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This patch kit will convert a stock version of Final Fantasy 1 and 2: Dawn of Souls
This mod aims to improve the gameplay of both Final Fantasy 1 and Final Fantasy 2.
The Final Fantasy 1 mod was originally intended to restore the difficulty of this
GBA version of the game to the difficulty of the original NES version, so it can
be enjoyed with all of the modern trappings of the GBA version. Version 2.0 was
a step beyond the previous one, and was intended to provide enhancements to the
gameplay and address user critcisms of version 1.2.
Version 3.0 represented a major change in the gameplay of Final Fantasy 1, in that
you
can choose any of 12 classes at the start of your campaign. No class change
happens.
This allows for a much wider variety of gameplay experiences, and removes the
impetus
to sprint through Earth Cave, get the Canoe, punish yourself in Ice Cave, get the
Airship, then canoe/fly to Castle Ordeals at a severely low level to class change
as
soon as possible. After class change, the rest of the game seems somewhat
anti-climactic from a difficulty standpoint. This version attempts to address this
pet peeve of mine and smooth the rather forced difficulty curve.
This patch also is a small rebalance for Final Fantasy 2 GBA: Mod of Balance.
The ambition behind this mod is simple: "unbreak" the character development
mechanics. The GBA version already fixed the select-action-cancel-action-and-gain-
skill-
ad-nauseam bug, but still required players to grind in all the wrong ways.
Unlimited
actions should increase slower than actions that are limited by mana or resources.
I hope I have succeeded in making Final Fantasy 2 play much more smoothly.
Secondarily,
weapons were much too underpowered in the endgame as enemy defense rendered them
mostly
useless versus spells. Warrior-heavy and magic-heavy party builds should have the
potential to be equally successful.
Credits
*********************************************************
Huge kudos to Rabite. He's had a ton of great ideas and given me great feedback.
Credits and thanks are due to LeviathanMist and Robert August de Meijer for their
critical criticism. You helped to raise the bar for this mod.
John Dane, MegaFlux, and DesmondRai in particular from GameFAQs have also weighed
in,
and offered inspiration and good ideas for the version 2.0 update.
A hacker named Billy tipped me off as to where the Final Fantasy 1 Treasure rewards
were found in the ROM. Thank you.
Another hacker called Sting Chameleon found the character palette, which provided
the impetus for the v3.0, rev 1 release. Awesome work, Sting Chameleon.
Thanks to all the fans of the previous version of the Mod of Balance who let me
know
you enjoyed it.
If you'd like to weigh in as well, here's a forum for discussing the FF1 portion of
the mod:
http://www.gamefaqs.com/boards/920240-final-fantasy-i-and-ii-dawn-of-
souls/60914390
For this release and all new releases, I am discontinuing the use of
IPS2EXE to create patches that can be applied without an IPS patching
program. These executable patches set off certain virus and malware
scanners.
Final Fantasy 1
* There was a bug in version 3.3 with the Remedy item. While it cure
the Petrify
condition when used in battle, you could not use it in the status
screen. This
has been fixed.
This strength ratio obviously does not apply to any character who
is barehanded,
including Monks and Masters.
* All character classes begin with a fair bit more HP, making the
early game learning
curve a bit less daunting. However, all characters gain less HP
and MP at level up.
* With all of the above edits to the game mechanics, it seemed good
to rebalance the
stats for many of the monsters. As such, monster HP bloat has been
moderately
reduced, especially for random encounters.
* All offensive magic has been toned down a bit, to account for the
lower HP stats
throughout this version of the mod. Most notably, the Destroy
spell only does 1000
damage (down from 1500).
* The starting stats for all character classes have been modified, as
follows:
HP MP Str
Agi Int Sta Luck Hit Rate
Knight 60 0 15
5 1 12 7 36
Rogue 56 0 7 14
1 6 12 40
Master 63 0 10
7 8 11 4 44
Paladin 72 8 13
7 7 15 2 32
Ninja 48 5 8 15
5 2 15 35
Ranger 65 10 10
9 8 10 8 50
Enchanter 45 15 6 12
10 5 9 20
Battlemage 55 12 12 3
10 13 6 30
Monk 75 16 7 10
9 6 10 28
Priest 50 20 9
2 14 11 4 25
Archmage 42 25 3 9
15 3 10 15
Sage 40 22 2 6
12 6 14 12
Final Fantasy 1
* Fixed a rather nasty display bug in the status screen, which could
cause panic
when your first character gets more than 255 Magic Resistance.
The bug was
cosmetic; that character would still utilize their full MR for
resisting melee
status effects and magic damage.
Final Fantasy 1
* The incessant "menu song" has been removed! When you go into your
status screen,
the music will not change. A slight annoyance in this changes is
that if you go
into the Bestiary, the battle music for that monster will play
over the current
music, but (IMHO) opinion that's a small price to pay for having
the menu song
removed.
* Fixed a bug with the Elven Balm item, which was introduced when I
changed the
formula for calculating magic healing power. It was using bogus
data for the
Intellect value... now it uses the leader's Intellect for
determining healing
strength.
