User Info: Llewellyn Llewellyn 2 years ago #1

I posted in another topic that I was working on a mod for BOF3.

I said I was going to post the ppf file there, but it's archived now, so I'm puting it here.



https://drive.google.com/drive/folders/1jLBYjzEcSV6ca7rbLNmre8SVKtA0DyHC?usp=sharing



By this link you can check a folder with:

- a google sheets archive with the descriptions of the modifications;

- the .ppf file, so you can apply to an iso



The modifications in this mod include:



- Chracters stats, stat gains, natural resistences, experience necessities for levelups and levelup-learnable abilities

- Party rebalanced

- Nina is now a good elemental tanker and her magical damage capabilities are huge and useful during the entire game. She can also heal.

- Garr can now use some great flame and holy-flame spells, besides being, together with Rei's Weretiger, the best physical damager in the game. Watch out for ice and status attacks on Garr, those are his weaknesses

- Peco have now a huge HP pool and def stat, however he is fragile against somethings, his fire, death and psionic resistences are pretty low. Peco has a natural resistence, now, to water, earth and status change attacks

- Rei now is one of the chracters with the lowest pwr stat. However this critical chance is 16% (Garr's is 8%). He can also cause some good magical damage and can cause good physical damage using Flying Kick, which now is more useful. Still when using weretiger he will cause pretty high damage in general

- Momo got an int debuff, and a spd buff. She is now a good jack of all trades, being a good healer and support character. She can also still cause some good physical damage. Momo also have some good elemental and status change resistences

- Enemies, including bosses, are now harder in general, both in stats and A.I. (almost everything got HP buffs, so that you will be forced to use more AP to kill the enemies faster)

- Equipments rebalanced

- Masters stats bonus and skills (you will have to check this information in the "Masters" tab, because I don't know how to change these informations in-game (for an example Bunyan won't tell you the real stat bonuses for being his student)

- Attack spells are, overall, doubled in spell power. Healing spells are weaker in general, some support spells are more efficient, like protect which now give 25% def buff for each use, instead of 10% from Vanilla

- Most spells now have two versions. When this is the case, the spells that you can learn from monsters and/or masters are, in general, 25% less powerfull and their names are in the original pronunciation, that the chracters say when using in-battle

- HP and AP are pretty higher then Vanilla. This made the recovering items less useful and the healing spells more necessary and usable

- Healing items are more expensive now



Let me know if you play it :)

Hope you like it Hello.I posted in another topic that I was working on a mod for BOF3.I said I was going to post the ppf file there, but it's archived now, so I'm puting it here.https://drive.google.com/drive/folders/1jLBYjzEcSV6ca7rbLNmre8SVKtA0DyHC?usp=sharingBy this link you can check a folder with:- a google sheets archive with the descriptions of the modifications;- the .ppf file, so you can apply to an isoThe modifications in this mod include:- Chracters stats, stat gains, natural resistences, experience necessities for levelups and levelup-learnable abilities- Party rebalanced- Nina is now a good elemental tanker and her magical damage capabilities are huge and useful during the entire game. She can also heal.- Garr can now use some great flame and holy-flame spells, besides being, together with Rei's Weretiger, the best physical damager in the game. Watch out for ice and status attacks on Garr, those are his weaknesses- Peco have now a huge HP pool and def stat, however he is fragile against somethings, his fire, death and psionic resistences are pretty low. Peco has a natural resistence, now, to water, earth and status change attacks- Rei now is one of the chracters with the lowest pwr stat. However this critical chance is 16% (Garr's is 8%). He can also cause some good magical damage and can cause good physical damage using Flying Kick, which now is more useful. Still when using weretiger he will cause pretty high damage in general- Momo got an int debuff, and a spd buff. She is now a good jack of all trades, being a good healer and support character. She can also still cause some good physical damage. Momo also have some good elemental and status change resistences- Enemies, including bosses, are now harder in general, both in stats and A.I. (almost everything got HP buffs, so that you will be forced to use more AP to kill the enemies faster)- Equipments rebalanced- Masters stats bonus and skills (you will have to check this information in the "Masters" tab, because I don't know how to change these informations in-game (for an example Bunyan won't tell you the real stat bonuses for being his student)- Attack spells are, overall, doubled in spell power. Healing spells are weaker in general, some support spells are more efficient, like protect which now give 25% def buff for each use, instead of 10% from Vanilla- Most spells now have two versions. When this is the case, the spells that you can learn from monsters and/or masters are, in general, 25% less powerfull and their names are in the original pronunciation, that the chracters say when using in-battle- HP and AP are pretty higher then Vanilla. This made the recovering items less useful and the healing spells more necessary and usable- Healing items are more expensive nowLet me know if you play it :)Hope you like it

User Info: ChrisTurk ChrisTurk 2 years ago #2 It sounds interesting. I'm definitely gonna check this out once I move into my new place. Just a quick question. Why did you power down Skills? I mean, there weren't that many useful ones to begin with, but I'm just curious

User Info: Llewellyn Llewellyn (Topic Creator) 2 years ago #3 Sorry, maybe I was not clear.



All attack spells were powered up in 100%. However there are, now, two versions of some of them. Some examples:



Nina learns Typhoon. It is a 60 spell power magic (30 in Vanilla).

Mygas teaches Shezaaga. It is the same as Typhoon, but it is a 45 spell power skill.

Garr's Inferno has 80 spell power (40 in Vanilla).

Deis' Padoraama ("Inferno") has 60 spell power.

