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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 72.22%
Go all in and potentially add new dungeons with brand new content 5 27.78%
Voters: 18. You may not vote on this poll

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  #61  
Old 09-18-2017, 08:03 PM
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Quote:
Originally Posted by Eddie View Post
How about you can simply tal to the dwarf and get access to the entire ocean without having to find TNT. But leave the crown to herb to magic key path in, replace the TNT in Corneria with cloth armor.
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Originally Posted by aturtledoesbite View Post
YES.
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  #62  
Old 09-18-2017, 08:17 PM
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Originally Posted by LancerECNM View Post
I feel like no exits to any dungeons would get old quick, but the ruined Temple of Fiends should absolutely not have an exit - you get warped out once by the Princess anyway, so if Brick doesn't notice the lack of exit, that's his own fault.
So! A friend of mine gave me an idea.

Yes, the Princess warps you out. But to where?
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  #63  
Old 09-18-2017, 08:20 PM
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Put literally any useful item in the key locked marsh cave chest. Anyone who has ever played Final Fantasy knows you want to spend as little time in there as possible, let alone make a second trip.
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  #64  
Old 09-18-2017, 08:21 PM
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Quote:
Originally Posted by aturtledoesbite View Post
So! A friend of mine gave me an idea.

Yes, the Princess warps you out. But to where?
Matoya's Cave. You need to get to Pravoka and beat the Pirates before you can get back to Corneria and have your bridge built. Also, you need that flute. This takes Garland from "speedbump" to softening you up and draining your supplies for an endurance run.

I feel like we should probably make a change log for it, organized by area, once it's all done. That way tapping out is an option.
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  #65  
Old 09-18-2017, 09:01 PM
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Originally Posted by Solitayre View Post
Example:

The canoe is all that is needed ot reach the Volcano, so make Kary the first Fiend.
Yes, but. I see I forgot to mention something important in the giga-post, which I'm gonna go back and edit in: the NPC that gives you the canoe is activated by the death of Lich. I don't know offhand if the Canoe in particular can be given around like this. What I COULD do, though, is add a pirateship port near the volcano, so you don't even need the canoe. I'm pretty sure that some amount of overworld editing is possible, so keep that in mind--remember when I said we could have an arbitrary number of dungeons? That's what I was alluding to.

I LOVE the Princess warping you over to Matoya's Cave, though. I dunno if I like the idea of getting the ship just to go back to Coneria and get a bridge, though--once you have the ship, the bridge is obsolete. We could, however, just move the king to another map somewhere, even make Brick do a dungeon to get to him. Once that's done, you talk to the king, he builds the bridge, then you go back across. Perhaps we make the player do the entire Key subquest on the Pravoka continent, then use the Key to reach the King, use the bridge and the Key to get into the Marsh Cave, then that's where you get your boat. From THERE, we send him to Elfland to find the TNT.

EDIT: The lute, that's right. The actual amount of rerouting depends on how many distinct dungeons/challenges we want to subject Brickroad to. The list of such areas in the Vanilla game are:
  • Garland sitting in the Temple of the Fiends
  • Pirates in Pravoka
  • Marsh Cave
  • Astos
  • Earth Cave (1st Trip)
  • Earth Cave (2nd Trip) (FIEND: LICH)
  • Gurgu Volcano (FIEND: KARY)
  • Castle of Ordeals
  • Ice Cave
  • Waterfall Cave
  • Sea Shrine (FIEND: KRAKEN)
  • Mirage Tower
  • Floating Castle (FIEND: TIAMAT)
  • Temple of Fiends II (CHAOS)

That's 14 distinct "things" that have to be done, one of which is the final boss, one of which I counted twice, and three of which are just little podunk spots on the overworld where you walk in, kick some dude's ass, and walk out. But again, that's not a hard-and-fast number we have to stick to. Note the following areas I didn't even consider as dungeons, but are distinct maps in the game:
  • Matoya's Cave
  • Titan's Cave
  • Sarda's Cave
  • Coneria Castle
  • Temple of the Fiends
  • Astos' Castle
  • All those fucking useless holes in the Dragon Isles

