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[Patch Notes] Patch Notes For January 2018 Release

http://community.eveonline.com/news/patch-notes/patch-notes-for-january-2018-release/
Patch notes for January 2018 Release 1.4 Released on Tuesday, January 16th, 2018

Features & Changes

Missions & NPCs

  • Empire Mining Operations will now only respond aggressively to -5 personal standings towards that empire.

Defect Fixes

Gameplay

  • Fixed a problem switching charges (especially scan probes) which sometimes could lead to an overloaded cargohold.
  • Fixed a problem where crystals did not always change owner, when loading it from a corp hangar or container, which could lead to various problems like more than one crystal loaded or being unable to unload the crystal.
  • Fixed a problem with grouped weapons were sometimes not loaded equally.

Graphics

  • Fixed an Issue whereby the Jump Tunnel effect would remain on screen after jumping
  • Fixed an Issue whereby the space scene would remain visible while docked in a station
  • Fixed an Issue whereby docking and undocking would result in a black screen
Patch notes for January 2018 Release 1.3 Released on Thursday, January 11th, 2018

Features & Changes

User Interface

  • R&D Agents have been added to The Agency
  • Expeditions tab has been removed from the Journal

Defect Fixes

Gameplay

  • It is now possible to change your home station to the current station when docked at Upwell structure without a corporate office.
  • Permanently fixed an issue which prevented loading of ammunition to structure weapons while the structure was damaged (a hotfix was applied already yesterday).
  • Fixed a problem with reloading ammunition directly after relogging in an Upwell structure - a broken error message "hidden" had been displayed in those cases.

Graphics

  • Adjustment made to Warp Disruption Field Generator Visual FX to ensure that the VFX is constantly present when the module is active.
  • Fixed an Issue where the Jump Tunnel animation would freeze after jumping.
  • Fixed an Issue where the space scene would visible instead of the hangar when docked in a Citadel, Refinery or Industrial Array.

User Interface

  • Fixed an issue where players not enrolled in Factional Warfare would not be able to see the main expanded card in The Agency.
  • Fixed an issue where Factional Warfare icons were appearing in the wrong order in the Factional Warfare window.
  • Fixed an issue where Epic Arcs had LP listed as a reward.
  • Fixed an issue where the Journal Neocom entry would flash when performing planetary launches.
  • Fixed an issue where the completion time of Epic Arcs would not always display properly.
Patch notes for January 2018 Release 1.2 Released on Wednesday, January 10th, 2018

Features & Changes

User Interface

  • Added an Escalation filter to the Specify section of the Agency.

Defect Fixes

Gameplay

  • Fixed a bug, which prevented reloading of ammunition while using an acceleration gate.
  • Fixed an issue where Data and Relic site triggers were not firing correctly. This was causing the sites to not despawn and cans to not explode.

User Interface

  • Fixed an issue where escalations were not always properly being displayed in The Agency.
Patch notes for January 2018 Release 1.1 Released on Tuesday, January 9th, 2018

Defect Fixes

  • Temporarily re-enabled the Escalations Tab in the Journal while fixes are ongoing.
  • Fixed an issue where Drifter site cards were missing correct information and icons.
  • Fixed an issue where Militia information text could overlap with The Agency at minimum width.
Patch notes for January 2018 Release Released on Tuesday, January 9th, 2018

Features & Changes

Market

  • Volatile SKINs can no longer be traded on the market or via contracts.

Missions & NPCs

  • Forward Operating Bases can now be discovered inside of The Agency.
  • They are categorized as Pirate Strongholds.
  • Their visibility in The Agency will change over time.
  • The time at which the FOB was first anchored will affect the jump distance visibility in The Agency.
  • NPC Bracket Colors have been reworked.
  • The color of the NPC bracket will now reveal the hostility intent of the NPC.
  • Blue indicates a friendly NPC either by nature or due to your standings with their faction. Blue NPCs may assist or aid you in combat.
  • Note: The automatic response force from Empire/Faction Police against low Security Status players will still appear to be Blue even when they are spawned as aggressive to the player. This will be resolved in a later patch.
  • White indicates a neutral NPC. These NPCs will ignore you, but may retaliate if attacked.
  • Note: The automatic response force from Faction Navy against an enemy militia target will now appear white instead of the previous 'Blue' friendly color. In a later patch they will appear Red/White/Blue depending on the Factional Warfare status of the player.
  • Red indicates a hostile NPC. These NPCs are aggressive towards you, and will in most circumstances attack you on-sight.
  • The warning message for attacking a Peaceful entity will now appear only if the NPC is not aggressive towards you.

