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Changelog v2026.11.09
Tirlititi edited this page Nov 9, 2026
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- The game's window title gives a bit more informations on the current state of the game (in particular in battle)
- Add support for L3/R3 shortcuts for speed boosters (that can be configured to trigger other boosters or none)
- Add the option
ATBSpeedFactorto control more precisely the overall speed of ATB (independantly of the FPS speed) - Extend the save slots to 10x the normal amount of slots available (1500 save slots instead of 150)
- Allow to specify World Map sound effects for mods in
Environment.txt - Overcome many limitations such as the number of elements (not limited to 8 anymore), the enemy Max HP in binary formats (not limited to 65535 without the need to use
BattlePatch.txtfor that), status lists for item statuses, limitations of custom playable characters (not limited to ~250), etc... - Improve mod compatibilities in multiple ways:
- Improve compatibility of hard-coded battles that require specific characters (eg. the battles against Prison Cage) with mods that allow using custom characters or custom costumes
- Allow event scripts to be provided in partial formats
- Allow CSV files in mods to provide only specific fields (eg. using
#! AppendMode: Comment;Id;MPinActions.csvallows to only change the MP cost of a spell)
- Add flexibility to event script playable character / field character relations, which greatly eases the use of custom playable characters in cutscenes
- Add a couple of informations that a modded Scan can display about the enemies (their stats and the items they can drop)
- Add an usage possibility for the text opcode
[TEXT=X,T0,T1,T2,...](#1502) - Add a few NCalc utilities for cards
- Allow features
BonusItemXfor command and ability features, to change the items dropped by enemies through ability features - Allow the use of NCalc conditions to select battles more precisely in
BattlePatch.txt(#1502) - Add possibility to use screen coordinates for
.sfxmodelsprites and independant XY scaling - Add multiple event script functions:
ChangeElementalAffinity,TotalBattleCount,TotalEscapeCount,GetLanguageId,CategoryKillCount,ModelKillCount,AbilityUsageCountand ambiant light utilities
- Allow to check for "Canary" Memoria updates: the latest development version of Memoria can be installed everytime a Memoria developper adds a change to Memoria; Beware that work-in-progress versions are more likely to contain bugs
- Support navigation in the Launcher using a controller
- There are now suggested Mod priorities, that are updated from time to time
- Rework the interface: include Linux-compatible framework, add tooltips, mod update notifications (in the form of icons) and more readable error messages (eg. when a server is down for downloading a mod)
- Add a search filter for mods
- Change the HTTP requests backend, using
HttpClient(System.Net.HttpAPI) and add support for DNS-over-HTTPS - Refactor 7z and ZIP extraction and installation of mods
- Add a
MemoriaLauncher.logthat logs whatever the launcher does and provide error messages, similar to whatMemoria.logdoes in-game - Improve the independancy towards Steam
- Fix custom launcher themes not applying on startup
- Re-add
AntiAliasingoption to Launcher Advanced Settings - Allow to use an optional remote mod version metadata
- Introduce OSX and Linux patchers to install Memoria more easily on non-Windows systems
- Introduce Canary versionning: the development version of Memoria is now built at each commit
- Improve GOG version support
- Allow voice mods to select which dialogs should always wait for the voice sound to end through
VoiceActingHoldDialoglines inDictionaryPatch.txt(#1398) - Allow more flexible voice acting for the Festival of the Hunt commentaries
- Improve gamepad polling behaviour
- Retrieve LiveSplit's current split on game resume when enabling a speedrun configuration
- Limit memory leaks caused by custom textures
- Allow setting up parameters tied to custom 3D models through
3DModelParameterlines inDictionaryPatch.txt(#1502) - Allow to run a specific battle and other mods from command line (#1540)
- Decompilation of the
FF9SpecialEffectPlugininto C# - Add an experimental shortcut
Alt+F3to reload the field's database on-the-fly
- Introduce frame-by-frame animation editing functionality
- Add more modes for managing different aspects of models, such as weapon attachments
- Display more informations on models as well as shortcuts that can be used to navigate in the Model Viewer
- Allow to specify a custom
MovieAudioPathFMV060inLocalization.txt(orLocalizationPatch.txt) to determine whether the Japanese (Sounds02/Movie_/FMV059B) or English (Sounds02/Movie_/FMV059C) song should be played for Melodies of Life, or a custom song - More text files in mods can be incomplete in order to provide specific texts (and improve mod compatibility)
- Allow the EXP caption to be localised in the status menu and the battle result window (#1341)
- Fix a few bugs with the display of texts in japanese (#1265)
- Fix various problems with the SaXAudio backend:
- Provide missing
XAudio2_9.dllfor Linux users - Allow sound panning for that backend
- Fix important memory leaks for static sounds and battle sounds
- Fix wrong search & replace for
stb_vorbis - Fix various crashes, slowdowns and errors, although there are still a few
- Provide missing
- Fix a soft-lock in the ending cutscene when playing in the french language
- Fix a rare softlock when saving on the world map (it was a bug introduced by the PC version)
- Fix battles or naming screen soft-locking as soon as the interface shows up, on some computers
- Fix character stats sometimes being wrong after accessing the menu in battles
- Fix the system handling depth for field SPS
- Fix the possibility to encounter the friendly Mu even after giving them a ore (it was a bug introduced by the PC version)
- Fix a couple of text universal IDs, which made translations not fit in some places when using dual language modes
- Fix a bug in which trying to play the game in x86 mode would only ever show a black screen
- Fix the
.seqinstructionShiftWorld, which has a visual impact when using Summon SFX against the party in mods - Fix wrong resolution values passed to FF9.exe on Wine (#1422)
- Fix crash when launcher UI fonts are installed system-wide (#1327)
- Fix a softlock with Lich's Death Cutter in the mode
SFXRework = 0 - Fix Auto-Potion triggering when a character absorbs an element or is otherwise healed by an enemy attack
- Fix the option "No" to be selected by default to answer "Discard card?" when the "Auto" button is disabled
- Fix Double-cast effect (80) to target the same single target when used with 2 abilities that target single targets
- Fix a couple of text captions not showing up on the battle result screen
- Fix death-dealing attack commands (eg. Avenger with Add status) displaying the message "Miss" instead of "Death"
- Fix changes in caster statuses in SA features not applying when the caster is also the target
- Fix
AutoAttacknot taking into account the possible replacement of theAttackcommand - Fix default targeting of spells that can be casted both on single/multi targets
- Fix the script function
Main_Menu(entry 0, function 4) working only on World Maps: it can be used in field scripts as well now - Fix position for monsters when using Cover
- Fix problems with animations not loading when using custom entries on world maps
- When Death is flagged with the attribute
OutOfBattle(doing that can be useful to show an icon in menus for that), it is cured by items and abilities that revive characters