That's just the number of distinct maps we can play with. Combine that with the fact that you can have multiple paths within a dungeon, and multiple trips into a dungeon (due to stuff like the ROD in the Earth Cave, etc), and we're only really limited by two factors: how much content can we come up with for dungeons, and how much overworld editing are we willing to do? Obviously, Brick didn't really expect us crazy fuckers to DO the thing, but if nothing else, I think it'd be an amusing exercise, because he's also said that no one has yet made a FF1 romhack worth playing by anyone. That being said, he also didn't say that we could edit the overworld, or that we couldn't. So it's down to, just how much gameplay do we want? Should we stick to just fucking with the routing and the combat flow, but leave the number of distinct areas intact? Or should we go hog-wild and cram in as much stuff as we have ideas for.

Last edited by LaularuKyrumo; 09-18-2017 at 09:17 PM.
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  #66  
Old 09-18-2017, 09:15 PM
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Quote:
Originally Posted by LaularuKyrumo View Post
I LOVE the Princess warping you over to Matoya's Cave, though. I dunno if I like the idea of getting the ship just to go back to Coneria and get a bridge, though--once you have the ship, the bridge is obsolete.
The bridge is, sure.

But the LUTE is not.
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  #67  
Old 09-18-2017, 09:29 PM
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Another point of discussion we can try: What mechanics already exist in the game, but weren't realized to their true potential? I can think of one already: the MUTE spell. There are an awful lot of spells that only players gain access to, and a good number that only show up briefly and in no significant way. MUTE, for example, I think is cast by exactly one monster? It's also just the player spell, meaning it's single-target, blockable by MDEF, and outright stopped cold by ribbons, which the player WILL have by the time they encounter MUTE.

Solution: Create a new enemy skill (distinct from spells, like CREMATE and BLIZZARD and POISON) called SILENCE that applies the mute status to all party members. Brick always makes fun of mute, because woooo it's not like Imma cast spells anyway.

MUTEd characters can't use spellcasting items. Or drink potions, for what it's worth.

RUSE, FOG, and the ilk also never seem to show up. I'd love to give out XFER at early levels, and then have monsters that cast FOG, FOG2, AFIR, and other buff spells, and make Brick go "HOW DO I HIT THIS GUY" when the answer is right there. I also ran my base rom through the randomizer and applied quality of life stuff, like bugfixing the borked spells, so hopefully TMPR and SABR also function, since those are cool things to have and also will help you get through FOG-spammers.
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  #68  
Old 09-18-2017, 09:33 PM
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Quote:
Originally Posted by aturtledoesbite View Post
The bridge is, sure.

But the LUTE is not.
Forgetting the lute if you aren't railroaded to it is something I could totally see brick doing.
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  #69  
Old 09-18-2017, 09:35 PM
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Change the text in the battle menu to SMITE, INCANT, QUAFF, GOODS, and SCRAM.
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  #70  
Old 09-18-2017, 09:40 PM
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Change the layout of that maze of canals.
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  #71  
Old 09-18-2017, 09:45 PM
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Add a canal, waterway, mountain, or something of that nature that blocks access to the peninsula where the out-of-depth monsters are. Make sure the player can still see it. Change the encounter table for that zone to include something rare and weak. Hack it to drastically increase its EXP and gold yields.
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  #72  
Old 09-18-2017, 09:49 PM
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Change the dialog of the broomsticks in Matoya's cave to be a terrible pun.
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  #73  
Old 09-18-2017, 09:52 PM
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Is there a rat-like enemy? If so, make them very common encounters on the Cardia Islands, and make it so they always drop a Tail. Put something else in the Castle of Ordeals.
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  #74  
Old 09-18-2017, 10:08 PM
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enemies don't actually drop items in FF1, only moneys and xps
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  #75  
Old 09-18-2017, 10:10 PM
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Damn...! Outplayed!

