
-----This should now give everyone a specific relic that only they can equip, Save Gau(I have something in mind) and Gogo(He will be able to equip all of the unique items others have)
-I am making an attempt to make it so that if you sell or throw most items you can get them back later. There will be some rare stuff you should not get rid of...you will be able to tell because it only sells for 1GP
-Magus Hat now gives magic evade
Beta 4.5
-This is a soft release of some changes that will have an impact of Edgar as a whole, as well as some other tweaks and map edits.
-Fire Knuckle now properly has dual-wield(Thanks Anima Zero)
-Tweaked many relics stats to balance them out a bit
-Increased Phantom Train's magic defense and physical damage
-Reduced power of most spears to balance Jump a bit, the damage is a little high atm
-TrueKnight can now only be equipped by Celes/Gogo, stats now more benefical to Celes
-Increased Rider's attack power
-Hero Ring replaced with a magical version of the Gauntlet called MageGauntlet. This will help characters with low Magic excel more
-All characters can now equip Gauntlet/MageGauntlet, Gauntlet stats changed a bit
-Cyan can now equip some regular swords
-Atlas Armlet has been nerfed, will still give you more damage but at at a penalty
-Earrings have been nerfed, will still give you more damage but at a penalty
-----These and other equipment changes are meant to balance out the increase in damage which is pretty decent still. With all other tweaks/changed items it should be possible to make mage builds with characters that are not normally good with magic, although this will make them weaker in other areas. Should be really nice from a customization perspective
-Reduced MA given by Mythril Lance
-Rods now do same damage from the back row(something I am trying out)
-You can no longer break rods
-Map edits in the Terra/Edgar/Banon scenario to give the scenario some kind of challenge
-Some base character defense and evade tweaks(should be slighly noticable)
-Leather Armor and Helmet can now be properly equipped by Cyan(Thanks Stann)
-Leader's AI has been tweaked slightly
-Lances no longer give innate jump, now given by Dragoon Boots which are an Edgar only item
-Lances now do same damage from the back row
-Increased damage of Shadow's knives
-Decreased interceptor's damage some more
-Shadow starts with both knives again, changed merchant steal
-Changed Whelk AI to remove everyone talking in the beginning of the fight
-Changed early and late contents of the chest in the Moogle Cave, if you already got it its not the end of the world
-Fixed a couple of typos(thanks Kihaku)
Beta 4
General:
-The Opera House has been undergoing some remodeling
-It will be much harder to get to Ultros in under 5 minutes, and Ultros is much tougher
-Cosmetic text changes; got rid of the default all caps names and also edited it so that NPC's names do not show in all caps(If any are still that way let me know, this is an edit in progress). You can use the Rename Card to change the names of people you already have.
-The people of Zozo have a few new things to say
-The people in the beginner's hall have some new things to say
-The time on the Zozo clock has changed
-The merchant that left South Figaro went on a journey somewhere
-The relic shop owner in Mobliz has sadly passed away, may he rest in peace
-New magic/esper system is now in place. If you want to get all of the spells of an esper you will have to stick with them for a bit. Magic points will only be given from bosses and a select few other encounters. Espers that do not have spells are the only ones with statboosts. The cost of casting is pretty high but they should still be quite useful.
-The new magic point system has nerfed Morph, which was unintended but ok with me.. Since Morph is based on magic points gained while Terra is in your party, and you don't get very many of them, you will not get to morph as much unless you use her often. Should be a decent balance of a very good ability.
