FFIX 100% (my mod 2026) - 16: Fossil Roo
Автор: Vizuino
Загружено: 2026-02-27
Просмотров: 8
Описание:
Welcome,
This is a 100% playthrough of Final Fantasy IX, performed on my most recent (latest update in 2026) "balance/consistency" mod of the PS1 NTSC US version of the game. I made this mod to introduce a more consistent/challenging FFIX to friends/family, and so that 100% completion could be achieved in a less arbitrary way.
Complete playlist:
• Final Fantasy IX 100% (my mod 2026)
Before modding by hex editing and mostly by using Titlititi's Hades Workshop, I used, as a basis, a rom patched with RoSoDude's "Comprehensive ATB Enhancement" mod (which freezes the ATB during animations):
• Fixing "Active Time Battle" in Final Fanta...
The few changes made by hex editing concerns Tetra Master: I made the cards max stats match more with the monsters/magic/items level, and I made each card type worth a specific amount of collectors points; to make an NPC reward the player for reaching the highest collectors rank, I made the latter reachable by simply collecting the 100 card types; I also removed the upgrade from X to A (to ensure that the defensive cards remain as such), and I made X cards less rare (1/64 chance of being used/found instead of 1/128).
Here is a non-exhaustive list of the changes made with Hades Workshop:
Characters:
• Stats changes. Garnet is now less agile than Freya, but way stronger than Eiko for example.
• Enemies spells availability: Light Flare/Meteorite available to Vivi; Waterga/Aero/Aera to Quina.
• Support Abilities availablity/Mag Stones requirement changes (Auto-Haste removed so that Emerald Light can be of use for example).
• AP requirements indexed on Mag Stones/MP cost.
• Combat abilities reworked (mostly Freya/Amarant).
• Magic spells buffed (power/status accuracy).
• Beatrix has Cura/Esuna only as White Magic.
• Abilities name change: Limit Glove to Limit Globe and Frost to Freeze for example.
• Many spells specificities changes (Freeze costs more MP and it can be reflected for example).
• Zidane/Steiner's physical special attacks nerfed.
Items:
• Curative items cannot be used on enemies.
• Items cost indexed on efficiency.
• Icons color/type changed for consistency/esthetic variation.
• Stats change examples: weapons power nerfed to counterbalance the many physical Attack's buffs; robes magical defense buffed at the expense of their physical defense.
• More weapons with Add Status, and with a higher accuracy.
• Changes to elemental defense (only Pumice Piece/tropical gear provide elemental immunity for example).
• Change to synthesis recipes/shops contents to make more items unique, and to make none of the shops items "missable".
• Descriptions changed to correspond to the various changes, or to give hints (Excalibur's description contains info about Excalibur II for example).
• Availability changes examples: almost all the "vests" can only be used by Zidane/Amarant, and staves/rods can be used by both Vivi and Garnet.
Enemies:
• Steals/drops change examples: no stealable boss item is placed in the rarest slots before obtaining Master Thief; almost each boss in Discs 3/4 carries a unique item; items like Ether/Tent are scarcer.
• Enemies no longer use the strategy of levitating characters to follow up with wind attacks for more damage (the mechanism doesn't work).
• Many abilities power/nature/IA script change, mainly to make the end game enemies/bosses stronger; I also made Yans and Tonberries "super enemies" with higher levels/stats, different attacks and valuable drops.
• The MP in most cases corresponds to the level * 10 (so that Freya's Lancer can be of use for example), and the Spirit has been nerfed because I noticed that status alterations like Poison are worthless if the enemies' Spirit is too high in RoSoDude's ATB mod.
• EXP indexed more or less on levels.
• Changes made for consistency with the characters' abilities (MP costs for example).
Tetra Master:
• Card decks changes for consistency/variety/practicality (one of the phantoms uses Namingway for example).
• Card Collector titles changes.
Texts/miscellaneous:
• Text changes for consistency/lore. Examples: Daguerero is a temple settled via Lindblum's air expeditions; Eiko is 10.
• Some treasure replacements in the field and many in the World Map chests (as examples, 3 Hammers can be obtained, and the ocean Choco upgrade is not available before Desert Palace).
• Circumvention of the Marcus/Eiko bug by setting an impossibility to gain levels with Marcus due to the Virus status.
• Reachable max scores: frogs caught/chocobo high scores and attempts capped at 999, jump rope at 500.
Check my pinned commentary for more info.
Note that the mod will be published once I finish this playthrough.
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