Science & Industry

  • Modified the job output limits for various industry jobs: Reduced the limit for copy jobs to 500 job runs (not changing anything for runs per copy); Removed the (not really enforced) limit for production jobs, which was at 10,000 runs.

Structures & Deployables

  • In preparation for the upcoming changes to Upwell Structure vulnerability (still scheduled for Q1 2018) we are adding the ability to pre-set the preferred hour and day for your structures to finish their reinforcement when attacked in the new system. While this setting will do nothing in this patch, it is important that all structure owners begin selecting reinforcement times so your structures can transition smoothly to the new system when it releases. Pre-setting or changing a structure reinforcement time may be done as often as desired with no cooldown until the deployment of the "Upwell 2.0" release later in Q1 2018. This setting can be found in the right click menu of a structure in the structure browser, and is available to corp members with the station manager role.

User Interface

  • You will now have more information in the notifications when finishing a challenge in an event.
  • You can now pin challenges to the info panel from The Agency window.
  • You now have new improved progress bar for events in The Agency window.
  • The stack size of a reward will be shown now in an event's progress bar.
  • Added a chat bubble button for one-click-chat, into chat channel member lists, People&Places, and corp window member and standings tabs. This button only appears on hover if you are using the compact chat channel member list.
  • The color wheel in the map has been replaced by a more intuitive cogwheel.
  • Removed the Agent Finder. Functionality will be handled by The Agency.
  • Remove the following tabs from the Journal.
  • Expeditions. Moved to The Agency.
  • Contracts. Functionality moved to the Contracts window.
  • Planetary Launches. Moved to the Planetary Colonies window.
  • Epic Journal. All content for Epic Arcs has moved to the expanded cards in The Agency.
  • Incursions. Everything except the loyalty point log will be handled by The Agency.
  • When jumping to a jump clone would cause the deletion of an existing clone in the pilot's current station, the pilot is now given an detailed list of that clones implants to avoid them accidentally being lost.
  • Added a character limit counter to the edit window for the "Welcome Mail" for corporations.
  • It is now possible to directly create bookmark tokens from corporation bookmarks, without having to first copy the corporation bookmark to a personal bookmark.

The Agency

  • Rogue Swarm Alert has ended and the Rogue Swarm sites will no longer be distributed.
  • Added Factional Warfare.
  • Added Incursions.
  • Added Expeditions.
  • Add Pirate Strongholds.
  • Updated the Epic Arc expanded card to include a quest line.
  • Added an option on hover or right-click of basic cards in the Suggested filter to allow you to move directly to that filter.
  • Reduced the loading time of filters.
  • Removed the Distance filter unless you specify the content you are after.
  • Updated expanded card background videos for Gas site, Relic site, Incursions, Guristas Epic Arc, Distribution Agents, Events, and Factional Warfare.
  • Added chat channel links in expanded cards for respective channels.

Defect Fixes

Gameplay:

  • Tutorial: Updated texts and UI highlights involving mini skill injector.
  • The code for loading and unloading of ammunition and charges has been rewritten in an effort to fix a several long-standing bugs (like the dreaded "lost charges when jumping while a reload was ongoing").
  • These code changes are mostly invisible to users, but a few player-facing changes were also made as part of this rework:
  • It is no longer possible to group or ungroup weapons while the weapons are reloading.
  • Cloaking, docking, and jumping after reloading will no longer interfere with reloading (but a cloaked ship can still not start a reload).
  • After the inventory operations have completed the reloading will no longer be interrupted by anything (but other things can be blocked until the timer has finished).
  • All inventory operations connected to a reload command are now done at the beginning of reloading and the reload timer is behaving like a reactivation timer on the module.
  • Several other minor bugs and inconsistencies around loading and unloading ammunition have been fixed.
  • Fixed a bug, which could lead to loss of ammunition when grouping the weapons of an Upwell Structure.
  • Several fixes have been made to ensure that the feature of setting the home station remotely (which has a cooldown timer of one year) is properly supported for Upwell structures.
  • When modifying an existing buy order at an Upwell Structure, the additional ISK payment covering the increased tax was being paid to the SCC instead of the structure owner. It will now go to the structure owner's wallet as intended.
  • Fixed an issue where Upwell structure services would sometimes not completely online correctly. Services should now be correctly enabled/disabled according to the service module state.
  • It is now possible to delete structure profiles, which were assigned to a destroyed structure, as long as no active structure has it assigned.
  • Fixed an issue where a ship could still explode if the self destruct was cancelled very close to the end of the timer.
  • Switching your medical clone from a structure to your school station now correctly charges the 100,000 ISK fee.
  • Stasis webifiers no longer work on moon mining chunks, as webbing them was causing a visual bug.
  • Upwell anchoring restrictions now correctly apply to Factional Warfare Infrastructure Hubs. Pilots will no longer be able to anchor an Upwell Structure within 1000km of a FW IHUB.

Graphics:

  • Fixed an issue causing asteroids to glow when re-entering an active Resource Wars site.
  • A small bug fix has been applied to the character portrait system.
  • Fixed incorrect highlighting when sculpting characters after returning from portrait screen.
  • Fixed the animation on bomb launchers so you can now properly see the bomb eject and reload.
  • Adjusted flare location around the Energy Neutralizer Burst.
  • Updated the icons for active cynosural beacons.
  • Character avatars in character creation will now move more smoothly.
  • Fixed an Issue whereby one of the grouped turrets would keep playing the firing effect after the target was destroyed when having several targets.
  • Re-sculpting or re-customizing your character will now be reflected instantly in the character sheet and character preview window.
  • Fixed an issue where bombs do not always appear to fly straight.
  • Removed unnecessary particle effects from small hybrid rail turrets.
  • Adjusted size of the Planet Icons on the Info Window.
  • The Republic Fleet has repainted all their factional warfare outposts with the Minmatar Republic logo and colors.
  • Adjusted the size of the icons in the Show Info window of Planets.
  • Removed black marks from the glass tube of some Amarr stations.
  • Fixed cockpit material on the Prospect.
  • Removed particle effects from small hybrid rail turrets.
  • Fixed an issue where users could experience lag after warping into an asteroid field or similar environment.

Technical:

  • Fixed an issue where repeated button clicks on the bloodlines screen in character creation could cause a client crash.
  • Various changes have been made to make New Eden a better place.

User Interface:

  • A completed challenge won't show as expired in the info panel any more.
  • The black box shown on reward awarded in The Agency won't display any more.
  • Fixed rounding of standings in gate restriction error messages for Resource Wars.
  • Fixed some mission text formatting.
  • Fixed various minor text and formatting issues in the tutorial.
  • Fixed an issue where long Alliance names could hang over the edge of the Show Info window.
  • Fixed an issue where icons in the Show Info could hang out the window boundary.
  • Fixed an issue where the inventory icon being used for cargo containers in space was not the same as the icon displayed in space and on the overview.
  • The warning you get when your clone jump will result in the loss of a clone with implants has been improved and will now list the implants in the clone.
  • Overview: When using text search to filter Types in the Overview Tab Presets, pressing Select/Deselect All will now only act upon the filtered items and nothing that's not visible.
  • To reduce notification spam, you will no longer receive a notification when a bounty is claimed, which you placed more than 6 months ago.
  • The Ship HUD now correctly shows heat buildup after ejecting from and reboarding a ship.
  • A fix has been made for a bug which caused the "Warp-to" option to be missing from Upwell structures in some cases after a session change (and other options like "Dock" did not work properly).
  • Updated the market access list tooltip to be more consistent with the other access list tooltips in format and detail.
  • Separate inventory windows for corp hangar divisions in Upwell structures persist now properly and open again at docking.
  • Corporation Hangars no longer collapse upon undocking and docking at a Citadel.
  • The subsystem hold now correctly listed in the show info window of Tech 3 cruisers.
  • Fixed an issue that would cause the UI to fail when creating an item exchange contract containing a Plastic Wrap.
  • Simulating a ship that has more command burst modules than its default allowance (by using Command Processor rigs) will now correctly have all Command Bursts online.
  • Fitting simulation: When onlining a Cloak module causing an active resistance module to offline, the ship's resistances are now updated accordingly.
  • Fitting simulation: Resizing the left panel of the fitting window no longer clears any active filters in the hardware tab.
  • Mining ledger: Improved the selection on which data is displayed when hovering over data points in the "Ore type per day" graph.
  • Mining Ledger: The bars in the bar chart are no longer overlapping each other, when displaying many different ore types combined with a minimum window size.
  • Slightly improved the wording of the report bug message.
  • The right-click menu entry on reaction formulas for starting a job has been renamed from "Use Blueprint" to "Use Formula".
  • Fixed an issue where the Manufacturing Jobs tooltip in the industry wouldn't update correctly when jobs are installed.
  • Crimewatch tooltip fade is no longer slowed by time dilation.
  • Fixed an issue where the radial menu for a Structure autopilot destination showed inconsistent options when compared to a Structure.
  • Fixed an issue which caused the ship HUD to fail to display after being ejected from an Upwell structure due to structure explosion, while being in control of the structure.
  • The release control button in an Structures HUD now has a tooltip.
  • Dragging a structure name into chat from the Structure Browser no longer results in the system name being show twice.
submitted by Delaser to andwhatnot

