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View Poll Results: Just how much fuckery should we subject the game to?
Routing changes and/or combat changes (diff enemies, spells, AI, etc) 13 81.25%
Go all in and potentially add new dungeons with brand new content 3 18.75%
Voters: 16. You may not vote on this poll

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  #1  
Old 09-17-2017, 06:22 PM
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Default TT Project: The Trolliest Fantasy (FF1 Romhack)

EDIT OF IMPORTANCE: This is a link that leads to the Master Design Document for the project. You should investigate it!

Hi!

I wasn't sure where to put this thread, hope this is an acceptable forum. I briefly thought about putting it in Talking About Creating, but I don't think it would get even 0.2% of the required audience to make this function.

ANYWAY, so long story short, Brickroad did his yearly FF1 playthrough, and offhandedly mentioned that us TTers should get together and cook up a hacked version specifically to troll him, in the vein of quality designed Ghost Houses. So I was thinking we could get our butts together and do something like that. I thought I'd also put up a thread in case other people actually cared enough to work on the project, otherwise it'll just be me. Which is fine, but only if no one else actually wants to contribute.

If nothing else, it'll also be a good place to organize a plan of attack. The theme shouldn't be "haha use savestates skrub this is unplayable youtube garbage" but more like "EVERYTHING YOU KNOW IS WRONG" silliness. For instance, one idea I had is to rename the HARM spell line, and then also make it work on different enemies than usual, say, wolves or giants or dragons or what have you. Change weaknesses around, give enemies different spells, force him to go through Gurgu Volcano before the Ice Cave, wackiness like that.

Last edited by LaularuKyrumo; 09-19-2017 at 02:35 PM.
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  #2  
Old 09-17-2017, 06:25 PM
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Got any tools?
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  #3  
Old 09-17-2017, 08:39 PM
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FFHackster exists and will probably be enough, unless we get really elaborate and start adding stuff like brand new spells and status ailments, which doesn't seem 100% necessary. I'm also reasonably sure that you can feed a bugfixed rom into Hackster and not ruin everything, but we'll find out soon enough!
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Old 09-17-2017, 08:46 PM
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Is he gonna be reading this thread? Is it safe to use this space for design?
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  #5  
Old 09-17-2017, 09:37 PM
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I doubt it? His last post was in 2014, I don't think he even lurks anymore. Besides, if I knew someone was making a romhack specifically to troll me, after I put the idea out there into the world, I wouldn't want to spoil it for myself.

I could always cook up a discord server if need be, though.
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  #6  
Old 09-17-2017, 09:42 PM
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Just tell me what you need me to do, boss.
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  #7  
Old 09-18-2017, 12:30 AM
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I did a FF1Random with pirates that had POISON, from Gass Ds. We should do that. Also their first spell was mute and their second ability was TRANCE.
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  #8  
Old 09-18-2017, 01:05 AM
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I dunno about POISON-using PIRATEs, though. Their SKILL threshold would have to be something like, 3%, because there's nine of them, and if one of them gets that spell off at any point, it's a TPK. TRANCE is totally something I'd use at a 10% shot, though, because stunlocking is always funny.

I had the idea to use the dummy-Garland sprites that show up at the very bottom of the Temple of the Fiends, but I might have to do some poking to figure out exactly how to make it work. The idea is, we have a couple slots we can use, where an NPC just poofs when you talk to him. Have Garland in the present just do that, chide the player somehow before he warps off. Princess would teleport him over to the castle as usual, but on the way out, there's GARLAND, there to ambush him.

Another always-fun-time we could do is have one dungeon just, composed entirely of six or seven different instances of an enemy with the same name and sprite, but they're all wildly different in abilities. Give one of them like, a 5% chance of punking the Light Warriors with CRAK or ZAP! or something suitably final. Rather not overuse NUKE too much for the insta-kill, though it should happen at least once. Like, maybe ASTOS's eighth spell is NUKE, so if you don't finish him before he gets through the rotation, game over man.

Aside from just throwing ideas out, though. The way I see it, every 'area' in the game has three main parts to it: a Thing you're supposed to do, a Challenge that the game presents you in order to stop you from doing it, and a Strategy you use to overcome that Challenge. The name of the game is subverting expectations, so the things that used to work, shouldn't, and the things that didn't, should.
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Old 09-18-2017, 03:19 AM
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Two words: Monster Closets.
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  #10  
Old 09-18-2017, 05:12 AM
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Quote:
Originally Posted by SpoonyGundam View Post
Two words: Monster Closets.
In Cornelia Castle.
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  #11  
Old 09-18-2017, 05:55 AM
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Trying to think of things that would be fun-trolly and not bad/annoying trolly.

Put Bahumut in the furthest tile of Giant Hallway.

Right about here or so.



