Ff6 brave new world


The Let's Play Archive

Part 25: End of the World of Ruin

Chapter 24 - End of the World of Ruin



Just two dungeons left! We'll start today with Hidon, since it's short and sweet.









Cutscene stuff out of the way, of course.







Same deal as the original, you've got to feed the chest at least 22 pieces of Coral/Booty at once to pass by. This chest also really loves pirate speak and puns. Eh, more flavor than the original.



Warlocks cast Flare. Dumpties probably do stuff too.



Whichever one is the seahorse does a lot of rain attacks.



Black Bears are beefy and use Avalanche.





There's really nothing else to speak about here, as there's no treasures, so let's get to Hidon.





Hidonites each have a gimmick attack.





I believe the order, from right to left, is Kappa Claw (inflicts Imp), Crazy Claw (inflicts Muddle), Stone Claw (inflicts Stone), and Mega Claw (deals more damage). The status ones are pesky, while my party has no trouble taking/evading Mega Claw.



Meteor's good at damaging them all. Generally, you want to leave all but one alive, as if all are dead Hidon will revive them and start spamming his ultimate attack. Of course, you actually want

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06-01-2013, 08:19 AM (This post was last modified: 10-28-2017, 12:32 PM by Synchysi.)
After nearly two years of development, version 1.0 of Brave New World is finally ready for release. What started out with my initial desire to properly case everyone's name turned into a rather innocent discussion between a co-worker of mine and I about ways to improve/fix the original game, which in turn became this.

Highlights
  • In order to keyhole characters into the character archetypes we wanted them to fit, espers are now restricted by character, and all espers have had their spell lists and level up bonuses appropriately adjusted.
  • Traditional levels and esper levels have been disassociated from one another to alleviate the feeling that players must LLG until espers have been gained. See the Readme for more information.
  • In an effort to make vigor a useful stat (as opposed to the dump stat it was originally), a brand new physical damage formula was implemented.
  • In an effort to make stamina a useful stat (as opposed to the garbage stat it was originally), several abilities now use it instead of magic po

     • The ATB bar now decrements to show the delay between command input and execution

     • Esper summon effects are now shown in the EL/spell acquisition submenu

     • Wagers are no longer lost at the Colosseum if you lose the battle

     • Defending now doubles a character's chances to cover healthy allies

     • Celes now remains in her "Defend" stance as long as Runic is active

     • The "Blind" status now affects your chance to successfully steal

     • Increased the damage reduction for "friendly fire" from 50% to 75%

     • Enemies can no longer counter-attack counter-attacks

     • Enemies who counter X-Magic now do so after the first spell rather than the second

     • Elemental attacks which are nulled or absorbed no longer attempt to set statuses

     • Golem no longer blocks non-damaging attacks or inherits resistances from its protectee

     • Abilities which cure HP and remove statuses now work properly on petrified characters

     • Fixed the exploit where status-prevention relics would cure negative statuses

     • Fixed a rare bug where MP would fail to update correctly in the battle spell menu

     • Subsequent EL resets are now

    If you played FF6 as a kid, chances are you reflect back fondly on your memories of experiencing the game for the first time. For years after, I wished I could do it all over again – and then I discovered Brave New World.

    On the surface, this is the same antique game you’ve loved for years – same faces, same story – but its core has been taken and re-forged anew in the fires of Mt. Doom. Once you have experienced the game this way, it will be hard to see back on vanilla FF6 and say, “you know what, that was a great game,” because you won’t be able to look back on vanilla FF6 at all.

    This hack changes a lot of things, but its core philosophy is to be a total rebalance of the original. Admit it: FF6 is not a difficult game. Even without resorting to any of the myriad ways in which you can abuse its mechanics, you can stumble through it without really needing to reflect critically at all. The equal cannot be said about BNW. In fact, BNW on the surface almost can’t be abused, and if you play the game from start to accomplish without grinding or over-optimizing, its difficulty falls in this magnificent sweet spot that is just right to keep a first-time player enga

    The Let's Play Archive

    Part 3: Fuck Gale Cut

    Chapter 3 - Fuck Gale Cut





    With two Mythril Dirks, Locke gets two hits in, obliterating enemies. Terra can't really do this, especially from the back row, though she's got magic to back her up.

    Leafers retain their weakness to Fire, but lose their weakness to Water and are immune to Wind instead of absorbing Ice. Dark Winds lose their weakness to Fire but gain one to Bolt because of how all flying enemies are weak to lightning now. It's also now immune to Wind. And of course both's HP have been bumped up to 50.



    L6 nets Terra Poison, which is stronger than the L1 spells and costs around the same. It's awesome against humans, though we're about to get Edgar and the BioBlaster soon.



    Speaking of which!





    Most of the dialogue here is identical, so let's skip to Edgar.



    What the fuck?





    I got stuff to do, have fun!
    Relax. We're cool with the Empire. Stay a while.
    Why are you helping me anyway?
    Three reasons. You're hot, you're hot, and you're powerful as hell.
    Huh?



    Now for our first shops.



    Items have been thinned down a lot. Dried Meat only heals 100HP, and Phoenix Downs restore a KOed target to 1/16 HP. This h
    ff6 brave new world