			Final Fantasy VI: Brave New World - README

			TABLE OF CONTENTS:

				1. A PERSONAL MESSAGE FROM BTB
				2. INSTALLATION
				3. CHARACTERS & GAME BALANCE
				4. PATCHES & ASSEMBLY HACKS
				5. BUGS & KNOWN ISSUES
				6. VERSION HISTORY
				7. CREDITS & CLOSING

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				1. A PERSONAL MESSAGE FROM BTB




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One day, about a year and a half ago, a coworker of mine showed me a Final Fantasy VI ROM editor he'd
found on the world-wide pornography receptacle known as the internet. Both of us being fans of great
games, which Final Fantasy VI just happens to be, we got to talking about how the editor could be used
to fix bugs and other issues in the game, like how some asshole left the caps lock on when he was naming
everybody. This soon led to a discussion about how cool it would be if there was a way to restrict the
use of certain espers to certain characters, beyond which the story differs depending on which one of us
you ask since neither one of us wants to assume credit for instigating this mess. What we can agree on,
however, is that the resulting product of over a year's work is something that we're very proud of.

This mod was created in two basic parts. Using the above-mentioned editor, I set out to work on the
game's character and enemy data, espers, spells, items, and equipment. A summary of these changes is
provided in the form of a "printme" file, which is meant to provide helpful supplemental information to
players - a good deal of which couldn't be easily provided in-game - as well as invoke nostalgia for the
days when video games didn't suck and the inclusion of such "feelies" was standard practice for quality
products. A detailed discussion of these edits can be found in section three of this readme.

The other half of this mod is basically everything that I couldn't do in the editor, which was instead
done by Synchysi in a combination of assembly, hex, and voodoo/witchcraft. These edits include a large
variety of things, many of which we're not at liberty to share (at least not up-front). Those that DO
need to be advertised, however, are very important to note and are detailed in section four.

The third half of this mod (math isn't my strong suit) is the dialogue/script, which was a joint effort
between the two of us. The goal wasn't so much to change anything as it was to enhance what was already
there. We aimed to preserve the areas of the original Ted Woolsey translation that actually worked while
making what didn't more faithful to the original Japanese. In addition to this, we've further built upon
existing characterization and storylines in a manner that will hopefully blend in seamlessly with the
original and avoid an "obvious fan translation" feel (at least in the parts that were taken seriously).

We're very interested in hearing what everyone has to say about the mod, so you can find our contact
information at the bottom of this readme. Feel free to write to us with any questions or comments, or
even if you're just feeling lonely (especially if you also happen to be an attractive Swedish redhead).
And above all else... have fun. If everyone who tries this mod out has even half as much fun playing it
as Synchysi and I did making it, then I would consider it a *huge* success.

Oh, and one last thing:

			TALK TO EVERYONE AT THE BEGINNER'S SCHOOL AT NARSHE.

						-BTB

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				2. INSTALLATION




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Brave New World is distributed as an .ips patch, which is the standard for SNES mods as it avoids the
legal issues of distributing a fully-patched ROM. To make things as easy as possible for everyone, we've
also included a utility called "Lunar IPS" which will apply the patch to the ROM directly rather than
having to set it up through your emulator.

To install the patch, just follow these easy instructions:

      	First, ALWAYS PATCH A CLEAN ROM - that is, a Final Fantasy 3 US (version 1.0 or 1.1 - either one
	is fine) ROM with no patches already applied to it. If you don't patch a clean ROM, you're gonna
	have a bad time.

      	Also, back up your ROM before applying the patch. This is very important because, once your ROM
	is patched, it can't be UNpatched. While we're not suggesting that you'd ever want to go back to
	vanilla FF6, we will update this thing from time to time and each update will need to be applied
	to a fresh ROM (see above). So keep that backup handy!

      	There are two versions of the patch: one for headered ROMS (H) and one for unheadered ROMS (N).
	Applying the wrong patch will result in the game crashing like a Russian spacecraft on re-entry
	when you attempt to run it, so you'll know real quick if you fucked up. An easy way to tell if
	your ROM has a header is to check its size: headered ROMS are 3073 kb, unheadered are 3072 kb.

      	If your delicate sensibilities are offended by bad words like "douche fuck" and "cock wrangler"
	(note: the above is hyperbole - neither phrase appears in the mod), then apply the patch labeled
	"Clean New World" AFTER applying Brave New World. Be warned that Clean New World was not taken
	seriously and contains many instances of obviously (and badly) censored dialogue.

      	And that's about it. Lunar IPS is very straightforward and easy to use, so just patch 'er up and
	stick it in the folder you keep your ROMs in. If you want to make sure that the patch took (and
	who wouldn't?), go into the config menu; you should see the version number listed in the upper
	right-hand corner. The patch will not change the title screen - awesome as it would be - to the
	mod's official logo, so don't fret if you load the game and nothing seems immediately different.
	If you manage to get up to naming Terra without the game crashing, then you're ready to rock.

Finally, note that while applying an updated version of the patch to your game will not invalidate your
existing save states, you should save the game the normal way (that is, by using an in-game save rather
than a save state) prior to updating and then reset the game afterward. This is to clear data out of the
SRAM, which often includes shit that we fix in our updates.

Oh, and one last thing:

			TALK TO EVERYONE AT THE BEGINNER'S SCHOOL AT NARSHE.

				(Seriously. I'm not kidding. Do it.)

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				3. CHARACTERS & GAME BALANCE




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The original Final Fantasy VI was a lot of things, but challenging wasn't one of them. The unfortunate
trend of characters being more or less entirely interchangeable in combat situations noticeably began
with this game and only got much, much worse as the shambling corpse of a once-great series stumbled
further and further into the realm of complete shit. A commendable effort to create an unprecedentedly
complex system of spells and attacks was matched with oversight ill-equipped to handle the plethora of
bugs and balance issues inherent in such a setup without a near-obsessive attention to detail, resulting
in quite possibly one of the most buggy and broken mainstream games in existence. Luckily, I just so
happen to be both exceptionally obsessive and have way too much spare time on my hands.

The discussion of a subject as broad as overall game balance should probably start at the same place we
did in development, which is at the characters themselves. At the very heart of the game's diversity is,
as mentioned above, who you can choose to play as. Final Fantasy VI had a rather unique system in that
pretty much the entirety of character development was tied to espers, which carried a few rather obvious
downsides. The first is that, due to poorly-coded/implemented game mechanics, only one stat (magic) was
at all worth raising in the first place. This led to a great deal of munchkining despite nothing at all
resembling enough difficulty to warrant it, especially considering that, because any character can use
any esper, the endgame invariably devolved into an Ultima spam-fest (which would be the other downside).

Two major sets of changes were made to the code by Synchysi (see section four of the readme) in order to
help me deal with this issue. First, we had to change the way that the game handles every other stat so
that magic isn't the only one with any significance whatsoever. Secondly, we had to take care of that
pesky "everypony can equip every esper" problem, which was actually a rather significant achievement on
his part given that it's apparently something that hackers have been trying to do for years but could
never quite figure out. And so, with both learnable spells and boostable stats now restrictable by
character, I set out to mold each one of them into a unique flower.

Here's a quick (not really) rundown:

      	Terra and Celes are discussed together here since they both still function very similarly to one
	another. They're essentially red mages on steroids: jacks-of-all-trades who can easily adapt to
	any team you put them in (as is befitting of their "main character" statuses) and who can excel
	in any role that they're set up for. Both lack a directly offensive special skill, and so their
	usefulness is greatly dependent on their spells and equipment far more so than everybody else.
	Lucky for them, they both have access to the game's best equipment along with more espers (and
	thus more spells) than everyone else does. Terra's main advantage is a superior spell selection,
	while Celes has better stats and a now more intuitively useful Runic skill. The list of spells
	that can be absorbed by Runic has been standardized to include all white, grey, and black magic
	(basically any spell that starts with a colored dot), but no "blue" magic (those which do not);
	enemies also now use such spells more frequently so that Runic should be more worth your while.
	Regarding Morph, it no longer runs on a timer and is instead now a permanent toggled stance that
	boosts Terra's offense at the expense of doubling all damage that she takes. Morph is the first
	of several skills in the mod that aim to rescue stamina from the "dump-stat" heap by allowing
	Terra's stamina to reduce this penalty, thus making a stamina build one of the many different
	options available to her. Regardless of her build, however, a morphed Terra is easily the mod's
	most fearsome warrior and will likely be the first character to hit the damage cap.

      	Locke, at first glance, appears to be nothing more than an inferior version of Terra and Celes.
	He lacks their magical power and their offensive spell repertoire, focusing instead on physical
	attacks and healing magic. But what he lacks in their versatility he picks back up with his high
	speed and evasion. Neither stat featured very prominently in the original game, and Locke serves
	as a good example of just how significant these advantages are now. His armor leans toward the
	lighter side of the spectrum and he's likely to forgo the use of a shield in favor of a second
	weapon (note that since the dual-wield property is now attached to certain weapon types instead
	of to a relic, this functionality is both immediately available and no longer takes up a relic
	slot), thus his main defense is just not getting hit in the first place. Furthermore, his speed
	advantage will be felt both in his role as one of the game's primary healers (Terra, Setzer, and
	Relm are the others), as well as his ability to deal physical damage much faster than most other
	characters can. His magical abilities - curative and otherwise - are also aided by the fact that
	he is now one of the three characters to which the X-Magic ability is restricted (Mog and Strago
	are the other two). However, dual-casting with Locke is something of a double-edged sword and is
	an effective demonstration of how the more limited MP pools for non-magical characters relegates
	them to more physical roles. Rounding out Locke's skillset is steal, which has been reworked to
	make a bit of fucking sense; only enemies who might be actually holding something (i.e. humans)
	can be stolen from now. Trying to steal from a bear will just get you a very dead Locke.

