I'm seeing an issue with bosses that have cutscene triggers based on their health. Instead of properly triggering at the right health threshold, they are triggering at low health, what looks to be about what their un-edited health would be at that threshold. I've noticed this with Gabranth and Dr. Cid in the Pharos, and I also noticed it with both Gilgamesh fights(I boosted his health manually with hex editor).
If you're able to make a detailed list of which bosses are affected by this, it would help out modders quite a bit! So far you've mentioned Gabranth, Dr.Cid, and the Gilgamesh boss fights.
From the wiki (haven't tested this issue): As soon as Vayne has lost 50% of his HP, a scene will play and he will start to chain his attacks. When 50% of his HP is drained, a cutscene will follow, and Vayne Novus will regain his positive statuses and negate all magick attacks for two minutes. After losing a certain amount of HP, Shadowseer will summon Pandaemonium and become invincible.
Simple but great solution for make a storyline dramatic... With m9l5t1's Old license board mod, for me, it's perfect balance! Thanks for your effort. I didn't know mimic queen use such ground shaking super attack :D
Eternal248 is releasing a difficulty mod Soon-ish on Nexus. We're still beta-testing it a bit to work out any lingering bugs/issues. If you want to help beta-test it, then feel free to join the Zodiac modding discord. I posted an article on it with the invite link.
I could but that would enter rebalance territory and I don't wanna go there. As daedalus said others will try their hand at it soon enough and do a far better job than I would.
I feel that the primary limitation of this mod is that it ONLY works on Storyline-only bosses rather than ALL bosses (including Optional ones and all the Esper ones as well). I'll just wait until modding tools are available before diving in and doing it myself ;)
Well I mod first and foremost for myself and with my other changes, story bosses were the only thing really bothering me. I may release some more enemies as I go but I wouldn't count on it.
Oh well that okay. I know we can use Weak mode for more challenge but this mode made many jobs become useless and my favorite job is one of them that why I don't like it.
Anyway thank lot for this mod man, more challenge is always welcome.
How'd you get this done? I was planning on doing something similar but a bit more in-depth. Basically increase all stats of every boss (story and optional) by 10x (not exceeding the max cap for stats) and make all bosses immune to Addle/Wither/etc like they used to be in vanilla FF12.
If this kind of thing can be done without waiting on an editor then it might be worthwhile for me to dive in and do it. :)
Who needs proper tools when we have hex editing! (jk, it's a pain). Basically enemy stats are held in area files, I touch on that a bit here:
https://github.com/davoodinator/ff12doc/issues/18
In the last post you can find my incomplete spreadsheet which tells you what enemies are in what file. There's stats for sure in there and I would assume immunities but I haven't found them (although I didn't really looked for them).
Yeah....I'm not touching ANY of that. Hex-Editing is the most imprecise and error-prone way to do modding IMHO. That said, I hope that a proper modding tool can be developed (GUI preferably but I'd also be ok with a command-line version). I'll wait on it. Maybe when I get done with my current playthrough then an editor can be ready by that point and I can make my 'hard mode' mod then :)
I have a great deal of respect for you and other modders that dive into hex-editing stuff directly despite the dangers and time-consuming nature of it. Well done!
I've gone ahead and will be using your 100% HP version (basically doubling their HP) and hoping that they are challenging and tough enough again. I still wonder why they ever bothered with the dual-job system; maybe should've spent the time to add in better stuff.
I have many plans on what I'd like to do but I'll wait for the modding tools stuff to mature a bit more. If anyone wants details on it, just ask me on Discord ;)
Thank you for this, waited so long for this! Was always such a shame for bosses to be over so quick even when you just played casually and not with min/max'ed parties. What's the point of hyping up a boss just for it to be over in two minutes?! >:C
20 comments
So far you've mentioned Gabranth, Dr.Cid, and the Gilgamesh boss fights.
As soon as Vayne has lost 50% of his HP, a scene will play and he will start to chain his attacks.
When 50% of his HP is drained, a cutscene will follow, and Vayne Novus will regain his positive statuses and negate all magick attacks for two minutes.
After losing a certain amount of HP, Shadowseer will summon Pandaemonium and become invincible.
I can't remember anyone else.
With m9l5t1's Old license board mod, for me, it's perfect balance!
Thanks for your effort. I didn't know mimic queen use such ground shaking super attack :D
I'll just wait until modding tools are available before diving in and doing it myself ;)
Anyway thank lot for this mod man, more challenge is always welcome.
Basically increase all stats of every boss (story and optional) by 10x (not exceeding the max cap for stats) and make all bosses immune to Addle/Wither/etc like they used to be in vanilla FF12.
If this kind of thing can be done without waiting on an editor then it might be worthwhile for me to dive in and do it. :)
https://github.com/davoodinator/ff12doc/issues/18
In the last post you can find my incomplete spreadsheet which tells you what enemies are in what file. There's stats for sure in there and I would assume immunities but I haven't found them (although I didn't really looked for them).
That said, I hope that a proper modding tool can be developed (GUI preferably but I'd also be ok with a command-line version).
I'll wait on it. Maybe when I get done with my current playthrough then an editor can be ready by that point and I can make my 'hard mode' mod then :)
I have a great deal of respect for you and other modders that dive into hex-editing stuff directly despite the dangers and time-consuming nature of it. Well done!
I've gone ahead and will be using your 100% HP version (basically doubling their HP) and hoping that they are challenging and tough enough again. I still wonder why they ever bothered with the dual-job system; maybe should've spent the time to add in better stuff.
I have many plans on what I'd like to do but I'll wait for the modding tools stuff to mature a bit more.
If anyone wants details on it, just ask me on Discord ;)