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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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FFIX 100% (my mod 2026) - 16: Fossil Roo

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