       Edgar, in stark contrast to the above, is a character whose usefulness is tied almost completely
	to his special skills - although one of our overall goals was to make regular physical attacks
	more appealing, Edgar remains the game's one character with a clearly preferable alternative in
	his Drill and/or Chainsaw. In the original game, Edgar peaked early due to his tools being very
	overpowered initially, but they failed to scale well and left him with little else to do in the
	endgame besides dragooning. We've thus overhauled Tools in an attempt to keep the skill relevant
	into the late game, as well as reduce the gross amount of redundancy that many of them initially
	possessed (Drill vs. Chainsaw comes immediately to mind). Of specific note are his two new tools
	(Defribillator and Mana Battery) which provide a significant degree of utility purpose and allow
	for an alternate build of Edgar's stats that seeks to capitalize on something other than simply
	thrusting his drill into things. Of course, the latter is still very much an option, and Edgar's
	weapons have been rewokred to ensure that they remain an important part of his load-out even if
	they are only functioning as stat sticks. Swords provide good evasion and stat boosts, whereas
	spears have been retooled into defensive weapons that boost max HP and randomly counter-attack.
	Spears now also poossess the "hold with both hands for moar damage" property, which can combine
	with the inherent bonus that spears already add to jump attacks for some truly amazing damage.
	In part because of this, and in part because of the whole "unique flower" thing, dragooning is
	now exclusive to Edgar and Mog (well, and Gogo). Edgar also has ab advantage in his ability to
	tank with his high HP, heavy armor options, and long-range special abilities. He gets a handful
	of healing and support spells to further assist him in this role, but the sticking point is that
	he must rely entirely on his other skills for damage output.

      	Sabin has been through quite a few changes in the mod in order to make him fit the character
	achetype that he's meant to be. Whereas his brother is basically Kain from FF4 with Tools, Sabin
	now more closeely resembles Yang. The mere presence of blitz originally relegated his regular
	attacks to the rubbish bin, and his claws didn't even make for decent stat sticks since the best
	blitzes all dealt magical damage. Taking a cue (or two) from Yang, the new name of Sabin's game
	is lots of elemental damage and lots of	status effects: all of his claws now do elemental damage
	and have random spellcasts. He's then forced into dual-wielding by being one of three characters
	that can no longer equip shields. He makes up for this, as well as his inability to wear much in
	the way of armor, by having some of the game's best natural stats (which is more befitting of a
	monk-type fighter). Blitzes have also been reworked, just as tools were, in an attempt to keep
	them all useful throughout the game. The result, again like Tools, is a widely varied skillset
	that provides the player a choice as to how to develop Sabin's stats. A vigor-focused Sabin, for
	example, will focus more on his physical blitzes like Pummel and Suplex (which continue with the
	status theme by setting seizure and muddle, respectively), as well as the real ultimate power of
	Bum Rush. On the other hand, several blitzes are now fueled by stamina, making Sabin one of the
	mod's best users of the once-useless stat. A stamina-based Sabin is a more defensive Sabin who
	assists the team with Mantra and its new counterpart (Chakra) that restores MP instead of HP.
	This Sabin will rely more on the now stamina-based Aurabolt for damage, particularly since his
	physical blitzes (which Aurabolt is *not*, just so we're clear) are now subject to the back-row
	penalty just as regular attacks are. Regardless of how you build your Sabin, however, he remains
	a solid fighter and one of the game's better tanks due to his high stamina and HP.

      	Cyan suffered greatly in the original game for being the most physically-oriented fighter in a
	world where magical damage reigned supreme, and as such was generally regarded by players as one
	of the weakest characters. Now the resident king of physical damage, Cyan is probably one of the
	game's *best* characters. Like Edgar and Sabin before him, his bushidos have been overhauled so
	that the majority of them aren't just there to fill space. In fact, the skill formerly known as
	"Sword Tech" represents what we feel to be the most balanced and diverse set of	abilities in the
	entire mod. From the undead-killing powers of Mindblow (the "Dies at 0 MP" flag is exclusively
	used on all undead monsters) to the muddling effects of Flurry (AKA Quadra Slam), every bushido
	has a purpose to fill and a chance to shine. Also, we utilize a patch to make the bushido meter
	no longer take a fucking lifetime to charge so everything past Dispatch is now actually usable.
	Like Sabin, Cyan is now denied the use of shields in order to force the inherent "can hold with
	both hands for extra damage" bonus on all of his weapons, so even his regular physical attacks
	are now scrotum-clenchingly powerful in their own right. Also like Sabin, all bushido techniques
	that deal physical damage (most of them) will be only half as effective to those without a brave
	warrior spirit who cower in the back row. But even with these drawbacks, Cyan's heavy armor and
	earlier access to Empowerer ensures that he's just as good at taking damage as he is at	dishing
	it out. Furthermore, the overall lack of diversity in Cyan's esper bonuses guarantees that he'll
	end up with more strength and/or HP than just about anyone else by the end of the game.

      	Shadow, being a ninja, naturally ends up filling the role of "fragile speedster". He thus tends
	to die quite easily if he gets hit, particularly earlier on in the game, but his evasion is such
	that he hardly ever does. Offensively, he almost ends up with the problem that Edgar has where a
	superior (and row-ignoring) special skill makes regular physical attacks pointless. However, the
	price of throwable weapons and a completely revamped economy are sufficient to keep him in check
	(also note that throw is now standardized to only knives, scrolls, and stars - no more chucking
	rods or swords). Also, again because he's a ninja, Shadow should totally be dual-wielding his
	awesome ninja weapons and is thus the third character to have shields disallowed. While he can
	double-fist one of Cyan's katanas, he's generally less effective with them than the man himself
	and will likely better benefit from keeping a knife/tanto in his off-hand. Finally, Shadow is
	*fast* (again, ninja); while his individual attacks later on in the game may not pack the same
	punch as those of his contemporaries, he's liable to end up getting in two turns for every one
	of theirs. Further, using his first-strike capabilities to exploit elemental weaknesses with his
	scrolls can end many battles before they even start (in true ninja fashion).

      	Gau has always been a love-him-or-hate-him sort of guy, and at least that much hasn't changed in
	this mod. What I've tried to do is make it harder to hate loving him by revamping his Rage list
	in the same vein as the other special skills, rendering all of the 64 remaining Rages (down from
	nearly four times that number) hopefully at least as desirable as the six or seven of them that
	were at all useful before, not to mention a great deal more diverse/unique. The mechanics of The
	Veldt itself have also been changed so that those inclined to use him no longer need to invest a
	motherbucking lifetime building him up. Without going into too much detail, unrageable enemies
	will no longer appear on the Veldt and those with rages all appear commonly instead of with the
	same rare frequency as a sober Irishman. Stat-wise, he ends up drinking from the same punchbowl
	as Shadow: he dies in a gentle breeze, he prefers to evade damage over taking it, and he's one
	speedy little shit. Like Shadow, Gau will end up retardedly fucking fast by the end of the game
	largely due to a lack of other useful stats to boost through espers. Combined with the fact that
	Rage has no execution delay (see section four of this readme) and requires no user input beyond
	the initial selection, Gau is easily the mod's fastest character. In the end, though, he's still
	the same as he's always been: useful bordering on broken if used well, but very difficult to use
	well. As most of his effectiveness stems directly from proper/clever use of his Rages, the info
	found in the printme (enemy data in particular) should prove especially	helpful to Gau fans.

      	Setzer, perhaps most importantly, is one of the mod's primary healers. He's also arguably the
	tankiest, with the potential to gain lots of HP through espers and being restricted mostly to
	wearing heavy armor. While his selection of healing spells is obviously important to this role,
	equally notable is his Slots command. With a slight power boost and the ability to raise magic
	power (which all Slot commands are based on) through espers, losing Slot spins act as something
	of a poor man's version of Banon's Health command and makes for an effective and spammable heal.
	The slots themselves have been adjusted to favor timing over rigging (see section four below for
	details), and winning spins will allow Setzer to significantly contribute to the team's offense
	if he's good enough at nailing them. Physically, he has the option to dual-wield and is now the
	exclusive user of the retooled Offering relic (see section four below and the printme). He also
	possesses weapons (his dice) that isn't subject to the damage penalties imposed by either one of
	those things, as well as weapons that rely more on insta-kill procs (Tarot, Trump) than direct
	damage to be effective. And then there's GP Toss, which is probably Setzer's best choice for
	dealing consistent, reliable damage that doesn't involve giving up his shield. The formula has
	been reworked to make it an actually usable attack that's based off of Setzer's stamina (again,
	see section four for details), which tempts an alternate build to maximize its damage output and
	Setzer's role as a traditional healer that relies less on random chance than he typically would.

      	Mog is by far the most versatile character in the mod, though he falls into the same category as
	Gau in that his versatility poses a certain challenge in using him well. He gets a very generous
	selection of esper stat boosts and a great potential to maximize them since he's an entirely
	optional character, but what you focus on will depend largely on what you want to do with him.
	Should you choose to tank him, his HP boosts, long-range abilities, and heavy armor make him one
	of the mod's best. Alternatively, you could focus on his magical abilities, the most notable of
	which are his dances. While boosting Mog's magic power will fuel the raw might of his offensive
	dance steps, stamina will determine both the effectiveness of his curative ones and his chances
	to initiate a dance on non-native terrain. The steps of each individual dance have been tweaked
	in order to make them more distinct from one another and to further promote strategic thinking
	when choosing one. Desert Aria, for example, focuses on multi-target crowd control, while Forest
	Suite is a defensive dance that's particularly suited for boss battles. Outside of dance, Mog's
	spell selection is a bit on the esoteric side, but possess a lot of strategic potential through
	the use of X-Magic. On the physical side of things, Mog's biggest draw is the option to	dragoon
	him; he can do respectable damage from the air, but he's otherwise a bit weak for his physical
	attacks to be a reliable primary method of dealing damage.