-Choosing (Hit it) or (Leave it) is no longer an option on the Doberman chest in the Imperial Camp
Enemies/Skills/Equipment:
-Raised power of Blaze
-Ultros is now weak against Bolt again, slightly altered his AI in the first encounter
-Cure Rings are no longer buyable in Jidoor, added other relics instead
-Siren now does damage as well as silencing
-HadesGigas magic power slightly increased
-Harvesters no longer drop Hero Drinks
-Slightly raised Colossus's magic and attack power
-Adjusted the stats on some equipment to give them more individuality
-Adjusted what some people can equip to allow for more interesting set ups
-Gabbledegak's steal changed
-Adjusted some base evade % of a few characters, restart not needed
-Shadow's armor options have been further limited
-New Shadow-only helm, not too hard to find
-Reduced Knightsword evade back to original levels
Beta 3
General:
-Everything should be pretty well set content wise from beginning to Zozo
-Sabin's elemental claws no longer have spell procs
-Added a couple nice steal/drops here and there
-The empty chest in South Figaro is no longer empty(nothing to start a new game over, don't worry)
-Fixed Figaro Castle shop post Kefka
-Increased Gau's battle power(no restart will be needed)
-Edited the Imperial Camp Doberman formation to try to get rid of a graphical bug
-Added some additional effects to relics so that they should be more useful
-Ghosts should be more useful on the Phantom Train
-Applied Invert Damage if Undead fix by Master ZED. Should make undead a little more interesting
-Mog now starts at average party level
-Edited the Interceptor counters, one of them ignores defense, the other doesn't but can hit flying enemies, damaged decreased by about 3/4
Enemies:
-Revamped Kefka's AI, should be a pretty hard encounter
-Changed AI of Rhodox to showcase a changed skill and to make them more difficult but less annoying. Also lowered their defense and magic power but added decent physical evade.
-Nautiloid attack power slighly increased, AI changed
-Ultros is no longer weak against Bolt
-Edited the Grunt enemy from Sabins scenario, something I overlooked
-StillGoing's can no longer be confused
-Increased Telstar's attack power, slight decrease in defense
-Edited Soldier's AI
-Tweaked Leader's stats/AI to make him more difficult
-Increased Templar attack power and edited AI
-Edited some more monster formations
-Made the encounters on the Phantom Train generally more difficult
-Edited TunnelArmr's AI to make him a little tougher, slightly increased his speed
-Raised Tuskers defense, lowered magic defense, small AI edit, can no longer be confused
-Changed Rhinotaur AI some more, increased attack power
-Increased Greasemonk's attack power, tweaked AI
-Tweaked 1st Class's stats and AI
-Changed a couple battle formations in the Imperial Camp to make it harder to escape
-Rinn's can no longer be confused, slight increase in magic power
Items:
-Reduced defense of Plumed Hat and Hair Band
-Tintinabar should be a lot more useful now
-Reduced evade % of Zephyr Cape, still randomly dodges
-Zorlin Shape now properly allows you to dash
-Reduced price of Tinctures, but they now heal less MP
-Increased damage of Autocrossbow. Subject to testing because I don't want this to become OP in the very beginning
-Reduced price of Shurikens, slightly increased their damage. This goes for the other throwing stars as well
-Changed item you can find where Sabin used to stay, this should help a little bit
-Gave Knightswords more evade %
-Adjusted stats of Bone Armor, Bone Shield, and Thornlet
-Slightly increased the price of potions
Skills:
-Cave In has been changed, now a normal magic attack, 20 power, 100% accuracy, still
causes seizure. Have not tested the damage but I will edit if needed
-Reduced MP cost of Antdot
-Bio Blast is now runicable, and has split damage
-Fire, Bolt, and Ice Beam are now runicable, and can no longer be reflected
-Confuser and Heal Force are now Runicable
-Tek Laser can now be reflected, MP cost reduced
-TekBarrier is now runicable
-Changed MP cost to summon espers you get in Zozo(a peliminary edit)
-Reduced damage of Elf Fire, increased damage of Poison Frog
-Edited some more magic skills, most of them now will break confusion and sleep
-Reduced power of Mega Volt
Beta 2:
General:
-New content playable until Zozo when you get espers for the first time
-Reduced a few item prices
-Some text edits as far as names of items. I want to name stuff closer to the FFVI Advance names when I can
-(Edit in progress)Most magic attacks will now break confusion and sleep(Thanks to Stann for this idea). Spells like Poison won't because they already inflict something so I can't make them cure confusion and sleep without also having them cure poison(or whatever status they inflict)
-Reduced MP cost of Life, Safe, and Shell
-Fixed Suplex, now ignores defense again but attack power slighly decreased. Should be niche in a few battles(I hope)
-Some more treasure chest changes
