Brave New World 1.8.4 is now available!
2 weeks ago
I'll find out shortly and update this post once I know. Even if turning off the exp. gain doesn't stop the re-averaging, I still turned it off before the floating continent escape sequence to avoid the 10k exp at the end. So even if I get leveled up against my will, it shouldn't be too bad.
Edit: I just recruited Sabin with the exp. gain turned on which put him at 18 (Celes is 17) and then once again with the exp. gain turned off which put him at 14 (what he was at before going into the WoR). So it seems not only is the re-averaging affected by the state of the exp. gain, it's also done for each character individually.
A week ago
EDIT: Okay, nevermind. I forgot that you do have Shadow for a short while on your way to Thamasa. I must have spent his EL at that time. Sorry, I have long gaps of time between gameplay sessions (and gaps in memory too, apparently).
A week ago
SirBlackMage confirms my experience as well. I had Exp off at end of WoB with everyone at or below level 15. Upon recruiting new characters in WoR, Exp had to be turned off otherwise they'd be bumped up to 18.
Edit: I was playing 1.7.4, so if this has changed in 1.8 then I can't speak to it.
This post has been edited by SuperHario: A week ago
A week ago
I just recruited him while having my exp. gain turned off and he's still at a higher level than before. So he does seem to be re-averaged when you get the Falcon.
A week ago
Speaking of overleveling, I've identified the most common point of its occurrence in the several streams I've watched, even from players who don't end the game that way: the Jidoor/Zozo area. Ostensibly, this is the unintended side effect of GP grinding for the many new shinies available at this point in the game rather than a deliberate attempt to do so. Enemy experience and GP drops for this entire section of the game will be examined and tweaked as necessary, but the bulk of of how this issue will likely be addressed will be through the addition of (more) GP to key chests and by increasing the GP gains specifically from the fights at the Battle of Narshe.
Another important issue to be addressed is one that has popped up periodically throughout BNW's history: the high HP of end-game bosses and their tendency to be a bit sloggy. 1.7 did address this to a degree by lowering the HP of many end-game bosses where it was deemed appropriate, but there are still some areas where it could stand some further tuning. How it will be addressed this time around, however, is going to be a bit different since I will be taking this opportunity to kill two birds with one stone. More to the point, the endgame favors defense-ignoring attacks far too strongly for my liking and thus devalues character builds that rely on offensive options that respect defense (Vigor Terra is a notable sufferer). Thus, I will seek to strategically lower the defenses of several end-game bosses to not only make these forms of offense more viable, but also to have the same net result for most party comps that weren't already steamrolling said bosses as the suggested HP nerfs would have.
Several other enemy balance issues are being looked at, as well. In particular, there are several offensive options that I feel are undervalued currently and will need to be addressed in different ways. The severe undereffectiveness of the poison element (particularly from Mog and Setzer) in the WoR is largely the fault of high magic defense amongst many of the humanoid enemy groups countering their weakness to the element. The Demi and Imp spells, similarly, still suffer heavily from not being effective on much you'd want to use them against; I intend to address the former by removing fractional damage immunity from random encounters that I've flagged as (mini)bosses, which gives even Cyan a reason to cast Demi against the right enemy (note that many such enemies still possess either Earth resistance and/or inherent Reflect).
Moving on to the player character side of things, one of the very few points left where I don't feel that the balance is quite where it should be is spears, namely how the Longinus, which is gated behind easily the hardest of all the eight dragons, is far and away the most useless item to be dropped by one of them. Having two viable end-game spears is a tough balancing act; the intention is for the Longinus to be a more defensive alternative to the Gungnir, but it ends up being objectively inferior. I have thus decided to address this situation by swapping their BatPwr (making the Longinus the choice "offensive" spear) and then by bestowing the elusive "+50% HP" bonus (otherwise available only on a hidden relic that carries significant drawbacks) upon the Gungnir. The Partisan will also be receiving both a price reduction and a slight power buff to make it a more attractive stopgap until either of these can be acquired. This brings us to our next point...