Put the Tail in a treasure chest right next to Bahamut.
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  #76  
Old 09-18-2017, 10:14 PM
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Change the names of monsters to match their inspiration from the D&D Monster Manual. BEHOLDER instead of EYE, DRIZZ'T instead of ASTOS, etc.
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  #77  
Old 09-18-2017, 10:15 PM
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The canal is the new bridge.

Also, I'm wondering if there's a way to rewrite it so every event in the game is somehow a fetch quest by the sleeping prince.
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  #78  
Old 09-18-2017, 10:22 PM
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If we're feeling very ambitious: replace the theme that plays for the bridge cutscene with an 8-bit remix of "Never Gonna Give You Up"
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  #79  
Old 09-18-2017, 10:24 PM
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Nah, too easy.

Replace it with the theme from Dragon Quest.
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  #80  
Old 09-18-2017, 10:24 PM
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The menu theme with the pause theme from Battletoads.
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  #81  
Old 09-18-2017, 10:56 PM
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Quote:
Originally Posted by McClain View Post
Forgetting the lute if you aren't railroaded to it is something I could totally see brick doing.
This is absolutely the idea.



So The early game cash grinding strategy involves lots of sea combat aided by Lit2. Can we give mute to some sea-faring monsters?
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  #82  
Old 09-18-2017, 11:04 PM
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We can also just straight up give sea monsters resistance to lightning (and make them cast ALIT to fake Brick into using it), and maybe the occasional BRAK spell.
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  #83  
Old 09-19-2017, 08:31 AM
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I don't think I've seen this mentioned, but can we somehow limit the inventory in game-significant ways? Like Knight/Fighter only gets two equip slots, or mages can only learn one spell per level?
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  #84  
Old 09-19-2017, 09:07 AM
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Change which doors/entries point where.

Coneria Castle is now the Temple of Fiends. The Temple of Fiends is now the Castle of Ordeals. Elf Castle is the actual location of Coneria Castle, so when you beat Garland, you're suddenly on another continent.

Sardra's Cave is now the Volcano (but don't worry, the ROD is still in there, guarded by that red dragon).
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  #85  
Old 09-19-2017, 01:42 PM
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The fiends are renamed Milon, Kainazzo, Valvalis, and Rubicant. The elements do not match.
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  #86  
Old 09-19-2017, 01:52 PM
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This all sounds amazing. How do we do this? It would make sense to have a single person sort of "own" the thing, preferably someone who can do all the romhacking stuff.

Would probably be a good idea to set up some sort of google spreadsheet with all the best ideas, and maybe detail what parts of the game those ideas need to touch, how they might interact with other changes, etc.

Not sure how prudent it is to decide everything by committee but I really like where this is going so far. Y'all have some straight up devious ideas.
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  #87  
Old 09-19-2017, 01:55 PM
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Quote:
Originally Posted by narcodis View Post
Not sure how prudent it is to decide everything by committee
It worked quite well overall for the Giant Bomb Makes Mario series.

Here's one: red mages can learn every spell, and for the first 10 levels have high MP growth. after level 10 they get no more mp boosts.
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  #88  
Old 09-19-2017, 02:00 PM
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No MP in FF1 NES. But giving them no more than one spell charge per level might work.

Edit: or an insanely large number of level 1 spell charges and no higher ones. Or only even- or odd-numbered spell levels.

Edit: what is the link to the hacking tool? We need to know what it's capable of.
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  #89  
Old 09-19-2017, 02:15 PM
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Here's what I found. Didn't check too hard, that's just what Google pulled up.
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  #90  
Old 09-19-2017, 02:19 PM
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Quote:
Originally Posted by LaularuKyrumo View Post
...exchange Ruby for Rod...


sorry
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