-2 new Monster-in-a-box encounters in the Beginner's Hall. These are not meant to be fought right now as the enemies have not been edited yet but I want to put them there so it doesn't screw any new players that will get the chests early and then miss the bosses later
-Shadow now starts with one weapon instead of 2, if you look around you should be able to find another(before or after you get him depending on how you play)
-Vicks and Wedge base physical evade % and defense decreased
-Celes initial MA and defense slighly increased, her Cure should be more useful and she should be able to take more hits
-Locke can no longer equip Ninja Gear
-I was able to sucessfully edit the maps a different way to prevent game crashes, so the Locke scenario changes are back in business! Merchant clothes can now be stolen again, and you will be able to get through the changed scenario without any problems
-Getting Chainsaw is not as easy as before
-It is a lot harder to run now. Consider utilizing Smoke Bombs in emergency situations
Equipment:
-3 noticable equipment alterations:
-Silk Robe now reduces Bolt damage by 50%, MA +2
-White Dress now reduces Fire damage by 50%, MA + 1
-Cotton Robe now reduces Ice damage by 50%, MA + 3(This one should be already be present in Beta 1 I believe)
These 3 items have less physical defense but more magic defense than other armor alternatives
-Kung Fu Suit changed; boosts stats differently and less defense(I increased Gau's and Sabin's base defense to offset this
-New item Iron Vest(replaces Czarina Ring); Defense/Magic Defense 35/25, Vigor +4, basically an armor alternative for the light armor wearers early game
-Flail now randomly casts Slow, will be a more powerful weapon if you are keeping Celes in the back row, but you won't be able to runic
-Some other misc equip edits, too many to mention. Minor stat and price changes for balance
Enemies:
-A few random battle formation changes
-Fixed bug in enemy formation outside South Figaro(Thanks blitzball55)
-Changed Rinn AI to use better targeting(Thanks AnimaZero)
-Changed M-TekArmor AI so that they won't be so easy with Noiseblaster
-Lobo's now drop Phoenix Downs instead of Hero Drinks as a rare item (Vomammoths still drop them)
-Changed AI of Troopers in the Narshe group battle, much less annoying now
-Changed AI of Bounty Man in the Narshe group battle, they will now counter
-Slight increase in Rider's attack power, changed his steals and drops
-Doberman attack power slightly increased
-Whelk's HP slighly reduced
-Merchants attacks slightly changed, now drops less gold
-Repo Man attack power slightly increased
-Hornet attack power slightly increased
-Rhinotaur AI changed, can no longer be confused
-Blearys can no longer be confused
-Triliums can no longer be confused
-Greasemonks can no longer be confused
Take these immunities in consideration when raging as it should help
Beta 1:
Initial changes, too many to count...but read below to see the general idea behind the mod.
-------------------------------
Ok, so I am pretty interested in doing this. First of all it has to be difficult because in fairness, this is Insane Difficulty. It will be substantially harder, but I want to try to make that aspect more complex then just every enemy OHKOing all the time. I will add to this my general ideas from a previous post, and then open up to discussion. I have made preliminary edits as follows:
Evade Patch - makes physical evade actually work
Stat growth patch - characters will gain a random point in an attribute or 2 on each level. If a party member scales to average party level they do NOT get boosts from those levels gained. Esper stat boost will be minimal but for now still exists.
Esper edits: I have started to do so, it ties into the Magic Point overhaul I want to implement. More info on that later. I think what I have in mind is pretty interesting.
-----
Ok, to paste my previous post:
My main goals are kind of based of my experiences in the game. I want to try to make as many abilities useful as possible, and try to make each character even more individual. Currently most characters are either able to:
-Become an uber mage through stat bonuses (Which actually you don't need crazy magic power to 9999 ultima anyway) and dual cast for 1 MP each for 9999 LOL or
-Slap on Offering/Genji Glove + OP Weapons and 8x 9999 LOL
By introducing more of a class oriented situation I think it would provide more of an opportunity to use each character in certain situations. That being said everyone is still able to learn all magic spells, and I am ok with that but I feel the espers and the Magic Point distribution need a bit of an overhaul. What I mean by that is generally lowering what you get from enemies ALOT. You won't really have to grind for the points, you may only be able to get them only in certain situations. I want to make it more viable for you to actually utilize Ramuh for example as a summon, whereas currently Bolt 2 is as or more powerful then the actual Esper itself which makes no sense to me.