The Colosseum. As many of you probably know, our ultimate plans for the place is to do away with it entirely and turn it into a trading post, but that's a *looooooong* ways away. At present, it's a frameskip-filled RNG fest, and not a particularly entertaining one. However, at closer inspection, most of the battles go by fairly quickly and painlessly with the previous statement only really being applicable to two notable exceptions: Siegfried and WEAPON. These two opponents are meant specifically to gate off more advanced trades that aren't intended to be available early on, but ultimately end up just being unnecessarily long (in Seigfried's case) or so fucking impossible that no prize it offers is worth the aggravation to acquire (WEAPON). These two opponents will thus be getting nerfed, and the Colosseum prizes rearranged as deemed necessary.
On the subject of Colosseum prizes, one thing that seems to keep coming up is people selling off their starting equipment instead of keeping it to trade at the Colosseum. In most cases, this isn't really an issue since all that is being lost are a few X-Ethers or Elixirs. The Kagenui, however, will probably need to be set back to trading in for itself so that it can no longer be lost in this manner. I will probably also look into setting rare items to have a resale value of 0GP instead of 1GP to further drive home the point, and as a minor additional bonus will be changing "Nothing!" to "-" so that all valid Colosseum trades will be easier to notice in our fancy new no-risk reward screen.
Going back to the earlier point of useless items dropped by dragons, arguably the *second* most useless drop behind the Longinus is the Dragon Hide. This is due to the presence of the Moogle Hide, whose speed bonus more than compensates for the the additional defense and stamina offered by by the Dragon Hide. The Moogle Hide's stat boosts will thus be nerfed down to +5's - a seemingly small change, but one that's hopefully sufficient to put the two end-game hides on to more equal footing.
Another small change actually comes from our good friend Funnyman, and that is to swap the base magic power of Sabin and Cyan (making this the one change in a minor update that won't be reflected on an existing save, but it's small enough that I don't really care). Cyan's ridiculously low magic has ultimately proven to be a detriment that I don't really care for on him - he has to stack magic equipment for the Kazekiri/Mutsunokami to be truly effective and has almost no legitimate reason to cast his two offensive spells. On the other hand, Sabin's multi-target damage is currently a little bit more effective than I'd like to see it, which is partially due to his magic power and partially due to my decision to make Fire Dance a defense-ignoring attack in 1.8. This decision was made purely for the sake of consistency (all other blitzes ignore defense) and has had some unintended consequences due to which Fire Dance will be reverted to respecting defense in 1.8.5.
Another change that concerns Sabin will be swapping the random proc on the Stormfang from Mute to Bolt. This, I feel, effectively completes a transition from what started out as an attempt to make his physical attacks a source of status warfare into procs on his claws that are actually fucking useful. It also makes his "physical" claws (Stormfang, Hell Claw, Poison Claw) more consistent in that they are the ones with procs that deal direct damage, whereas the "stamina" claws (Spirit Claw, Ocean Claw, Frostgore) do not.
There are a handful of actual bugfixes that will be appearing, as well, the most notable of which being the Ragnarok equip bonus that apparently is not working as of now (thanks, Mishrak). The others include:
• Fix a rare overflow error with the Atma/Omega Weapon damage
• Seraph to also prevent the Zombie status (instead of just instant death)
• Specter to properly set Mute and Muddle (is currently only setting Muddle)
• Correct the in-game names of two enemies (Trillium and Djinni... Djinn? I don't remember)
• Correct the in-game targeting description of the Noiseblaster (to "foe group" instead of "all foes")
• Piranhas are now immune to fire damage (prevents weirdness with multi-target attacks agaisnt them)
• The four Tentacles in the Figaro Basement now appear in the correct order (ABCD instead of ADCB) in the battle HUD
Fascinating, I know.
Finally... some dialogue edits, because every update has to have some of those. Of note is a mention in the Beginner's School about how special equipment properties do not stack (as this has been a very common misconception amongst both new and old players), Arvis directing the player to the upgraded shops in Narshe in the cutscene prior to the Sealed Gate (and also back to the Beginner's School for a quick refresher), and the Emperor requesting a brief recess during the banquet to indicate to the player that doing so is the "diplomatic" choice.
And that's all I've got for now.
A week ago
Am I going to be able to update a save or will I need to start a new file? Not concerned about the EXP or GP changes. I just play this once a year and I'm already at the floating continent haha