      	Strago is essentially Cyan's magical counterpart in this mod: he casts the spells that makes the
	peoples fall down. Strago boasts both the highest natural (and potential) raw magic power in the
	game, as well as some of its best spells - namely his lores, which have all been given the same
	treatment as rage wherein the useless filler has been dutifully pruned out and all that remains
	is now much more helpful. His normal spell selection is a bit less impressive, but he gets the
	option for X-Magic to keep them competitive. As for his equipment, all rods (Strago's weapon of
	choice) now possess the "consumes MP for critical hits" property so that their random spellcasts
	can help Strago deal kick-ass damage even with his regular attacks. However, all of this makes
	him more dependent than any other character on MP to be in any way effective in battle. Because
	of this, he's one of the few characters able to significantly esper-boost his MP and one of only
	two with access to the Osmose spell. Strago is, unfortunately, rather squishy as wizards tend to
	often be. His natural stats and armor will provide him with very good magical defense, but his
	physical defense and overall health will remain quite low. And this is all to say nothing of his
	abysmal speed - the geriatric old fuck couldn't outrun a parked car. Like any squishy mage worth
	his spell components, the basic idea with Strago is to stick him in the back row (unless you're
	just going apeshit with random rod casts or something) and let him wreck house from there.

      	Relm may seem like a tiny, foul-mouthed version of Strago at first, but she's actually a very
	different beast. Both are glass cannons with an emphasis on powerful magical attacks, but the
	similarities end there. First off, she trades in a bit of her grandfather's raw magic power to
	get back some much-needed speed. Second, Relm possesses a handful of the game's strongest spells
	both as her main advantage and as her main weakness. Dubbed "Little Miss Overkill" in testing,
	Relm functions well as both an offensive powerhouse and as the last of the game's main healers.
	The downside is that she's something of a two-trick pony and has pretty much nothing else going
	on for her otherwise. Until she learns Meteor and Flare later on in the game, Relm's offense is
	largely limited to her sketch ability - which we've at least fixed to use her stats instead of
	the target's so that it	actually does damage. And her only real healing ability besides two of
	the game's best white magic spells is whacking her teammates with a paintbrush, which for some
	reason will now heal them (not that being hurt by them made any more sense). Because of Relm's
	strong emphasis - that is to say her outright dependence - on powerful magics, she's the other
	character who now learns Osmose so that she at the very least remains somewhat self-sufficient.
	Just remember that she's still quite squishy, so stick her in the rear and use her speed and
	overpowered magic as a means to	eliminate as much of the enemy threat as quickly as possible.

      	Umaro and Gogo, lastly, end up in this mod as largely enhanced versions of what I presume they
	were originally meant to be. Umaro is big, strong, and hits like a fucking truck. Due to this,
	he'll appeal greatly to inexperienced players that are just looking for a tank to smash	shit up.
	But because he can't really do anything *else*, his long-term usefulness is somewhat limited.
	Gogo, on the other hand, looks downright horrid on paper due to his shit stats and generally
	lackluster equipment options. However, the mysterious pile of rags holds great rewards for the
	clever player who takes the time to unlock his true potential. In the original game, Gogo's role
	was heavily diminished due to the aforementioned fact that, by the time you found him, your team
	was already full of faceless Ultima factories. But if we've at all succeeded in our goal to mold
	every character into a unique being, each with their own distinct advantages and disadvantages,
	then there's tremendous value in someone who can wield any of those advantages at will. In fact,
	if not for his abysmal stats, Gogo would be hands-down the absolute best character in the game.
	And even with them... he still very well may be.

Moving on, there are a few things that should be discussed on a more general level. As I noted several
times above, evasion now factors much more prominently into the game than before. This applies to both
physical and magical evasion, though both have been handled a bit differently. Specifically, unlike your
characters, enemies now only possess physical evasion. This is why you'll notice that the printme only
lists hit rates for magical attacks; all weapons (excepting the ones that never miss) have been set to
100% accuracy across the board - and special skills like bushido and throw could never be dodged in the
first place. You see, contrary to what any rational person might assume, 100% is only a perfect hit rate
if the target has absolutely no evasion; a "true" perfect hit rate is 255%. And since that shit can get
really confusing really fast, I've decided to simplify things as much as possible so that the only thing
you need to remember about how evasion works is that any hit rate higher than 100% is only relevant when
the attack in question is being used against you. That said, Stamina now acts as something of a hidden
factor in evading several attacks (see section four for details), so even attacks that would otherwise
never miss still can against targets with high (or any) stamina.

Something else I should mention, as it seems to confuse a lot of players, is how to tell if an attack is
physical or magical. I tried to make it is intuitive as possible in the printme, but to make it crystal
clear: ALL DAMAGE IS MAGICAL UNLESS OTHERWISE STATED. The printme very specifically notes all physical
damage as such (although the in-game descriptions for some of these attacks may be a bit less clear due
to space restrictions); everything else is a magical attack. A common point of confusion seems to be the
new stamina-based attacks, such as Sabin's Aurabolt blitz or Cyan's Dragon bushido. These are magical
attacks set to consider the user's stamina instead of magic power, which is why they are unaffected by
relics that boost the wearer's physical damage output. It's also why they're not subject to the back-row
damage penalty, whereas physical blitzes and bushidos like Pummel and Dispatch now are.

The economy is another subject that should be brought up. In the original game, outfitting your team was
mostly a simple matter of buying the most expensive gear at every town you came across and still winding
up sitting on top of a massive pile of cash by the end of the game because you'd long since ran out of
shit to spend any of it on. As a quick look at the printme file should reveal, neither of those things
are still true: the most expensive equipment is not necessarily the "best", and there are lots of shiny
things to spend your money on even late into the game. And failing that, there's always GP Toss.

In a similar vein to the above, rare items and equipment are now just that: rare. No more farming that
shit by stealing it from random mooks on the street, or even worse, stabbing them with legendary swords
until they for some reason turn into elixirs. While theft (sorry, "Treasure Hunting") is still a useful
way to acquire certain... things, the latter is no longer possible at all because it's fucking stupid.
Using Ragnarok on your enemies now turns them into bloodied corpses, not endgame gear. Note that a good
deal of the game's treasure chests and boss drops have been edited, as well, so you don't end up with
mountains of awesome shit even *without* the farming.

The role of the Colosseum has likewise shifted away from being a place to farm legendary artifacts to a
place where you can win rare things by trading in *other* rare things. Look at the printme file. Don't
see a value listed for an item or a piece of equipment? That shit's rare. Don't want it? Bet it at the
Colosseum. Don't like what you get? Bet that shit. Repeat until either satisfied or insane. While some
of the things you can win at the Colosseum are direct upgrades of what you bet (and are thus well worth
the visit), most of the prizes will require you to give up at least something almost as nice in return.

Finally, and most notably, there's enemies. After all, what's the point of going to all this effort to
shape your team into a diverse force of awesome and great justice if you don't have any good challenges
to throw at it? By far my biggest achievement in this mod is what I've done here, because I've literally
rebuilt the game's entire enemy system from scratch: every formation in every pack in every zone, every
setting and every statistic on every enemy, and every single last motherfucking battle script in the
entire motherfucking game has been completely rewritten, with the goals being a greater variety of
enemies and enemy behavior, as well as a greater emphasis on good strategy to defeat them.

"What is a good strategy?" you may ask. Well, it's certainly *not* "there is one way to win each battle
and failure to do exactly that will result in you getting your ass handed to you every time". First off,
Brave New World was not intended to be - nor is it marketed as - a difficulty mod. It ends up as one by
virtue of fixing the game's broken mechanics and providing at least some challenge, but it's also meant
to be accessible to first-time players as much as it is veterans of the game. Instead, what I believe to
be the true beauty of Brave New World is the degree of choice that it affords the player, and it's what
the player does with that choice that makes this game their own. There is no one path to victory in this
mod; there are infinite paths. Whichever one you take is entirely up to you.

Oh, and also...

			TALK TO EVERYONE AT THE BEGINNER'S SCHOOL AT NARSHE.

				(Or I'll eat your fucking children.)

---------------------------------------------------------------------------------------------------------




				4. PATCHES & ASSEMBLY HACKS




---------------------------------------------------------------------------------------------------------

	Esper Restriction	This is pretty much the cornerstone of the entire mod; it restricts the
				use of espers only to characters who are compatible with them (see the
				printme file for a list), thus allowing us to make the characters more
				unique due to the fact that esper bonuses are more or less the only
				contributing factor to character development in this game.

	New Esper Bonuses	A lot of new esper bonuses have been created to emphasize their role as
				the game's primary means of character growth/development:

					 HP +60
					 MP +45
					 HP +30/MP +15
					 Vigor +1/HP +15
					 Magic +1/MP +15
					 Vigor +1/Speed +1
					 Magic +1/Speed +1
					 Vigor +1/Stamina +1
					 Magic +1/Stamina +1
					 HP +30/Stamina +1
					 MP +30/Stamina +1
					 Speed +2 (previously existed, but was unused)

	Level Averaging		Characters are no longer brought up to the team's average level at set
				points in the game. This is to prevent esper bonuses (which are now more
				important than ever) from being lost on forced leveling, as well as to
				encourage using a variety of characters since your bench warmers will no
				longer gain any leaked experience. The only exceptions are Shadow (just
				before Thamasa) and the initial averaging that's done when characters
				first join up. Concerning the latter, the new initial levels are:

					Strago/Relm/Mog/Gogo	Team Average -3
					Umaro			Team Average +5
					Everyone Else		Team Average +0

	Experience Cap		Character levels are now capped at 50 (experience is capped at 500,000).
				An experience/level chart can be found in the printme file.

	Vigor Formula		The formula for physical (non-magical) damage dealt by characters has
				been completely rewritten so that vigor plays a more significant role.

