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OT6 v0.6 — Raid on Vector

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@mtklein mtklein released this 28 Jul 20:48
· 351 commits to main since this release

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?