In an ideal situation if I equipped Ramuh he would have 5 spells. If I wanted to learn all of his spells I would have to stick with him for a while, not just fight a few battles and learn most of his spells right away. This means you will have less Magic at your disposal which I am ok with because the game already chooses designated Magic users for you that have spells. Each esper will have a theme in mind so you would gain something by sticking with them.
Stat boosts may be removed as I am thinking of patching in a natural stat growth system.
Damage wise its pretty tough because you have such damage potential. I can add scripts to enemies to increase HP past the max(not too hard to do), but I am also thinking of reducing damage to some extent. Also the presence of armor piercing 100% chance to hit attacks is pretty OP in my opinion so I will have to look at that.
I am considering trying to change equipment to be in many ways specific to certain people, although this has limitations considering the number of spaces and number of characters. For example Locke, having the ability to dash built into his items would give it the feel that he would have an "innate", and make him a viable party member in certain situations.
Character breakdown ideas
Terra - has natural magic/morph , I see her as a Red Mage type of character, her natural magic being Red Mage type stuff. Her MA won't be crazy high from the start, better than average but with her ability to morph I would not want her damage to fly through the roof.
Locke - Thief of course. I already talked about dash, but I am also considering making the Offering effect exclusive to him later in game. Would make sense due to his speed and low power of thief weapons.
Edgar - I see him as a Dragoon idealy. Jump would be built in to Lances, and if you didn't want to jump Tools is a viable option. I don't know how much I can tinker with the ability of Tools but I want them to be more of a utility and support option as opposed to Drill, Chainsaw, or Autocrossbow spamming.
Sabin - Obvious Monk is obvious. Gear selection similar to Tactics with possible HP+ built into items. I am thinking of making claws dual wield as well ala FF4 with a reduction in power.
Celes - I have a Paladin build in mind, a throwback to Cecil with natural white magic and built in Trueknight to equipment.
Cyan - I am not going Samurai here. I know he has the Doma, Samurai heritage or whatever but I would like him to have 2 Handed built in to Knight Swords for a nice physical and SwdTech be more of a Steiner like set.(Minus Strike FTW)
Gau - no change really...I will tinker with Rages though to make some OP setups less viable, and hopefully give you an overall selection of decent Rages with not too much OP stuff.
Shadow - Ninja, dual wielding Ninja Swords, nerfing throw a bit. Not much else to say there
Setzer - I see him as a Gambler/Samurai, a throwback to FF5 Samurai with GP Rain. He will be a flexible character with his equipment options
Strago - Blue Mage with more flexible equipment options than before
Relm - this one is tough. I really, REALLY want to make sketch viable but that is going to be tough. The damage formula is based off of the enemies stats(not high, if you guessed it). I could increase enemy stats but that is a balance because you could be looking at being one shotted alot. Alternatively I could ask for help in the hex editing arena to see if there is a way to change the damage formula. Control can be pretty useful as well, I would hope that a strategy for a battle would be to utilize it.
Mog - Dancer FTW. I am looking at making dancing a really desirable thing to do. No more lances, some throwback FF5 dancer type equipment.
Gogo - I don't see too many changes to him, maybe limiting his equipment options. Its an idea to make a nice Gogo only equipment set you would have to find. Still thinking about this.
Umaro - aside from a stat buff not too much I can do here. I want him to be viable, so maybe a new relic or two.
-------
I will be including ALOT of buxfix patches that have been made. They are mostly compatible from my research but I am still looking into it. I know that most of this can be achieved by the Multi-Editor/Patching but the sheer amount of stuff I want to do will take me alot of time to achieve. I hope that the work I am willing to put into it would be interesting to you guys and constitute a well made hack. I will be happy with it in the end either way but its something I think would be nice to share. This is where I turn it over to you guys for thoughts/opinions/ideas



This topic is locked