						OLD FORMULA:

					Dmg = BatPwr + (Lv^2 * (2Vgr + BatPwr) / 256) * 3/2

						NEW FORMULA:

					Dmg = 2Vgr + BatPwr + ((Lv^2 * Vgr / 16) * (BatPwr / 16)) / 24

	Global Speed Bonus	Removes the global speed bonus given to all combat participants, which
				makes any speed bonuses (and penalties) from equipment and espers more
				significant. To compensate for this, as well as the fact that the slow
				status is now universally effective (namely on bosses), we've modified
				the global battle speed multipliers to lessen the effect of the slow and
				haste statuses, as well as to quicken the overall pace of battle.

					NEW VALUES:		OLD VALUES:

					Slow:	60x		Slow:   32x
					Normal:	80x		Normal: 64x
					Haste:	100x		Haste:	84x

	Stamina Changes		Primarily, stamina allows a chance (in addition to the target's regular
	(& Magic Bonuses)	evasion calculations) to dodge attacks that consider it, which under the
				default rules was only those of the instant death variety. The role of
				stamina has since been expanded to include attacks that set most status
				ailments, drain HP/MP, and/or do fractional damage. To ensure that such
				attacks remain effective when your party use them, the minimum/maximum
				values for enemy stamina have been lowered from 17 and 40 to 1 and 32,
				respectively; the formula for enemy stamina is now simply (MaxHP / 256).

				Less broadly, stamina is now a factor in several spells/attacks/commands
				(replacing the role of magic power wherever applicable), making it more
				individually appealing to the characters that use them. They include...

					...the Remedy & Regen spells (which now also cure HP)

					...Harvester & Sun Bath (Rage/Dance moves)

					...Rock, Tentacle, & Shrapnel (Rage attacks)

					...several blitzes (refer to the printme file for details)

					...Bushido/SwdTech #5 (ditto)

					...Dance (non-native dance success % = (112 + Stam * 2) / 255)

					...Morph (see "Morphology" description below)

					...GP Toss (see "Make It Rain" description below)

					...the Atma/Omega Weapon (see "Atma & Omega" description below)

					...the strength of desperation attacks (previously magic-based)

				Lastly, the formulas for regen and seizure/poison (all of which are much
				more prominent statuses in this mod than they were originally) have been
				edited to allow stamina to contribute more significantly toward raising
				the amount of HP restored by regen while defending against seizure and
				poison damage (bearing in mind that stamina originally *increased* the
				damage dealt from those statuses).

						OLD REGEN/SEIZURE FORMULA:

					*Tick = ((MaxHP * Stam) / 1024) * (Random Variance)

					*If seizure on a player character, tick is halved

						NEW REGEN FORMULA:

					Tick = (((Stam * 4) + (MaxHP / 8)) / 4 - 15) * (Random Variance)

						NEW SEIZURE FORMULA:

					Tick = (MaxHP / (16 + (Stam / 8)) * (Random Variance)

					(NOTE: Random Variance is anywhere between 87.5% and 99.6%)

				Note that the first part of the formula is stored in an 8-bit value, and
				is thus capped at 255. The minimum value for random variance is 1, so no
				regen or seizure tick can exceed 254 (further, because seizure damage to
				player characters was originally halved, it could never exceed 127).

				Poison works in a manner similar to seizure, except that the ticks occur
				half as frequently and each tick deals incrementally more damage. We've
				corrected an oversight (possibly intentional, but I really doubt it) in
				the original code wherein the variable that increments with each poison
				tick doesn't reset when the status is cleared, so poison damage will now
				start back over at the beginning if the status is re-applied in the same
				battle rather than picking back up where it left off.

				As a side effect of these edits, we've also fixed two more bugs wherein
				the "magical damage +25%" property on relics was increasing the damage
				dealt by seizure/poison ticks - even allowing them to go over the 8-bit
				cap - and wasn't being applied to curative spells. We also thought it a
				bit odd/overpowered that the magic damage bonuses were stackable whereas
				the physical ones were not, so they no longer are now.

	Fractional Immunity	The "Suplex" byte, which originally prevented Suplex from targeting
				certain enemies (primarily those of the floating or stationary variety),
				is now a hard override to prevent fractional damage attacks (i.e. Demi,
				Quartr) from being cheesed on bosses (and also minibosses). Such attacks
				originally were set to miss anything immune to instant death, so instant
				death attacks were thus always preferable. Fractional damage attacks now
				deal earth and/or wind damage and follow suit with other earth and wind
				attacks by being generally very powerful, but unable to hit a weakness
				due to a lack of them (though some enemies still resist it).

				In addition to fractional damage attacks, this flag is also used by the
				Rerise spell (to prevent issues/bugs with bosses that drop items), and
				the Quicksand dance step (which otherwise disregards death immunity).

				And yes, Suplex works on everything now - have fun pile-driving Kefka.

	(You're the) Defender	The "defend" battle command now halves both physical and magical damage
				instead of just physical damage. This is a rather important hack for the
				crazies who are trying for a level one Gogo (and yes, it's been done).

	Vanish/Doom Fix(es)	"Vanish" status no longer circumvents instant death immunity, so no more
				Vanish/Doom (or Vanish/X-Zone) horseshit.

				Similarly, another patch fixes an issue with an attack called Overcast
				which forcibly sets zombie on your party regardless of immunity to it.
				This led to it being impossible to remedy due to how immunities work in
				this game; Overcast now simply no longer bypasses immunity.

	Evade Bug Fix(es)	Physical and magical evasion now function properly (instead of magical
				evasion covering both types and physical evasion doing nothing at all).

				As an extension of this patch, we've modified the evasion formula to no
				longer increase an attacker's hit-rate by 25% if the target is affected
				by the Rerise (AKA "Life 3") status.

	Genji Glove Fix(es)	Dual-wielding weapons now results in a 25% decrease in damage from both
				weapons (as it was originally intended to do). Note that this patch has
				been modified from the original version created by Assassin17 (as noted
				in the credits) to only affect attacks via the	"Fight" command instead
				of all attacks that deal physical damage (i.e. most of Sabin's blitzes).

				Another modification to this hack allows the damage penalty to affect
				Wind Slash and Aero when weapons randomly cast them in place of regular
				damage. See also the Gauntlet fix below for more on this.

				Finally note that the dual-wield functionality is now tagged to certain
				weapons (see the printme file) rather than to a relic. Any weapon with
				the dual-wield property allows a second weapon to be used regardless of
				whether or not the second one allows for it - a sword and dagger combo,
				for example, is a valid setup. The only exception is spears, which are
				disallowed in dual-weapon setups (this only affects Mog) because I spent
				most of development running my Mog with a spear/boomerang load-out and
				Synchysi thought it was bloody fucking stupid.

	Gauntlet (Fix?)(es)	Holding a single weapon in both hands now increases battle power by 50%
				rather than 75%. This was done because, as with the dual-wield property,
				two-handed functionality is now applied to specific weapons rather than
				enabled by a relic, and the game's original "Gauntlet" bonus led us to
				some balance issues (think "dragoon").

				As also with the above hack, a 50% damage bonus will also apply to Wind
				Slash and Aero when two-handed weapons randomly cast them in place of
				regular damage. Combined, these two allow for a very noticeable balance
				between those weapons when used by Shadow (who typically dual-welds) and
				Cyan (who is forced to use both hands since he can't use a shield).

				Finally, note that using two hands for wepaons that allow it is entirely
				optional (except for Cyan, who as noted above is forced to do so by his
				equipment restrictions). Specifically, giving Edgar or Mog a spear and a
				shield (i.e. The SPARTAAAAAAAAAAAAAA! Setup) is allowable even though it
				looks like the game doesn't want to let you do it.

	Sketchy Sketch		First and foremost, using Sketch should no longer cause the universe to
				implode on itself thanks to a patch that fixes whatever in the hell was
				wrong with it in the original game. So, there's that.

				Secondly, sketch is now disallowed unless a brush is equipped by a patch
				called "Brushless Sketch" (which does pretty much the exact opposite of
				what its name suggests) because painting with a knife is something that
				only psychopaths do (which Relm kind of is, come to think of it).

				Finally, we've edited the Sketch formula to use Relm's stats instead of
				those of the enemy so that it actually does damage beyond double digits.
				The only exception is that while sketched physical attacks will now use
				the battle power of Relm's equipped paintbrush, they'll use the target's
				vigor (~60) instead of hers. However, also note that sketched physicals
				are subject to the back-row damage penalty, so it's unlikely that your
				Relm will be dishing out more physical damage than your Cyan is.

	Auto-Swordless Runic	Similar to the Brushless Sketch patch (both utilize the same base code,
	(& Elemental Runic Fix)	and so Brushless Sketch requires this one to work), Auto-Swordless Runic
				keeps Celes from spamming the ever-loving shit out of Runic when she's
				muddled	or at the Colosseum if she doesn't have a sword to Runic *with*.

				Elemental Runic Fix corrects a bug wherein Runic'ed spells would not be
				stripped of their elemental properties, so protection from any element
				would also "protect" Celes (or Gogo) from absorbing the spell's MP cost.

	Gau Status Thingie	So named because the original name is stupid (it's made by the same guy
				who made Brushless Sketch and Auto-Swordless Runic... go figure) and not
				really descriptive of what the patch does. What it does is prevents the
				inherent statuses/immunities/weaknesses that Gau gains through Rage from
				persisting (and stacking) when he dies (which he will... constantly) and
				starts raging something else when you bring him back to life.

				It *would* also effectively prevent the same problem when swapping out
				shields in mid-battle, except that doing that has been disabled in this
				mod (the "Optimize No Worky" description below explains why).

	Morphology		Terra's Morph ability is now a toggled stance rather than a timed one.
				Rather than doubling her offensive output and halving all magical damage
				taken, it now boosts Terra's offense by 50% at the expense of doubling
				all damage taken. This damage penalty is reduced by 1/128 for each point
				of stamina that Terra has, down to a minimum of 25% at 96 stamina.

				Worth mentioning here is that the offensive boost does not apply to any
				attack that ignores defense, which in Terra's case includes Break, Flare
				(randomly cast from the Apocalypse), Ultima, and the Atma/Omega Wepaon.

