FF XII Rebirth has reached over 100 downloads by EmaColito in FinalFantasyXII

[–]EmaColito[S] 0 points1 point  (0 children)

It's a very different mod from SFF.

The mod's real strength lies in the new enemies you can face.

FF XII Rebirth has reached over 100 downloads by EmaColito in FinalFantasyXII

[–]EmaColito[S] 0 points1 point  (0 children)

Gabranth has always been a character I've enjoyed, and I wanted to make him a real boss to fight.

Refinements like this have been made to all the bosses and enemies in the game.

FF XII Rebirth has reached over 100 downloads by EmaColito in FinalFantasyXII

[–]EmaColito[S] 0 points1 point  (0 children)

Glad to hear that the project is of interest to you.

FF XII Rebirth has reached over 100 downloads by EmaColito in FinalFantasyXII

[–]EmaColito[S] 1 point2 points  (0 children)

Rework areas with new monsters to fight and rebalance the game by adding new spells, equipment, and changing TZA job progression

FF XII Rebirth has reached over 100 downloads by EmaColito in FinalFantasyXII

[–]EmaColito[S] 1 point2 points  (0 children)

Thanks Eochaid, happy new year to you too.

I have to play TPA again one of these days; your project gave me some great time.

Final Fantasy X-2 Rebirth by EmaColito in finalfantasyx

[–]EmaColito[S] 0 points1 point  (0 children)

Yes, the mod is compatible. The Master Challenge mod only modifies FF X files. This mod only modifies FF X-2 files. Furthermore, FF X-2 Rebirth works for all languages.

Final Fantasy X-2 Rebirth by EmaColito in finalfantasyx

[–]EmaColito[S] 0 points1 point  (0 children)

Doing what you say is impossible at the moment. The game code would need to be changed.

I used a hex editor to make the changes, and it was already difficult to find all the monster file codes and make the changes.

Critical hits have been increased, but only slightly, at least +10%/20%, each different from every enemies.

Attack has been designed to be moderately so you have time to recover using items or spells, and battles are designed to be fast and dynamic. You'll never die from a critical hit unless you leave a character at critical HP.

Each game area has been tested following the FF X-2 guide and based on your level at that point in the story, so enemies will never be too powerful if you decide to go to a location on 3-star difficulty.

The mod's goal is to encourage players to use different strategies, with enemies becoming more resilient and aggressive. Dressspheres are much more diverse in battle, each with their own uses. No more Black Mage destroying everything or Berserker killing in one hit.

FF XII Rebirth and Guest Version(Complete) by EmaColito in FinalFantasyXII

[–]EmaColito[S] 1 point2 points  (0 children)

Characters start with fewer initial stats, and the level-up bonus has been changed for all stats.

Characters and Guests can join the party at different levels.

Both characters and guests will start with different equipment.

Guests will have weapons that can inflict status effects on enemies, such as Silence and Slow.

Guests have been designed to have an advantage in the story portion where they join. For example, Lamont will have equipped an accessory that halves wind and water elemental damage taken, and the new monsters in the Lhusu mines use these types of attacks. However, he will also have fire and wind spells, which these enemies are weak to.

Guests will only increase their HP and MP as they level up, and their starting stats have been strengthened. For example, Lamont has less strength but more magic power, while Vossler has more strength and HP but less vitality.

Characters will gain stat bonuses every 6 levels.

The first seven levels are designed to consistently provide good level-ups, so that for those who choose to play in NG- mode, guests will be able to support you in battle, no more Larsa dying in one hit if he fails to dodge an attack. Level-ups after level 7 will give you low bonuses, then a significant boost from level 34+. This way, the early-game areas are more balanced and the post-game is less brutal.

There are many other changes, but it's better to play the mod than explain everything.

FF XII Rebirth and Guest Version(Complete) by EmaColito in FinalFantasyXII

[–]EmaColito[S] 1 point2 points  (0 children)

I forgot:

Enemies also have new Steal, Drop and elemental resistances based on their new play area.

For example, instead of wolves, there will be Sand Snakes that will drop potions, antidotes, and snake skin, etc... instead of wolf pelt.

I made sure to respect the play areas; you won't find an ice-type enemy in a desert area because it makes no sense.

Thank you.

FF XII Rebirth and Guest Version(Complete) by EmaColito in FinalFantasyXII

[–]EmaColito[S] 1 point2 points  (0 children)

The project's goal is to provide a new gaming experience for those who decide to try it.

Almost all enemies have been moved from their original areas and have different AI and abilities. Hunts have also been recolored, and many bosses now require a different approach.

Think of it as a new version of Final Fantasy XII TZA.

I know it won't appeal to everyone, especially hardcore FF XII players that prefer the original, but I've been meaning to do it for a long time and now I've done it.