Only Garr can learn Corona, 160 spell power aoe fire magic



This assures that Nina's Typhoon has more dmging potential then Shezaaga, making her the specialist for this spell.

Garr is the only one that has access to the original Inferno and to Corona. Making him a great fire mage, even not having as much inteligence as Nina.



The idea was to make sure that when a spell can be learned both by leveling up and examine/master, the one the character can learn naturally is better, making the character the most suitable to use this ability. So if you want someone that can do great fire-wind dmg, Nina will be the best, even if you give Domega (Deis' "Sirocco") to Ryu and make him have the same int stat then Nina.

This way the examinable or masters' spells work as backup spells, that can make the characters more adaptable, but not as powerfull mages as the chracters with the natural versions of the spells.



I didn't power down the skills. I powered up them all. However I created more spells with different spellpowers. Ryu or Momo, now, can't learn, for an example, the original Sirocco, as in Vanilla. This protects Nina from getting useless, as she is the only one with access to the original Sirocco spell.



Many things that I changed, including this and the different natural resistences, were to create more proeminent obstacles and resources that would benefit you if you train all the 6 characters, so that you can use the most suitable ones for each situation.



For example, if you are entering a place where there are tons of enemies with status change abilities, it won't be a good idea to take Garr or Rei with you, because their status resistences are 1. On the other hand Momo's and Peco's status resistences are 4, so they will be the most suitable ones to take with you.

If you are fighting hordes of plants, Garr would be the best (even better then Nina, sometimes, specially endgame) for burning them.



The only spells that I powered down were the healing spells. I made this to make the game harder. However now you can learn, from masters, Ririfu (weaker heal), Apurifu (weaker rejuvenate) and Rifuresuto (weaker vigor), besides "cure" (weaker then in Vanilla, it's like a rejuvenate + remedy).

Also Nina and Peco starts with access to Rifuraru (weaker vitalize).



I don't know if I was clear, but if any doubt persists you can ask me and/or check the google sheet in the folder to see the spells' power, levelup learnable abilities, masters skills, etc.

User Info: ChrisTurk ChrisTurk 2 years ago #4 OK. There's a logic behind it. I can support that. I'll play it once I move at the end of the month

User Info: fvig2001 fvig2001 2 years ago #5 I checked this mod and I have questions:



1. How come Momo has Quake* instead of Quake? Is this intended?

2. I also checked the masters and some of them have like high values to get their skills like 15 levels apprenticed while others have like 1,2, and 3 only.

3. How come every 10 levels, there are no stat gains at all? I also saw that there's a weird jump in EXP requirements for certain levels like from 30 exp to 1000 exp.

4. Would you say masters are needed for this run or can a vanilla team be used based on your tweaks?

5. How come some spells were pushed back to much later levels?

User Info: Llewellyn Llewellyn (Topic Creator) 2 years ago #6 1. Momo learns both Quake* (Gadabureda) and Quake. Quake*'s spell power is similar to typhoon, while Quake is similar to Inferno and Blizzard (so it comes afterwards)



2 and 3. There are some huge differences between the exp. the monsters give you from one part to another of the game. This was a way to control the range of levels in each part of the game. In my test, whithout grinding for exp., my chracters where all above level 85 by the end of the game, this was intentional and prevents players to grind, get overleved and make Myria too easy (because there won't be too many levels to grind when you reach the final stage of Myria's Station).

About the masters and skills, the differences in levels to get skills where based on which skills I thought it would be better to give the player by each stage of the game. That's why some of them are learned really fast. However, consider that, in this mod, you will levelup really fast, even if you don't stop to grind (and sometimes faster if you don't stop).

The stat gains are low in general, so even leveling up fast, you will need many levels to make the enemies you are fighting too easy.

About the fact that every 10 levels there are no stat gains at all: it doesn't make too much difference in practice, because of how fast you level up. It was just the way I distributed the stat gains.



4. Well, I think it would be really hard to play without masters, but I didn't try it.



5. They where pushed back because you level up faster. Some examples:



You will probably be around:

- Level 18 by Stallion.

- Level 22 by Gazer

- Level 25-35 by Mikba

- Level 40-50 by Tidal Caves

- Level 60 by the Elder

and so on...



When you reach Myria's Station you will probably have all characters abilities learned.

User Info: Shankis Shankis 2 years ago #7 Troll the respawn, Jeremy. Can't wait to give this a try. I've been waiting for someone to do a mod for this game.

User Info: GM_Zelkova GM_Zelkova 2 years ago #8 Wow! Thanks for this mod. Can you also do one for Bof4?

User Info: Llewellyn Llewellyn (Topic Creator) 2 years ago #9 GM_Zelkova posted...

Wow! Thanks for this mod. Can you also do one for Bof4?



Hi :)

I hope you like it. I'll wait for your feedback :D



Sorry, I can't :(.

For this mod I used a mod tool (by GoSu1). I didn't touch the game's codes without it, you know.



My work on it was just to think about what I could do with the tool to make the game more balanced, harder, while also trying to add something new to the gameplay. I hope I did it well :). It was fun, for me, to test it.



It would be really really nice to make something similar for BOF4, If I had tools for that :(. Hi :)I hope you like it. I'll wait for your feedback :DSorry, I can't :(.For this mod I used a mod tool (by GoSu1). I didn't touch the game's codes without it, you know.My work on it was just to think about what I could do with the tool to make the game more balanced, harder, while also trying to add something new to the gameplay. I hope I did it well :). It was fun, for me, to test it.It would be really really nice to make something similar for BOF4, If I had tools for that :(.