OT6 v0.6 — Raid on Vector
OT6 v0.6 — Raid on Vector
OT6 is a ROM hack of Final Fantasy VI (released in North America as
Final Fantasy III). It is distributed as a BPS patch containing only the
differences from the original game.
Promoted from rc1 unchanged after the project's first full human
playtest reached deeper than any prior build — combat reading tense in
the good way the tuning bands aimed for. Known gaps are listed below on
purpose — gaps and todos are nothing to be ashamed of; silent ones are.
Several are already fixed on main and ship with v0.7.
How to play
Apply ot6-v0.6.bps to a Final Fantasy III (USA) 1.0 ROM with SHA-1
4f37e4274ac3b2ea1bedb08aa149d8fc5bb676e7 using a BPS patcher such as
Flips or beat. The patcher will reject any other ROM.
Play from the beginning through the Raid on Vector: the Magitek Research
Facility, Ifrit and Shiva, Number 024, the minecart and Number 128, the
Cranes, the escape, and Terra's return. The supported stop point is the
first stable world-map moment after Terra rejoins the roster (save there —
it is the v0.7 handoff point).
What's changed since v0.5
- The playable frontier extends through Vector and the entire Magitek
Research Facility to Terra's return. - Battle MP is now universal. Characters who know no spells previously
entered battle with an empty MP pool while every ability carried a
price — Blitz, Tools, Bushido, and Steal could grey out or silently
waste the turn. Every character now brings their save's MP into battle,
and spend is written back exactly. (This bug shipped in v0.5; if your
early-game Blitzes never worked, this was why.) - Ifrit and Shiva join the magicite roster as complete sub-job
redesigns — Ifrit "the Furnace" (weight: +5 vigor) and Shiva "the
Rime" (economy: +4 magic, a re-authored divine). Equip them like any
stone; their kits come and go with them. - The esper detail page tells the truth: the dead vanilla learn-rate
columns are gone, and every stone shows its while-worn stat bonus
("While worn...Vigor + 5"). - A new save point sits in the antechamber before Number 024 — the
band's one authored addition; the vanilla save rooms and the world map
cover the rest. - The Vector/Factory bestiary carries hand-authored break rows tuned to
the party you actually have — much of the Factory answers to pierce and
bludgeon rather than slash, and the minecart's Mag Roaders are a
bludgeon check. - A save whose checksum happens to be exactly zero is no longer silently
treated as an empty slot (a vanilla save-loss bug, fixed).
Known gaps in this release, on purpose
(Status at tag time: the cross-list menu-display bug — present since
v0.1 — plus boost-tiered Slot are already fixed/built on main for v0.7;
the in-battle MP wallet display, clockwork HUD timing, and Dance's MP
cost are in progress there.)
- Setzer's Slot is vanilla and free. Boost currently multiplies its
damage like an ordinary verb; the designed chance-verb treatment (boost
buys reel certainty) is not yet built, and Slot carries no MP price yet.
His divine (Jackpot) and the Gambler/Merchant verbs (Coin Toss, Hired
Help) are designed but unbuilt — his kit today is honest vanilla. - Steal costs 2 MP and no menu surface says so. The charge is real;
the number is invisible. Telling you here until it has a home on screen. - Setzer's cards and dice wear the ¤ (special) break icon, and nothing
in this band is ¤-weak. Deliberate for now (the first ¤ keys are
planned post-Vector), but the icon teaches a lesson you can't yet use. - Terra returns available but not active; her rejoin is the stop point,
not a playable stretch.
What we'd like to know
- Does the Factory band's break authoring land — do pierce and bludgeon
feel like real answers, or does slash still solve everything? - Ifrit vs Shiva: does holding one over the other feel like a real
choice, and is the "While worn" line enough to make that choice
legible? - Is the save cadence right — did the pre-024 save point matter, and did
any stretch feel unfairly far from a save? - Number 128 and the Cranes: do the multi-part fights read as break
puzzles or HP walls? - With MP now real for everyone from the first battle: does the early
game's ability economy (pre-esper) feel like decisions or like rationing?