* The Basilisk now drops a Remedy (was dropping Holy Water; didn't
make sense after I
repurposed the Gold Needle).
* The Paladin can now equip an Angel's Ring (as can the Master).
* Elfheim and Crescent Lake's item shops now sell the correct number
of items.
* The Destroy Spell now costs 33 MP, and X-Zone costs 35 MP.
* Qi Strike has been toned down a little bit. Base chance to hit was
210 before,
now is 180. It's MP cost is now increased to 25.
Final Fantasy 1
* Sleeping at an inn will now cure all maladies except Stone and KO.
* The Remedy item didn't cure Stone before. Now, it acts like an
Esuna spell.
* In v3.2, the Gold Needle acted just as the Esuna spell did, and
this was a
bug (oversight on my part). The Gold Needle has been removed from
the game;
in its place is the Holy Water, which yields a Diara effect.
* Because there are only two known remedies to the Stone condition
(Esuna, and
the item Remedy), Remedies have been made more common; they are
sold in Elfheim
and Crescent Lake. The Vivify spell may also counteract Stone.
* The Hold and Invis spells have been removed. Invis has been
replaced with
Meditate, which is a caster-specific buff to Attack and Accuracy,
available to
Monk, Master, and Priest. Blind is now a 3rd level Black spell,
and in the 4th
spell level, Qi Strike has been included. It is usable by Ninja,
Monk, and
Master, and is a death strike that has no resistances that
protect against it.
In other words, only the target's Magic Resistance can help them!
* The level 8 Black spell Kill spell has been replaced with the
Destroy spell.
Instead of being a high-powered death spell, it does an automatic
1500 damage
to any enemy, bypassing resistances (even to your allies!)
* The Saber spell has been renamed to Enchant, and may now be cast on
any member
of the party. Invisara has been renamed to Vanish.
* The MP Cost of many spells (especially Cures and Debuffs) have been
tweaked.
* A few minor tweaks to where spells are sold have been introduced,
since the
Monk-based spells have been tweaked.
* The Master has been given a new Spell Level progression, due to
being able to use
a level 3 and a level 4 spell. That progression is now 5/ 10/ 15/
20.
* Fixed the Priest's bonus attack power, as in v3.2 the Priest got
the Knight's
attack bonus!
* The Devil Wizard has been given a significant nerf to its Agility,
and now casts
Quake first, then Flare. You now have a small hope of victory when
three or more
show up.
* The Holy Dragon now has 37 Intellect, that's down from 50.
* A few (very minor) changes to monster AI, to allow for the new
spell roster.
* The Giant's Glove now casts Meditate, and not Pummel as before.
The Lightbringer
now casts Nulmagic (not Blind), and the White Robe casts Protera
(not Nulmagic).
Finally, the Murasame casts Qi Strike!
Final Fantasy 1
* Paladins can now cast 6th level spells. Their new spell
progression is
4/ 8/ 14/ 19/ 26/ 34.
* The Ninja has been granted the Monk's unarmored bonus. It will
operate differently
for the Ninja than the Monk though, since the Ninja's stats are
much more
disparate than the Monks.
Final Fantasy 1
* A couple of spells were tweaked: Dia now costs 7 MP. Pain now
costs 6 MP. Aero now
does a bit more damage.
Final Fantasy 1
* Almost all character sprites have been modified, and now look much
more like members
of their professions.
Final Fantasy 1
* Your four party members may choose from among 12 classes now. They
will not
change classes throughout your adventure. A short description of
those 12 classes
are as follows:
* The Quake spell now does damage instead of dealing instant death.
The enemy's
Earthquake ability is still instant death, however.
Final Fantasy 2
* A few spell shops have been tweaked. Most notably, Blink and Fog
are no longer
for sale. Sleep and Slow are now purchasable, Haste is available
in shops, and
very late in the game you may purchase Osmose. Sleep and Slow
sell for much
less than they used to be, to compensate for this.
Final Fantasy 1:
* The Load game screen only showed 3 HP/MP digits. It now shows 4
HP/MP digits as
it should.
* Speaking of the Death Machine, it has been renamed for all you
nostalgic types...
to WarMECH.
* Soul of Chaos enemies now award slightly more experience. Big Eyes
give more EXP
and gold.
* The Sahagin Queen is less likely to use Acid Rain (that's deadly to
a 35th level
party). The Devil Wizard has less Intellect. Their Flare was just
too wicked
before... Also, the Skuldier is less cowardly than before (it's
undead after all).
* The Inn now properly heals party members by +9999 HP/MP. The
Cottage has the same
effect as sleeping at an Inn. Tents now heal +400 HP and restore
+150 MP, and
Sleeping Bags recover +150 HP.
Final Fantasy 1:
* Many weapons and armors are re-valued. In almost every case, this
resulted in lowered
purchase prices (and selling prices).
* After casting the Comet spell, the caster now returns to the party
lineup properly.