				On the other hand, morphing *will* boost her regen ticks, which helps.

	Treasure Hunting	Steal/Mug no longer takes the level of the "treasure hunter" or victim
				into consideration and is now just a straight-up roll against the RNG
				that uses the attacker's speed (% of success = (112 + Speed * 2) / 255).

				Also, as I mentioned earlier, treasure hunting has been standardized so
				that only humanoid enemies actually have items for the taking. This is
				intended to inject a slice of realism into a game filled with magical
				healing unicorns and dancing moogles, as well as to act as a (hopefully)
				intuitive indicator as to which enemies are worth the effort to rob.

	Sword Tech Charger	Bushido (AKA "SwdTech") no longer takes a fucking lifetime to charge up
				(charge speed will increase as more techniques are learned).

	Short-Range Blitz	Blitzes and bushidos that deal physical damage are now affected by the
	(& Bushido, too)	back-row damage penalty so that your Sabins and your Cyans can't spam
				them for massive damage while taking halved (physical) damage in return.

	Alphabetical Rage	In addition to all of the other changes we've made to make Rage the best
	(& Lore, too)		possible skill it can be, we've also utilized a patch that sorts all of
				his Rages alphabetically instead of by their order in the game's code.
				Lores are listed alphabetically now, as well (this isn't due to a hack,
				however - I just manually re-arranged them in the spell list).

	Rage/Dance/Slot Odds	The odds of Rage attacks are now 66/33 instead of 50/50, and the 2nd and
				3rd steps of each Dance now have 5/16 and 3/16 odds instead of 6/16 and
				2/16 (respectively). Slot has been overhauled by adjusting the placement
				and frequency of symbols on the reels and then standardizing the rigging
				for all possible outcomes so that a combination of skill/timing and the
				former edit are the most significant factors in determining the result.
				Note that all "winning" outcomes now have an equal chance of being spun
				save Joker Doom, which now just does 9,999 damage and works on bosses.

				(Fun fact: that last change was made solely because our de-rigging hack
				broke the game's ability to forcibly prevent Joker Doom from being spun
				on certain formations.)

				All attacks produced by these commands are detailed in the printme file.

	Make It Rain		The formula for GP Toss has been reworked to not only make it an attack
				worth actually fucking using, but to tempt an alternate build for your
				Setzer since the new formula considers his stamina quite significantly.

						OLD FORMULA:

					GP Rained = Lv * 30 | Dmg = (GP * 2) / # of foes

						NEW FORMULA:

					GP Rained = Stam * 10 | Dmg = (GP * Lv) / (# of foes * 3 + 2)

				Further, GP Toss has been designated as a "free targeting" attack (press
				L/R to target multiple foes) instead of being forcibly multi-targeted.
				This is a particularly important feature for GP Toss given its special
				damage split formula that penalizes damage output for every target hit
				rather than the flat 50% penalty used by all other attacks.

	Make Me An Offering	The "Offering" effect, which is now on a Setzer-exclusive relic, is set
				to make "Fight" a 2x targetable attack with a 25% damage penalty instead
				of a 4x	untargetable attack with a 50% damage penalty. This was edited
				because Setzer possesses several weapons that either ignore the damage
				penalty	(Dice) or don't rely on direct damage to be effective (Tarot,
				Trump), all of which would be rendered OP with the old bonus.

	Chainsaw Massacre	As part of the overall rebalancing of Edgar's tools, the random "hockey
				mask" proc on the Chainsaw was altered so that the instant death effect
				is in addition to damage dealt rather than instead of it. Note that this
				effect is referred to as "cleave" in the printme even though it doesn't
				do the "cut" animation that other cleave attacks have. This is in order
				to distinguish it from weapons with "random kill" procs that don't work
				against undead enemies, whereas cleave-style kills do.

	To The Pain!		The random cleave proc on the Zantetsuken has been modified to deal a
				critical hit is the target is immune to instant death.

	Big Feet, Big Damage	Umaro has four attacks: a regular "Fight" attack and three special ones,
				two of which are enabled by specific relics. If you count the fact that
				his base stats and the battle power of his Bone Club have been adjusted,
				all four of them have been tweaked and/or fixed by this mod:

				..."Tackle", which is always available, is basically just his regular
				fight command set to ignore defense. Because Umaro's base battle power
				combined with that of his weapon give his regular attacks a maxed-out
				battle power of 255, this is basically his equivalent of Bum Rush.

				..."Rage", the "character toss" ability that's enabled by the Rage Belt,
				was initially just Tackle (a regular attack that ignores defense) set to
				add the battle power of the character being tossed to Umaro's. However,
				since battle power is an 8-bit value (read: it caps at 255), this didn't
				end up being as significant as it was probably meant to be. It now has a
				set battle power of 255 (see above) with the "Gauntlet" bonus applied to
				it for an effective battle power of 382. Further, it now deals critical
				damage if the character thrown is Mog (as it was originally intended to
				do, but didn't due to a bug). As always, Umaro will prioritize throwing
				allies with the sleep or muddle statuses, as this attack removes them.

				..."Ice Storm" (previously just "Storm"), which the Blizzard Orb relic
				enables, has had its power raised from 100 to 120 and is now set to not
				deal half damage (AKA "split loss") if more than one target is present,
				making it one of the most powerful multi-target attacks in the game.

				The odds of each attack being used have also been adjusted. Previously,
				they varied depending on whether Umaro had one or both of his special
				relics equipped - having both on was often undesirable as the odds of
				Rage or Storm being used were higher if only their one special relic was
				equipped. To simplify things, all three of Umaro's special attacks now
				have a hard 76/255 (roughly 30%) chance of being used, otherwise Umaro
				will use his regular fight command. This gives fight a 179/255 chance
				(roughly 70%) of being used if neither special relic is present, 103/255
				odds (or 40%) if one is equipped, and 27/255 (10%) if both are.

	Atma & Omega		Due to the lower overall levels that everyone will achieve in this mod,
				the special damage formula used by the Atma (and now Omega) Weapon ends
				up nerfing the ever-loving shit out of it since it assumes a "baseline"
				level of 64(!). To remedy this problem, the formula has been slightly
				modified to also consider the user's stamina:

						OLD FORMULA:

					1. Dmg = Dmg * Lv
					2. Dmg = Dmg * ((HP / 256) + 1) / ((MaxHP / 256) + 1)
					3. Dmg = (Dmg / 64) + 1

						NEW FORMULA:

					1. Dmg = Dmg * (Lv + Stam)
					2. Dmg = Dmg * ((HP / 256) + 1) / ((MaxHP / 256) + 1)
					3. Dmg = (Dmg / 128) + 1
					4. Dmg = Dmg + (Stam * 4)

				To clarify, the above formulas are applied after calculating the damage
				of a regular attack (which is where the 255 battle power of both weapons
				comes into play) but before defense is applied (as they will ignore it).
				Note that the purpose of the final step above is to ensure a (slightly)
				higher baseline damage, since attacks from these weapons will tend to be
				absolute shit unless you're at least close to max HP. The most important
				aspect of these weapons is, again, that they ignore defense given that
				their damage is generally low compared to that of a normal attack.

	Spoil The Rod		In the original game, using a rod (or shield) as an item would cause the
				resulting spell to ignore pretty much every damage modifier (such as
				defense) due to the fact that all items are coded to do that. This has
				been fixed so that spells cast from rods used as items will do the same
				damage that they would have had the character cast the spell normally.

	Command Delay Changes	Modifies the delays between command input and execution in battle to
				better balance the various commands:

					Fight		$10	(Unchanged)
					Item		$10	(Unchanged)
					Magic		$30	(Originally $20)
					Morph		$90	(Originally $00)
					Revert		$90	(Originally $00)
					Steal		$00	(Originally $10)
					Mug		$00	(Originally $10)
					Bushido		$30	(Originally $10)
					Throw		$10	(Unchanged)
					Tools		$30	(Originally $10)
					Blitz		$30	(Originally $10)
					Runic		$00	(Originally $10)
					Lore		$30	(Originally $10)
					Sketch		$10	(Unchanged)
					Control		$30	(Originally $10)
					Slot		$10	(Unchanged)
					Rage		$00	(Originally $10)
					Leap		$00	(Originally $10)
					Mimic		$10	(Unchanged)
					Dance		$00	(Originally $10)
					Row		$00	(Originally $10)
					Defend		$00	(Originally $10)
					Jump		$E0	(Unchanged)
					X-Magic		$30	(Originally $20)
					GP Rain		$10	(Unchanged)
					Summon		$90	(Originally $10)
					Health		$10	(Unchanged)
					Shock		$10	(Unchanged)
					Possess		$00	(Originally $10)
					MagiTek		$00	(Originally $10)

	Combat Formation Odds	Changes the appearance probabilities of the last two enemy formations in
				a pack from 5/16 and 1/16 to 3/16 (each). This allows for a greater
				variety of enemy encounters, particularly in larger areas.

	HP/MP Text Color	Text coloration in battle will now change to indicate MP damage (red) or
				healing (blue). A side effect of this patch is that it also alters the
				color of the "Rflect" shield when attacks are bounced off of it due to
				the fact that the MP healing is piggybacking off of the same palette as
				rflect uses. This also means that the MP healing font is susceptible to
				the same little-known bug as rflect wherein the coloring gets fucked up
				for the duration of any fight in which Crusader is summoned, or at least
				it would be if the below patch didn't fix that particular bug.

	Bad Decoration		This fixes the infamous Crusader redecorates Reflect barriers bug.

	Esper Battle Menu	This adds the missing "MP" label to the cost of esper summons when seen
				in the in-battle magic menu.

