OT6 v0.1 — Moogle Defense
OT6 v0.1 — Moogle Defense
OT6 is a ROM hack of Final Fantasy VI (released in North America as
Final Fantasy III). It adds the shield-break and boost systems from
Octopath Traveler. It is distributed as a BPS patch, a file that
records the differences between the original ROM and the modified ROM.
How to play
Apply ot6-v0.1.bps to a Final Fantasy III (USA) 1.0 ROM (sha1
4f37e4274ac3b2ea1bedb08aa149d8fc5bb676e7) using any BPS patcher (Flips,
beat). The patcher will reject any other ROM.
Play through the Moogle defense in the Narshe mines, then stop. That
is about 30 minutes.
Past the stop point the new systems run but are not balanced yet.
What's changed
- Enemies have shields, shown under each enemy. Hitting a weakness
removes one shield and reveals that weakness. At zero shields the
enemy is broken: it misses its turns for a while and takes double
damage. Revealed weaknesses stay revealed for the rest of the game. - Weaknesses cover eight elements and four weapon classes: slashing,
piercing, bludgeoning, and special. - Each character gains one boost point per turn, shown as pips next to
their name. Press R before choosing an action to spend up to three
points on a stronger version of it: extra hits on Attack, higher
spell tiers on magic (Fire becomes Fire 2, then Fire 3). Press L to
take it back. - Weapon icons in the menus show each weapon's class.
- Random encounters are about half as frequent. Each fight is longer,
and pays double experience and gil, so leveling and money stay close
to the original game. - The Whelk fight uses all of these systems.
Known issues
- When the Whelk's head hides or reappears, its wipe effect draws with
wrong tiles. - Weapon-class weaknesses appear in battle messages, but not yet as
icons under enemies or next to abilities. Elemental weaknesses show
both ways.
What we'd like to know
- Does the Whelk fight teach the shield system without explanation?
- Do the mine fights feel worth playing?
- Does the pacing still feel like Final Fantasy VI?