
The Multiguard now blocks rather than absorbs Fire/Ice/Bolt.The Cursed Shield now correctly sets Sap instead of Condemned.The Punisher now correctly grants the critical damage bonus to the Dark spell.The Tarot is now properly flagged as Holy elemental.The Kunai and Ninjato now correctly possess the "anti-air" property.
Attack is no longer capped at 255 this mostly affects the Excalibur (now 225 attack). Raised the attack of the Rune Blade to 150 (from 140). The Water Rondo dance is no longer permanently missable. Toxic Frog is now water/dark elemental (was just dark). Plasma is now just water damage (was water/bolt). Bad Breath no longer incorrectly sets Sap. The "7-7-7" Slots spin now heals just as much HP as a losing spin instead of slightly less. The "Stop" effect on Suplex and the "Muddle" effect on Flurry now check enemy stamina for evasion. Swapped the immunity to Blind on Siren with the immunity to Bserk on Stray. Fractional damage attacks will now do minor damage to bosses rather than missing. Changed the palette of the Storm spell to better indicate that it's both wind and water elemental. The Scan spell now displays HP and MP values for non-boss enemies. Cyan's starting vigor is now correctly set to 42 (instead of 43). Subsequent EL resets are now properly denied if the player lacks sufficient funds. #Brave new world online version update#
Fixed a rare bug where MP would fail to update correctly in the battle spell menu. Fixed the exploit where status-prevention relics would cure negative statuses. Abilities which cure HP and remove statuses now work properly on petrified characters. Golem no longer blocks non-damaging attacks or inherits resistances from its protectee. Elemental attacks which are nulled or absorbed no longer attempt to set statuses. Enemies who counter X-Magic now do so after the first spell rather than the second. Enemies can no longer counter-attack counter-attacks.
Increased the damage reduction for "friendly fire" from 50% to 75%. The "Blind" status now affects your chance to successfully steal. Celes now remains in her "Defend" stance as long as Runic is active. Defending now doubles a character's chances to cover healthy allies. Wagers are no longer lost at the Colosseum if you lose the battle. Esper summon effects are now shown in the EL/spell acquisition submenu.
The ATB bar now decrements to show the delay between command input and execution. What's New in Version 2.1.0 See changelog And now, thanks to the efforts of the amazing community that has grown around this mod, it finally has the chance to be exactly that. Fixes for all major (and most minor) bugs along with a vast multitude of quality-of-life enhancementsīut even though much has changed, I think one player put it best when he wrote, ".the goal seems to be to celebrate what makes FFVI the game it is, rather than undoing it and making an entirely new game out of it." Beyond all else, Brave New World is everything I feel that Final Fantasy VI could have been had Squaresoft had all of the time and resources available to them that we have today. Completely re-balanced equipment, items, spells, and skills - and brand-new enemies to use them on. Re-coded formulas that promote diversity and allow stats to function as they should. Individualized spell lists and multiple stat growth options for each character. The end result is the product of hundreds upon thousands of man-hours from dedicated fans and something I am extremely proud to have been a part of. It's since grown into a massive community project that's exceeded every expectation I could have possibly dreamed of.
By far my most ambitious project to date, Brave New World began as a joint effort between myself and a coder by the name of Synchysi to completely overhaul perhaps one of the most beloved entries in the long-running Final Fantasy series.