	Original Graphics	Restores the following sprites to their original (uncensored) versions:

					 Siren
					 Goddess
					 Chadarnook
					 Critic
					 Barb-E/Madam/Dahling

				(Note that most of these have been renamed in the mod)

				(Also note this hack is omitted from the "clean" version of the mod)

	Yellow Streak Fix	This removes the yellow line that appears in Gogo's command menu. Of all
				of the fixes we've made, this is quite possibly the most important one.

	Optimize No Worky	Because the "optimize" command only considers raw defense/battle power,
				it's generally a poor judge of usefulness - especially given the many
				other benefits that most equipment now has in our mod. Furthermore, it
				doesn't play nicely with the "dual wield" property on weapons (see the
				"Genji Glove Fix" above) and introduces a bug where two weapons without
				the "dual wield" property could be equipped. Because of this, we had to
				take optimize out back and put it down - changing weapons in combat has
				also been disabled for the same reason. The only instances in the game
				where optimize is still used are when Edgar and Terra are force-equipped
				when they re-join your party before boss battles (and yes, it's still
				kind of broken, so enjoy Terra wearing a Flametongue as a hat).

	Menu Item Ordering	Using the "arrange" command in the inventory now sorts item types in a
				manner that actually makes some fucking sense:

					NEW ORDER:		OLD ORDER:

					Tool			Dagger
					Throwing Star		Sword
					Ninja Scroll		Spear
					Dagger			Katana
					Sword			Rod
					Spear			Brush
					Claw			Throwing Star
					Katana			"Other" Weapon
					Casino Weapon		Casino Weapon
					Rod			Claw
					Brush			Shield
					"Other" Weapon		Helmet
					Shield			Armor
					Helmet			Tool
					Armor			Ninja Scroll
					Relic			Relic

	Fancy Walking		The main advertised feature of this patch is that it makes characters
				continue taking poison damage and/or keep being healed by the Tintinabar
				when walking diagonally (i.e. up or down stairs), whereas in the vanilla
				game they did not. This is sort of a really moot point, especially since
				the Tintinabar (now the Life Bell) no longer retains its "heals HP while
				walking" property in Brave New World.

				The much more notable aspect of this patch is that it also fixes the bug
				that allowed any party in multi-party dungeons to utilize save points so
				long as any party was standing on one.

	B Button Dash		Obsoletes Sprint Shoes by adding a dash button (B). Note that this patch
				has been modified from the original version to disallow dashing during
				the following points in the game where dashing was originally disabled:

					 The opening sequence (MagiTek raid on Narshe)

					 The "Save Terra" sequence (the moogle battle)

					 The Battle of Narshe

					 Celes's opera solo

					 Daryl's Tomb (the stair/flashback sequence)

---------------------------------------------------------------------------------------------------------




				5. BUGS & KNOWN ISSUES




---------------------------------------------------------------------------------------------------------

Not counting any of the numerous bugs that were present in the original game that we just didn't care
enough to fix directly (like we did with the evade bug, for example) or indirectly (like with any bug
involving Rippler, which was taken out back and beaten to death like the shitty attack it is), there's
currently only a few known issues with the mod:

      	Some slight "tearing" may (okay, will) occur when traversing the world map in the World of Ruin,
	which is due to the editor we used to make several map edits being kind of a piece of shit

      	Characters equipped with a Knight Cape or Hero Ring will valiantly defend near-fatal allies from
	being healed by a paintbrush strike, which is a bug present in the original game that's made
	noticeable here by the fact that the "heals on strike" property is now attached to all brushes

      	The Phoenix animation is a bit fu><0red and can cause graphical glitches (this is another carry-
	over from the original game that's only getting noticed now because Phoenix is actually useful)

      	Treasure chest(s) containing key items will close themselves if you go to the menu screen and
	will be empty if you attempt to re-open them; while this can be remedied, it's a minor enough
	issue (and lack of free space in the event data bank is a big enough one) that a fix is unlikely

      	During certain battles, most notably the Cranes, the menu cursor will become difficult to see or
	disappear entirely - this is an emulator issue and has absolutely nothing to do with the mod
	(ditto for off-screen characters appearing layered over the HUD during in-battle cutscenes)

      	When casting the Remedy spell out of battle, it ignores the flag we created to use the caster's
	stamina in place of their magic power, which will in turn affect the spell's power potentially
	significantly depending on the character in question and their build

Have a bug to report? Our contact info is located at the bottom of this readme. Feel free to contact us
regarding anything that doesn't seem right - we'd rather say, "yeah, we meant to do that" than have an
actual problem go unreported. Here's a short list of things to look out for:

      	Anything that crashes the game (we're pretty sure this won't happen, but openly stating as much
	is basically an open invitation for fate to drop-kick us in the ovaries)

      	Anything that doesn't match what's listed in the printme file (equipment settings mostly, since
	they're the only ones that anyone is likely to notice)

      	Typos or weird formatting (*not* as a result of renaming Locke to "WWWWWW") in dialogue boxes

      	Enemies that hit themselves or other enemies (no, really, this is a common problem)

      	Pretty much anything else that seems unintentional and makes you go, "dude, wtf?"

---------------------------------------------------------------------------------------------------------




				6. VERSION HISTORY




---------------------------------------------------------------------------------------------------------

	Version 1.4.A (August 23, 2014)

  Corrected an issue with the Quicksand fix that would prevent any status from being set on certain
   boss-designated enemies

---------------------------------------------------------------------------------------------------------

	Version 1.4.9 (August 23, 2014)

  Edited the GP Toss formula to make it do better damage when multi-targeted (ST damage is unchanged)

  Changed the bonus on Tritoch from MP+45 to MP+30/Stam+1

  Lowered the bonus on Ragnarok from MP+60 to MP+45

  Raised the accuracy of the Quartr, Doom, X-Zone, and Stone spells

  Lowered the cost of the Stone and Rasp spells

  Changed the random spell procs on the Spirit Claw and Frostgore (to Mute and Doom, respectively)

  Mog can now equip robes (Cotton and Light)

  The Czarina Gown no longer blocks ice or bolt damage

  Slightly raised the magic defense of the Crystal Helm, Crystal Armor, and Dark Gear

  Slightly lowered the non-dominant defense of the Genji/Dragon Helm and Genji/Force Armor

  Added a stat boost and penalty to a certain piece of hidden equipment

  Added a second Switchblade (MAY BE MISSED IF APPLIED TO AN EXISTING SAVE)

  Undid an unnecessary database edit to Guard Rings (UPDATING WILL MAKE YOU LOSE ANY THAT YOU HAVE)

  Renamed the Wall Ring to Shield Ring (to eliminate confusion with the Reflect Ring's original name)

  Removed the fifth Reflect Ring (there was only supposed to be four)

  The Life Bell no longer restores HP while walking

  Lv. 50 Mages now die at 0 MP like they should

  Edited the Sketch attacks of several bosses

  Made a small addition to Kefka's script

  Fixed an error in Inferno's script

  Fixed an error in which Joker Doom was much easier to spin than it's supposed to be

  Fixed the Quicksand/Rerise bug, hopefully for good this time

  Fixed some incorrect pointers in the Cave to the Sealed Gate

  Fixed an issue with the Clean New World patch that resulted in several lines being totally fucked up

  Made some other minor dialogue edits

  Added three new (minor) bugfix patches: (Bad Decoration, Esper Battle Menu, Fancy Walking)

  Updated the installation instructions with a note about ROM versions

  Fixed a few more things in the Unlockme.txt file

  Some other stuff

---------------------------------------------------------------------------------------------------------

	Version 1.4.8 (March 30, 2014)

  Fixed a bug with the overflow protection on the new steal ("treasure hunting") formula

  Tweaked the MP costs of a few underused/overused grey magic spells

  Lowered the random encounter rate at Zozo

  Made some minor dialogue formatting adjustments

  Corrected some errors/typos in the Unlockme.txt file and added a few references/notes I missed before

---------------------------------------------------------------------------------------------------------

	Version 1.4.7 (March 15, 2014)

  Fixed a bug wherein the "random spellcast rate up" property on rods and the Mystery/Oath Veil was
   incorrectly being applied only to the party's lead character regardless of who had them equipped

  Tweaked the stat boosts on the Mystery/Oath Veil (both were previously set incorrectly)

  Fixed an error where the Longinus was still set to do equal damage from the back row

  Fixed an error where several pieces of end-game armor had the wrong defensive values set

  Fixed an error where the Relic Ring incorrectly provided stat boosts

  Fixed an error where some enemies had the wrong elemental weaknesses set (Ahriman, Buffalax/Opinicus,
   and Rain Man/Parasoul/Joker) or incorrectly lacked the "floating" property (Gariso and Bat Lady)

  Removed the "dies at 0 MP" property from the Fanatics Tower mages (the non-undead ones), as well as
   Hidon and the Hidonites (this was an error stemming from the fact that they were once undead)

  Tweaked the counter-attacks of a few enemies (most notably, Demons will no longer counter Throw)

  Tweaked the AI of a certain boss to stop harshly countering an attack that's very likely to be used
   against him/her/it (this isn't me trying to be vague - I honestly don't remember)

  Fixed a bug wherein the game would soft-lock if it went into "attract" mode

  Fixed some typos in the dialogue

  Fixed some formatting errors with the printme that were causing some pages to print out incorrectly;
   also corrected a few errors (the Partisan had the wrong value and some enemies had wrong weaknesses)

  Added a lore guide and a writeup of enemy AI to the main section of the Unlockme.txt file, as well as
   two new sections containing a list of references in the mod and commentary on our translation choices

---------------------------------------------------------------------------------------------------------

	Version 1.4.6 (March 03, 2014)

  Fixed some errors in a handful of enemy scripts

  Corrected an issue with relics attempting to optimize the user's equipment

---------------------------------------------------------------------------------------------------------

	Version 1.4.5 (March 1, 2014)

  Modified the Atma/Omega Weapon damage formula to add four times the wielder's stamina to the final
   damage total as was done in previous versions of the hack, but was removed when we changed up the
   formula in version 1.4.0 (see the "Atma & Omega" hack description for more info)