Final Fantasy 2:
* Agility increases are more regulated- more likely early in the game
and less
likely later on. Before, a random number was rolled between 0 and
255, and if
that was lower than a fourth of the character's Evasion, Agility
increased.
Now, the random number rolled is now between 0 and 250, and the
Evasion is a
little less important in determining increase. Base chance to
increase Agility
is 2.0%, and maximum chance is 6.8%.
* Spirit increases LESS often. The chance was (number of white magic
castings / 15),
and it is now (number of white magic castings / 20).
* MP increases more often. The chance should be about 25% more likely
than it was
before.
* When a character gains HP, the increase is halved. The increase is
(STA / 2).
* Magic evasion gains take a bit longer. The threshold to gain Magic
evasion
was 99, and it is now 159.
* NPCs also begin with different stats, and should be more balanced
with the
party when you meet them. Leon and Gordon also join the party
already equipped
with spells.
Final Fantasy 1:
* There have been several slight tweaks to the starting stats and
early level ups
for each class. In particular, I felt that Red Mages received no
love in early
level ups, and so I fixed this.
* Spells that grant bonuses to Attack and Defense are now limited in
their
stackability. The cap on the bonuses was 255 before, now the cap
is 50. No more
one-shotting Soul of Chaos bosses.
* The Sages' Staff has been realigned, and is now a White Wizard only
staff named the
"Holy Staff". It is pretty awesome, and it *is* rare.
* The more powerful restorative items have had their prices increased
dramatically.
* The Hermes' Shoes now cast Haste as advertised. This was an issue
in v1.2, as they
used to cast Temper.
Final Fantasy 1
* Hit Rate increases at a different rate as stock FF1, and the rate
changes after
class change:
o Knight: +2/level, Paladin +3/level
o Rogue: +3/level, Ninja +4/level
o Monk: +2/level, Master +2/level
o Red Mage: +2/level, Red Wizard +2/level
o White Mage: +1/level, White Wizard: +2/level
o Black Mage: +1/level, Black Wizard: +1/level
* White Mages and Monks gain a +5 Attack bonus when using weapons.
* Shops are completely realigned, and many shops sell more than five
items!
* Some magic has been swapped out for other more interesting spells.
* Did I mention that many changes have been made to the monster's
stats? They are
significantly tougher. The farther you go in the game, the more
you will realize
that they will not go down with a couple of well-placed sword
blows.
* Every monster that you beat may drop an item. As you beat new
monsters, make sure
you visit the bestiary to see what you might earn with repeated
victories. You
can even earn the previously unattainable Angel's Ring!
* Direct damage magic has been realigned slightly. The most powerful
spells
(Firaga, Thundaga, Blizzaga, Diaga, Holy and Flare) grow in power
faster.
The lower powered spells (Fire, Thunder, Blizzard, Pain, and Dia)
have a lower
base damage, making them initially less powerful.
* Dia family spells effect evil and demonic creatures as well as the
undead.
Yes, it will even work against Garland and Astos! It also works
against the
FF4 elemental fiends.
* The White Magic Rally spell now cures the Mute condition.
* Removed the 255 cap for damage-per-hit. The code actually limited
each hit
to 255 damage.
* Golden and Silver Apples, as well as Soma Drops now increase HP and
MP beyond
999.
* Characters kneel in battle when they have less than 1/5 HP.
Previous threshold
was 1/10 HP.
* Removed the 999 cap for HP and MP. The cap is now 9999, if you can
ever get
that many Golden and Silver Apples.
* Raised the cap for Strength, Agility, Stamina, Intellect, and Luck
to 255.
Previous cap was 99.
Known issues
*********************************************************
Final Fantasy 1:
* The Character Class select screen does not display well, but is
clear of
all show-stopping bugs. The last 6 classes do not display
correctly,
either as avatars or in the list. When selecting them, pay
attention to
the description at the bottom of the screen.
The following applies this and all future releases of the Ludmeister's Mod of
Balance.
0. First of all, you will need to obtain a clean GBA ROM of Final Fantasy 1 and 2:
Dawn of Souls. You are on your own for this step, as it is illegal to provide
ROMs
of copyrighted material. There are sites that do provide this ROM though, and
you
should be able to obtain it.
1. When you get it, make a backup of it if you would want to play the stock
version,
play another mod, or, in case I post an updated version of the mod here... I am
not
going to make version 1.0 to "version whatever" patches for my mods, for
instance.
2. Download the newest version of Ludmeister's Mod of Balance.
3. Use the IPS patching program of your choice to apply the .ips patch to the
correct ROM. As I use IPS XP (http://home.arcor.de/minako.aino/ipsXP/) to
create my patches, I recommend using this program to patch your ROM.
*NOTE*
So here I am violating my own rule. Since this patch represents a major difference
from the gameplay of Final Fantasy 1, having removed the class change which was one
of the most innovative things about the game, I elected to make a version 2.2 to
3.3
patch. You may elect to apply the v2.2 patch to a stock ROM, and then apply the
v2.2 to v3.3 patch at a later time if you so choose.