Likewise, fiends should also be in different, hard to access places.
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  #12  
Old 09-18-2017, 07:25 AM
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Swap the prices of pure potions and the pure spell.
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  #13  
Old 09-18-2017, 07:36 AM
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I have been watching lots of FF Rando so I have routing options on the brain: TNT in marsh cave, mystic key in ice cave, ruby in Key locked marsh cave chest, floater in the bottom of earth beyond where you need the rod, slab in ordeals with the teleporters shuffled, tail with the mermaids in sea shrine.

Also give spiders Zap!
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  #14  
Old 09-18-2017, 07:52 AM
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Oh man could you make it so that wrong teleporters warped you to places outside Ordeals? That's some spicy troll potential right there.
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  #15  
Old 09-18-2017, 07:56 AM
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Move ASTOS to guarding the Crown.
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  #16  
Old 09-18-2017, 08:20 AM
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Make Warmech a 1/256 encounter across the entire overworld.
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  #17  
Old 09-18-2017, 09:32 AM
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I kind of feel that rather than put energy into a trolly FF1 game, why not put it towards fixing the many issues with the original?

But failing that insert rare encounters where you fight what look ordinary enemies (same name, colour) that have WARMECH's stats/abilities.

- Eddie
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  #18  
Old 09-18-2017, 09:46 AM
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Oh man, this is a goldmine. Picture this: NITEMAREs have completely unchanged stats except that they now have just a ridiculous amount of HP. "Surely, this thing is almost dead now."

Since this is for Brick, I feel like we need White Mage and Thief to be required classes:
  • The only weapon in Coneria is Thief-only. Garland's HP/defense is high enough that the weapon is basically necessary. Of course, that's the last weapon upgrade the Thief gets in the game, but it's still a better class than in vanilla.
  • EXIT is a level 1 White Mage exclusive. We've removed the exit stairs in all the dungeons.
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  #19  
Old 09-18-2017, 09:51 AM
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Quote:
Originally Posted by LaularuKyrumo View Post
I dunno about POISON-using PIRATEs, though. Their SKILL threshold would have to be something like, 3%, because there's nine of them, and if one of them gets that spell off at any point, it's a TPK.
Maybe give it to like, two of the pirates, and give the rest a spell with the same name that doesn't do anything.
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  #20  
Old 09-18-2017, 09:58 AM
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Is it possible to swap (or even randomize) promotion classes? ie: Fighter promotes to Black Wizard, Black Belt promotes to Knight, etc. I think this would also lead to some really wonky stats and broken/terrible characters depending on how promotion handles that sort of thing.

What about replacing the airship graphic with an invisible (maybe grass) tile so you really, really have to remember where you parked?
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  #21  
Old 09-18-2017, 10:00 AM
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Kaizo Final Fantasy?
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  #22  
Old 09-18-2017, 10:05 AM
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Quote:
Originally Posted by Mogri View Post
[*]EXIT is a level 1 White Mage exclusive. We've removed the exit stairs in all the dungeons.[/list]
Ahahahaha. loooooooooooooooooooooool.

Quote:
NITEMAREs have completely unchanged stats except that they now have just a ridiculous amount of HP. "Surely, this thing is almost dead now."
Quote:
Originally Posted by ThornGhost View Post
What about replacing the airship graphic with an invisible (maybe grass) tile so you really, really have to remember where you parked?
These are brilliant ideas.
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  #23  
Old 09-18-2017, 10:58 AM
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Swap the properties of FIR2 and CUR2. Do not modify any other spells in those lines.
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  #24  
Old 09-18-2017, 11:09 AM
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If possible, have damaging tiles like volcano lava have an increased random encounter rate, rather than none at all.
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  #25  
Old 09-18-2017, 11:09 AM
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Swap out the growth for each class, so, say, fighter is secretly red mage, white mage is secretly ninja, etc.
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  #26  
Old 09-18-2017, 12:16 PM
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The Masmune could have a WarMECH spike in front of it.

If you want to get really evil, SORCERERs could be a random encounter everywhere.
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  #27  
Old 09-18-2017, 12:21 PM
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Quote:
Originally Posted by LaularuKyrumo View Post
I dunno about POISON-using PIRATEs, though. Their SKILL threshold would have to be something like, 3%, because there's nine of them, and if one of them gets that spell off at any point, it's a TPK. TRANCE is totally something I'd use at a 10% shot, though, because stunlocking is always funny.
I mean, in my game I did over three dozen runs before by black mage got a turn first and killed them all with BANE, and I saw exactly one attack. It's not like there isn't an inn right there.

Brick said that was "great" on twitter, he'd be into it.
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  #28  
Old 09-18-2017, 12:33 PM
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Can you make enemies drop negative gil? If so, do that to Kyzokus.
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  #29  
Old 09-18-2017, 01:13 PM
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Fix the status attack resistance bug, make every enemy after prorings are available have the instant death attack.
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  #30  
Old 09-18-2017, 02:15 PM
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Quote:
Originally Posted by Destil View Post
Fix the status attack resistance bug, make every enemy after prorings are available have the instant death attack.
Except for the ones who already had it; they now petrify.
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