  Added a hack that changes the Zantetsuken's random cleave proc to a critical hit death-immune enemies

  Added a hack that will allow one of Edgar's tools to be more useful in the late game

  Removed a hack that added 10 to the Mana Battery's "damage" calculation (side note: this hack was
   causing a bug where Dried Meat would heal an extra 10 HP when used in battle, so that's fixed now)

  Replaced the "ignores row" property of spears with a random counter-attack

  Removed the "ignores row" property from a certain hidden weapon and lowered its power

  Added a new hidden weapon for a certain character

  Fine-tuned the power/stat boosts of several weapons (mostly swords) and relics

  Renamed some of Shadow's weapons to be less generic/stupid-sounding

  Raised the power of the special attack on the Stray Cat rage

  Reworked the direct-damage esper summons to be more effective against bosses (or any lone enemy) by
   raising their power and removing their "no split damage" property

  Kirin now sets Regen (in addition to a small heal) instead of Fenrir (which now only sets Image)

  Celes now learns Cure 2 at level 18 instead of Ice 2

  Terra now learns Storm at level 20 instead of Regen

  Tweaked the stats/scripts of a few late-game bosses

  Fixed an error where the Succubus/Lilith enemy set had the incorrect common steal

  Fixed a bug where Zone Eater would not engulf characters who were airborne when it triggered

  Fixed a bug where Kefka's attacks during the Imperial Camp sequence were healing you

  Fixed a bug where Dried Meats and Tinctures were being affected by magic-boosting relics

  Fixed a zone near Kohlingen in the WoR that was incorrectly set to "no encounter"

  Fixed an error where the Royal Jacket had an incorrect prize when bet at the Colosseum

  Fixed an error in the battle with Guardian where some text was appearing incorrectly

  A few minor dialogue edits/fixes

  Added some new bloopers to the Unlockme content and moved them to a separate archive (which is linked
   to in the Unlockme.txt file) in the interests of keeping the main download compact

---------------------------------------------------------------------------------------------------------

	Version 1.4.4 (February 08, 2014)

  Fixed a bug where a certain optional scene was crashing the game

  Added stamina boosts to Setzer's weapons

  A few other minor tweaks/fixes

---------------------------------------------------------------------------------------------------------

	Version 1.4.3 (February 04, 2014)

  Fixed an error in the previous update where certain pieces of equipment had no users assigned

  Toned down a certain enemy near Kohlingen (WoB) that was a bit overtuned for the new experience curve

---------------------------------------------------------------------------------------------------------

	Version 1.4.2 (February 03, 2014)

  Fixed an error in the previous update where Ramuh had the incorrect stat bonus

---------------------------------------------------------------------------------------------------------

	Version 1.4.1 (February 02, 2014)

  Fixed an error in the previous update that caused the game's first battle to be unwinnable due to the
   Guard enemy being (somehow) given the incorrect stats

---------------------------------------------------------------------------------------------------------

	Version 1.4.0 (February 01, 2014)

  Overhauled Edgar's Tools, giving him two new ones (Defibrillator and Mana Battery) and reworking his
   other ones for less redundancy - A NEW GAME IS SUGGESTED, ESPECIALLY IF YOU'RE IN THE WORLD OF RUIN

  Edited the contents of many treasure chests (in part to accommodate the tool overhaul) and cleaned up
   a few unnecessary changes to the item database that were made due to our reluctance to revisit these
   edits before - UPDATING AN EXISTING GAME WILL CAUSE ANY OF THE FOLLOWING ITEMS YOU HAVE TO CHANGE:

	Relic Ring	 ->	Heiji's Coin
	Heiji's Coin	 ->	Nirvana Band
	Nirvana Band	 ->	Relic Ring
	Reflect Ring	<->	Wall Ring
	Holy Rod	<->	Doom Rod
	Poison Rod	 ->	BLANK ITEM

  Raised global battle speed multipliers by 25%

  Overhauled the stealing system to offer better rewards for the totally cool crime of robbery

  Lowered the base odds for stumbling on non-native terrain when dancing

  Nerfed the power of Tentacle and Shrapnel as rage-based attacks; also corrected an error wherein all
   offensive stamina-based rage attacks (Rock, Tentacle, and Shrapnel) would be disabled by imp and mute

  Raised the power of Atomic Ray

  Lowered Quake's MP cost

  Modified the effects of the Moogle Charm

  Modified the Atma/Omega Weapon damage formula (see the "Atma & Omega" hack description for more info)

  Changed the Excalibur's vigor boost to speed

  The Royal Jacket no longer blocks water damage

  Green Berets and Magus Hats are now purchasable

  Strago, Relm, and Gogo can now equip vests

  Gogo can no longer equip Daryl's Soul

  Fixed Strago's base vigor, which was incorrectly set to 24 (requires a new game, but who cares?)

  Lowered the experience given by early-game enemies to help keep levels low until espers are obtained

  Tweaked some character level conditionals in enemy scripts that hadn't been adjusted to match the
   experience overhaul that was made in the last update

  Modified the stats of several late-game enemies/bosses and/or their scripts

  Overhauled enemy status resistances to remove ones that served little/no purpose

  Corrected an error where Scan would falsely report no weaknesses for some enemies that have them, as
   as well as *not* report "no weaknesses" for enemies that don't

  The Joker Doom animation should no longer makes the universe collapse on itself

  Fixed a bug wherein attacks that were set to forcibly miss on bosses would still set statuses

  Fixed the upper left-hand corner of the WoB map, which was incorrectly set to "no encounter"

  Fixed a bug where a certain hidden item was not working in the menu screen

  Fixed an error wherein the auction house claimed to be selling magicite (instead of Phoenix Tears)

  Fixed a line that was incorrectly being displayed as a bunch of ampersands

  Censored a few dirty lines in Clean New World that I missed on the first go-around

  Added a note to the installation instructions about the in-game version number and how to make sure
   that your game is patched correctly

  The unlockme password is now shown at the end of the game

  Some other stuff

---------------------------------------------------------------------------------------------------------

	Version 1.3.0 (October 31, 2013)

  Wrote out some of the more gratuitous profanity in the dialogue and added an optional patch that
   removes *all* of the mod's profanity (and other assorted naughtiness)

  Revised character experience & HP growth to lower the average expected level at which players first
   obtain espers (so as to prevent "wasted" levels) - THIS WILL REQUIRE A NEW GAME

  Reworked stamina to bring it in line with the other main stats, which included edits to esper boosts
   and several characters' base stamina - THIS WILL REQUIRE A NEW GAME

  New regen and seizure formulas that (still) allow stamina to contribute appreciably, but don't render
   high-stamina/HP characters (i.e. Sabin) essentially immortal

  Retooled the Morph status to be a toggled stance rather than a timed one that boosts offensive power
   at the expense of increasing damage taken (see the "Morphology" hack description for more info)

  Implemented a new damage formula for GP Rain that, besides just making it a less shitty attack, now
   considers the user's stamina; also made it free targeting (press L/R to target multiple foes) instead
   of being forcibly multi-targeted and renamed it to "GP Toss" to avoid comparisons to "making it rain"
   (see the "Make It Rain" hack description for more info)

  Umaro's attacks have been fixed (see the "Big Feet, Big Damage" hack description for more info) along
   with a (very) generous boost to his base stats, which should (hopefully) make him less shitty

  Raised the power of several bushidos (Empowerer, Flurry, Eclipse, and Tempest) as well as the random
   Wind Slash/Aero casts from weapons; also set the Dragon bushido to use stamina instead of magic power

  Changed the levels at which some bushidos and blitzes are learned to be consistent with the revised
   experience tables (see above), which may render them unlearnable if applied to an existing save

  Shuriken (and Ninja Stars) are now free targeting (press L/R to target multiple foes w/ split damage)

  Set the value of all scrolls (thrown weapons) to 500 instead of having them staggered

  Sand Storm now sets the Dark status (to help make Desert Aria more useful against large enemy groups)

  The Specter dance step now absorbs HP from its target instead of setting Stop (it still sets seizure)
   to help shore up the "weaker" dances (Love Sonata and Dusk Requiem) that use it

  Rock, Tentacle, and Shrapnel are now magical attacks when used via Rage (they are still physical when
   the enemy uses them) so that they will deal competitive damage with a stamina-built Gau

  The Storm spell now targets all enemies instead of the entire battlefield

  Set Maduin summon to ignore defense (making it essentially a multi-target Break with no split damage)
   and raised the power of Bismark, Terrato (note: also cleared the "ignores defense" flag for Terrato
   that was previously set in error, so the net result is a nerf), Alexandr, and Crusader

  Palidor now deals physical damage to all enemies instead of allowing a mass jump attack

  Fixed a bug where Starlet and several dance steps (Meerkat, Tapir, and Ice Rabbit) were not correctly
   restoring all characters to max HP (I *thought* I fixed this in 1.1.4, but apparently not...)