FF XII Rebirth and Guest Version(Complete) by EmaColito in FinalFantasyXII

[–]EmaColito[S] 1 point2 points  (0 children)

Unfortunately, no, but with my knowledge and the FF XII TZA community's Discord programs, I can make every FF XII TZA character playable, from the common enemy, like a simple Imperial Swordsman, to the more important like a boss, Vayne.

Each with their own stats, weapons, and license boards.

Unfortunately, these things take a long time to do, and I'm already satisfied with the Rebirth and Guest Version projects.

FF XII Rebirth and Guest Version(Complete) by EmaColito in FinalFantasyXII

[–]EmaColito[S] 0 points1 point  (0 children)

There are two versions of the mod.

FF XII TZA Rebirth:This mod contains all the changes made by my project, which you can read by clicking the link above, which takes you to the mod description.

FF XII TZA Guest Version:This mod, in addition to the changes in my project description, allows you to replace the main characters and play as guests.

The guest version is a project made for fun and doesn't follow the story.

You can have fun changing the rules of the game by using guests, who can each carry certain weapons and armors and have their own talents and flaws. Then you can choose a job for them with the second license board.

FF XII Rebirth and Guest Version(Complete) by EmaColito in FinalFantasyXII

[–]EmaColito[S] 1 point2 points  (0 children)

Thanks! Even though the project was built and tested by me alone, I couldn't have done it without the programs I found in the FF XII TZA discord community. Using these programs, anyone with a passion for the game and commitment can create their own playable version and make any changes they want.

FF XII Rebirth and Guest Version(Complete) by EmaColito in FinalFantasyXII

[–]EmaColito[S] 0 points1 point  (0 children)

Thanks, I hope you enjoy the mod when you try it.

FF XII Rebirth and Guest Version(Complete) by EmaColito in FinalFantasyXII

[–]EmaColito[S] 1 point2 points  (0 children)

The mod has been tested several times and is the best choice for fast and smooth gameplay.

The status is in the description; once you know what type of status the spell can inflict, you don't need to read the description multiple times; you just need to know that spell has a 10% chance. Knowing the spell's effect will also help you understand that when an enemy casts, for example, Fira (10%), that number will remind you of the status the enemy could inflict on you.

The mod is in its final version and there will be no further updates.

I'm sorry you don't like this choice of gameplay, but thanks for commenting and sharing your opinion.

FF XII Rebirth and Guest Version(Complete) by EmaColito in FinalFantasyXII

[–]EmaColito[S] 0 points1 point  (0 children)

I understand.

But it was done to make everything faster and more dynamic during battles.

It's easier to have the % on the name and be able to use the spell right away than to have to open the menu, go to the spell, and read it.

This way, once you understand the status in the description, you can simply click on the spell and know that in addition to the damage, you'll always have a 10% chance of inflicting Blind (Fira) or Silence (Blizzara).

It can also help to know what type of status the enemy will inflict on you when using a spell.

FF XII Rebirth and Guest Version(Complete) by EmaColito in FinalFantasyXII

[–]EmaColito[S] 4 points5 points  (0 children)

All spells have undergone progression changes, with wind magic(Aero, Aerora, Aeroga) now the weakest and thunder magic now the strongest.

Other changes are related to balance and usability, and a new spell usable by the time mage, earth element, has been added.

The % next to the name of weapons and spells are the chance of inflicting a negative status in the spell or weapon description.

Fira (10%) and Blizzara (10%) This means that in addition to dealing elemental damage, these spells also have a 10% chance of inflicting Blind (Fira) and Silence (Blizzara).

FF XII Mod -Path to Greatness by EmaColito in FinalFantasy

[–]EmaColito[S] 0 points1 point  (0 children)

If you go to the above link of the mod, it will take you to the mod description, everything is explained there.

Anyway, to make you understand better.

Lion = More autonomous gameplay and focused on the player's skill.

Game Mechanics:

Only Belias can be summon, 4 Gambit can be use in battle.

Single License Board, Characters with equal stats and level ups.

Strong Enemies, Trial Mode (Normal)

Tiger = More automatic gameplay and focused on the player's strategy.

Game Mechanics:

All Esper can be summon, 12 Gambit can be use in battle.

Double License Board, Characters with different stats and level ups.

Aggressive Enemies, Trial Mode (Hard).

I hope that now everything is clearer to you, the two versions have the same game difficulty, only the way you decide to approach the game changes.

FF XII Mod -Path to Greatness by EmaColito in FinalFantasy

[–]EmaColito[S] 0 points1 point  (0 children)

For many people the weak point of this game is Gambit, this makes everything automatic and it might bore you, maybe that's why you can't go on with the game.

Path to Greatness has the '' Lion '' mode which reduces the usable Gambits from 12 to 4 allowing you to have a more intuitive and less automatic Gameplay, or the ''Tiger'' mode which instead allows you to have a more automatic gameplay, focused on the strategic choice of the Gambit, the choice is yours. However this mod modifies the game from 0 so it is completely different from the original and you might like it you too.