Final Fantasy IV: The Darkness Within Alpha/Beta Development Topic
04 October 2015 - 01:07 PM
***The below list contains an outdated list of changes. Please see the official release changes here.***
04 October 2015 - 10:10 PM
07 October 2015 - 02:57 PM
A release this week doesn't look terribly likely, as once all of the testers finish and I make my final tweaks I'd like to play the game one more time myself to make sure everything continues to flow well.
07 October 2015 - 05:41 PM
I'll be interested to see how well the spell list turns out. It seems like it would be even harder to make all the spells useful than in FF6, since they're so context dependent in this game, and characters are missing more often (well, depending on the other decisions the hack makes that I'm not privy to yet).
I'd be interested in if there was a way you could balance Sylph around having 0 MP cost. But that would probably be challenging given the extreme "Linear Warriors, Quadratic Mages" in this game.
More elemental spells, yay!
Pray doesn't sound like the sort of ability I'd use very often, but it's hard to say without seeing it in action. I suspect Sing could be very useful though, provided there are enemies worth using it on. Of course, you pretty much can't have it in a worse place than in vanilla, where everything sucked and died in one hit, so status effects were a little silly.
Normally I'd be against making all gear direct upgrades, but FFIV is a pain in the rear in that department as far as comparing pieces of equipment is concerned.
Racial bouses? You should add trigger warnings on this stuff.
I'm worried the status healing items will create an Inventory Management Puzzle. Of course, I can't say anything until I play it. I suppose you've designed for this change, after all.
The enemy changes sound very good. It sounds like they will have a lot more personality now.
That's an understatement...
Looking forward to the new order to the story as well!
07 October 2015 - 06:34 PM
Some spell hit rates were just abysmal in vanilla, so I boosted them to usable levels. I plan to re-address all monster status weaknesses at some point for them to be a bit more logical.
I'm not really sure how to fix Sylph or where to begin addressing the problem. From what I understand, in vanilla it depends on which spell slot Sylph is in, but when I added it to my mod it didn't matter which slot it was in. The result was always 0 MP.
Pray is the only way to get certain single-unit spells on your whole party (Blink, Wall, etc). You're essentially gambling for it, hence Pray.
Gear is a touchy subject in FFIV. There are very few shops, and they're spread out pretty well. Having someone get to a town and it all being sidegrades would feel like a punch in the face. The lack of a UI for what stuff actually did makes it worse. I created the Weapon/Armor chart for that reason so people can see exactly what they're buying. If they don't want to, then they can simply know that what they're buying IS better in at least the attack/defense stats.
Not quite sure what you meant about the racial bonuses comment.
I kind of accounted for inventory space by not needing to hang onto armor as much as you may have used to. It's pretty safe to sell armor while keeping special weapons/shields. I also made it so that the Fat Chocobo that stores your items does NOT need a Carrot to summon it. There's a Fat Chocobo in the kind of "hub" area for the first part of the game, then there's a couple more spread throughout chocobo forests for the rest of the game. Ultimately, there's one that is accessible pretty much whenever you please. Inventories should be much less scary now.
07 October 2015 - 06:55 PM
I just don't see myself gambling on getting Blink on my party in what amounts to 20 turns on average, not when I could apply the spell in five and have some effect in the meantime (admittedly at the cost of more MP, as I suspect the party wide Blink only costs one charge). Especially when I might blow away my MP on useless casts of Arise/Esuna/Raise instead. At least, not unless it is almost necessary to beat something, which I doubt is the case unless it's a challenge run. And MT Wall could be dangerous as well if it limits healing.
I'm not really thinking direct sidegrades for equipment, but I've often felt like older equipment in most games should have at least some niche use over newer equipment so that there's a little more choice than "equip what you just got". This is one of the huge steps up that FF6 has over Chrono Trigger IMO. Of course, you do seem to have parallel weapon lineups, and there are weapons with different racial bonuses, so it might not be an issue. But yeah, at the same time this does help with the inventory management.
07 October 2015 - 08:23 PM
Weapons and shields with elemental/racial bonuses are still the de-facto choice over the most recent weapon against enemies with a weakness. Elemental bonuses are 2x damage and racial is 3x. There are cases where the best weapon for a boss is obtained 2+ shops/areas ago.
07 October 2015 - 11:37 PM
08 October 2015 - 12:09 AM
I don't know if I could code failure rates into a new spell list without affecting the spells themselves or creating entirely new spells (which there aren't really any free spells to use). It would also essentially be a repeat menu of half of her White magic. I have a feeling most people would just use one or two of the Pray abilities anyway. I like it in its current inception; it's a chance for some really strong effects that you couldn't get normally.
08 October 2015 - 03:47 PM
Okay then. I assumed from the way you phrased it that you'd just slap the next equipment on always right when you get it, but I guess not.
16 October 2015 - 11:43 AM
You can download the latest version here.
Please follow the readme for directions on how to patch as well as other information.
See the spoiler below for a list of comprehensive changes (also included in the readme)!
I am still trying to get an official post in the News section as well as a page in the Downloads section. I will update the post as needed!