  Discord now sets bserk and muddle instead of halving the target's level as it was discovered that the
   level-halving effect was working even if the attack missed (i.e. it was working on bosses)

  Control (the upgraded Sketch command) has been removed from the game; the Dancho Doll (Fake Mustache)
   and Coronet have been reworked into different/new items

  The Moogle Charm has been put back in the game in place of the Dancho Doll (as per the above note)
   with a new (undisclosed) effect(s) instead of its original function of blocking random encounters

  Edited the Atma/Omega Weapon damage formula to make it a less shitty weapon; they lose their evasion
   boosts and back-row attack capability (Omega Weapon only) to compensate (see the "Atma & Omega" hack
   description for more info)

  Tweaked the stat boosts on most of the mid-to-late-game swords

  Lowered the defense and/or magic defense of some (mostly end-game) armor and relics, most notably the
   Minerva, Czarina Gown, Royal Jacket, and Guard/Wall Rings

  The "Magicite" item has been replaced with an upgraded Phoenix Down ("Phoenix Tear") that will revive
   a dead character to half of their max HP

  Tarot now (correctly) trades in for Heiji's Coin at the Colosseum instead of a Relic Ring

  Changed several enemy steals/drops and tweaked the steal success formula to make it a little easier

  Revised the list of sketchable enemy attacks to make more favorable attacks (usually) the ones that
   are more likely to be used (mainly on Veldt-enabled enemies, where the reverse was usually the case)

  Edited the attacks/odds for the following rages: Repo Man, Colossus, Flan, and Magic Pot

  Tweaked some enemy exp./gold values (mostly in the early WoR) and elemental weaknesses/resistances

  Made bosses immune to Rerise because of issues with a muddled/bserked Relm (or Gogo) setting it with
   the Rainbow Brush and it (somehow) preventing bosses who drop things from dropping things

  Corrected an oversight wherein it was possible to kill Chupon with Joker Doom without triggering his
   Sneeze-out, thus rendering the battle unwinnable since Ultros is no longer targetable

  Bypassing Sabin in the World of Ruin should no longer cause problems with the Tentacle battle

  Fixed several zones on the WoR overworld that were incorrectly set to "no encounter"

  The in-game version number (found in the Config menu) should now be correct

  Listed the (approximate) HP values for bosses in the developer's printme (in the unlockme archive)

  Added some actual content to the Unlockme.txt file

  A few other things insignificant to warrant individual mention (or intentionally kept secret)

---------------------------------------------------------------------------------------------------------

	Version 1.2.0 (July 18, 2013)

  Raised Cyan's base speed (from 24 to 30) and stamina (from 12 to 24) - REQUIRES A NEW GAME

  Raised Umaro's base defense/magic defense (from 48/48 to 60/60) - REQUIRES A NEW GAME

  Changes a handful of enemy steals/drops

  Enemies in the Fanatics Tower will no longer counterattack on death to prevent hang-ups caused by
   rflected spells that have no valid targets

  Slightly modified a few other enemy scripts

---------------------------------------------------------------------------------------------------------

	Version 1.1.5 (July 11, 2013)

  Corrected a problem where Heiji's Coin was not changing Slot to GP Rain

  Typo fixes

---------------------------------------------------------------------------------------------------------

	Version 1.1.4 (July 05, 2013)

  Corrected a problem where Starlet and Meerkat/Tapir/Ice Rabbit would only heal an amount equal to a
   character's current HP instead of fully restoring it (EDIT: nope, this got fixed later)

  Fixed the fu><0red animation on Joker Doom (EDIT: this, too)

  Added the mod's official logo (and several variations) to the bonus content

---------------------------------------------------------------------------------------------------------

	Version 1.1.3 (July 01, 2013)

  Corrected a problem with the paintbrush targeting fix in the last version (i.e. it didn't work)

  Typo fix

---------------------------------------------------------------------------------------------------------

	Version 1.1.2 (June 27, 2013)

  Characters equipped with paintbrushes now target allies by default instead of enemies

  Corrected an error where Stat Sticks had the "fight always hits" property enabled

---------------------------------------------------------------------------------------------------------

	Version 1.1.1 (June 24, 2013)

  Corrected an issue with the 1.1.0 update that caused the relic list to appear grayed out

  Re-allowed rods in dual wielding setups (only spears now disallow an off-hand weapon)

---------------------------------------------------------------------------------------------------------

	Version 1.1.0 (June 24, 2013)

  Equipping both a "dual-wield" weapon and a normal one should work more intuitively/less buggily now

  Changed message for unscannable enemies to "no weaknesses"

  Conjurers no longer cast Rerise on their undead allies

---------------------------------------------------------------------------------------------------------


	Version 1.0.9 (June 19, 2013)

  Added compatibility for v1.1 ROMs, which should hopefully eliminate issues with version conflicts

  Changed Bum Rush input to something easier to pull off

  Minor tweak to Atma Weapon's script

---------------------------------------------------------------------------------------------------------

	Version 1.0.8 (June 16, 2013)

  Fixed a bug wherein characters who died of seizure/poison damage while in midair (dragooning) didn't
   actually die and could continue fighting with 0 HP

  Slightly lowered the power of Harvester (from 25 to 20)

  Gave Banon some less overpowered equipment

  Minor dialogue correction

---------------------------------------------------------------------------------------------------------

	Version 1.0.7 (June 13, 2013)

  Corrected a calculation error in the physical damage formula that could (incorrectly) result in
   ridiculously high damage

  Minor dialogue correction

---------------------------------------------------------------------------------------------------------

	Version 1.0.6 (June 11, 2013)

  Corrected an error that made it was possible to get two Genji Armors from killing Wrexsoul

  Made Chesticle immune to fractional damage attacks (all bosses are, but this guy got overlooked)

  Corrected spelling of Dusk Requiem

  Minor dialogue corrections

---------------------------------------------------------------------------------------------------------

	Version 1.0.5 (June 07, 2013)

  Found a potentially corrupted patch that was not applied in the last version causing treasure chest
   changes to not be applied and Crusader to be unattainable

---------------------------------------------------------------------------------------------------------

	Version 1.0.4 (June 04, 2013)

  Reverts a change to the fish on Solitary Island that we forgot to revert in the last update(s)

  Minor dialogue corrections

---------------------------------------------------------------------------------------------------------

	Version 1.0.3 (June 03, 2013)

  Version 1.02 was apparently corrupted (oops)

---------------------------------------------------------------------------------------------------------

	Version 1.0.2 (June 02, 2013)

  Corrected an compiling issue that was causing some spell animations (Cold Dust, Raze) to crash the
   game (and very likely many other problems)

---------------------------------------------------------------------------------------------------------

	Version 1.0.1 (June 01, 2013)

  Corrected graphical abnormalities that were appearing with projectile attacks

  "Pearl" renamed to "Holy" in scan descriptions

---------------------------------------------------------------------------------------------------------

	Version 1.0.0 (May 31, 2013)

  Initial public release

---------------------------------------------------------------------------------------------------------




				7. CREDITS & CLOSING




---------------------------------------------------------------------------------------------------------

	Many glorious thanks to...

	 Our lovely beta testers:

		ABCynthia
		ArrowDog
		DarkZellDincht
		Dynalo
		Entity13 (Up The Irons!)
		FFVI
		Lightning Bolt
		MegaMan61
		Philip Achel
		Raganork
		Reggie The Reckless
		Ringo Bell
		Seibaby2
		Super Slash
		The Green Hobo
		ZZ1000ZZ

	 The original authors of several of the patches/assembly hacks that our mod includes:

		ArmorVil	(Bushido Fix)
		Assassin17	(Genji Glove Fix, Overcast Fix, Sketch Fix, Brushless Sketch,
				 Auto-Swordless Runic, Gau Status Thingie, Yellow Streak Fix,
				 and an extra-special thanks for Alphabetical Rage)
		Imzogelmo	(HP/MP Text Color)
		Lenophis	(Bad Decoration, Esper Battle Menu, Fancy Walking)
		Master ZED	(B-Button Dash)
		Terii Senshi	(Evade Fix, Original GFX, Vanish/Doom Fix)

	 The authors of Synchysi's cipher for this game's tangled mess of spaghetti code:

		Assassin17
		Dragonsbretheren
		Imzogelmo
		Lenophis
		Novalia Spirit
		Terii Senshi

	 The creator(s) of Zone Doctor, a map editor used by both Synchysi and myself:

		Giangurgolo
		---
		Geiger
		Imzogelmo
		Lenophis
		Lord J
		Novalia Spirit
		Sleepydude
		Yousei

	 The creator(s) of the editor that I (BTB) used to make my changes to the mod:

		Lord J
		---
		Aquillion
		Assassin
		Cless
		Dennis Ouk
		Drakkhen
		Imzogelmo
		JCE3000GT
		Lenophis
		Master ZED
		Novalia Spirit
		Pat Buns
		Poco Loco
		Sleepy Sheepy
		Supernova
		Terii Senshi
		The Constable
		The Famous Sheep
		Yousei
		Warrax
		Zeemis

	 All of the folks of the Insane Difficulty community:

		Archael		(for giving our mod a place to call home)
		---
		Abbadon		(for being Canadian and for that sweet enemy chart you're working on)
		Advent		(for providing helpful responses to people who visit our forum)
		Anima Zero	(for the invaluable notes/commentary and for making Wrexsoul your bitch)
		DrROBSchitz	(for one *very* cool idea)
		Funnyman	(for your extensive, helpful feedback and your dedication to the mod)
		Hart Hunt	(for all of the moral support)
		Lockirby	(for your absolutely insane LLG and your even insaner blindfolded run)
		Nakar		(for all of your helpful feedback and your kick-ass build guide)
		Stann		(for your help with beta testing, and also for being Canadian)
		Secondavent	(for discovering the Quicksand bug and probably a bunch of other bugs)
		Think		(for helping me find a shitton of errors I never would have on my own)

		...and probably a bunch of you guys I'm forgetting because I'm an asshole like that

	 Mega64, for his hilarious LP of the mod, as well as everyone else who contributed to it

	 Djibriel, whose in-depth FAQ provided me (BTB) with much-needed insight and inspiration

	 Terii Senshi (again), whose algorithms FAQ confirms that (s?)he is, in fact, a wizard

		...looking for the guys responsible for this mess?

			btb@abusemynipples.biz	(BTB)
			synchysi@yahoo.com	(Synchysi)

	Please feel free to contact us with your questions, feedback, comments, concerns, observations,
	complaints, insults, ridicule, screeds, japes, thrusts, death threats, and marriage proposals.

		Or better yet, visit any of our discussion forums listed below:

			http://www.gamefaqs.com/boards/582526-tuxpuck
			http://www.insanedifficulty.com/board/index.php?app=forums
			http://www.ff6hacking.com/forums/showthread.php?tid=2184

---------------------------------------------------------------------------------------------------------

	I'm afraid that's all we know, gentlemen.