A Guide to Major JRPG Bug Fix, Hard Difficulty, Restoration, Balancing and even Complete Overhaul Hacks.

Another day another guide, here is one I have always wanted to do, but didn't have time for, a hacks guide for JRPGs, also know that This isn't ALL of them, just the ones I found note worthy, and if you know more please post them here, I hope you find this helpful.

Important Notes:

  • Each title will include links to the hack's site if avilable, and/or to the romhacking project page.
  • The descriptions are either taken from the project pages (romhacking), the translation group website, or are written by me in case they had no description in either websites.
  • The dates are for the hacks release, and Not the game's release.
  • Credits to individuals from each Hacks Team are either in the project pages, or their own website.
  • For the full change log, please check out the readme on the project page or team's website.
  • There are no Pokemon/Fire Emblem hacks, due to the huge amount of them out there.
  • I would like to thank all the people involved in these hacking projects, for their hard work and love for the community.

Complete Overhaul Hacks:

Breath of Fire II Maeson - SNES - 11 January 2017.

  • Released by Maeson.
  • Link to the hack and project page.
  • Increase the overall usefulness and balance of the cast of characters, improving the least useful ones and trying to put them all on a similar level.
  • Changes to Magic, with changes to the AP costs, and in case of offensive spells, damage too. Characters learn different spells, and overall they can be used a bit more freely.
  • Changes in equipment that go along with the changes to the characters. For example, whips are much better weapons than before, and a few pieces of armor are usable by more characters.
  • Changes in the Experience and Zenny the monsters give upon defeat; the experience tables for characters to reduce grinding, and prices for equipment and items also was adjusted depending on their usefulness.
  • Because of all the changes pointed above, monsters had their stats also adjusted for how the characters are now. Difficulty shouldn’t change too much compared to the original game.
  • Changes on the Shaman system, for example Seny/Saynie actually does something now, and Transformations are not simple stat upgrades anymore, instead they reduce and increase stats, trying to change a character’s role or become a stronger version of himself/herself, but with higher weaknesses too.

Digimon World 2 Improvement Hack - PS1 - 01 August 2020.

This patch allow fix somethings wrong and add extra features in Digimon World 2 like:
  • PocketStation Mode added from Japanese version (Coloseum)
  • Exit Game menu added in Digital City
  • Fixed wrong sprites model on Baihumon/Omnimon/Diaboromon
  • Added somes original tech on Baihumon/Omnimon/Diaboromon
  • MaxDrive and Chips are now buyable in Device Dome
  • Kimeramon is now available on 99th floor in Tera Domain
  • Kimeramon now have you proper sprite model
  • Extra Dungeon “Dark Tower” added in Kernel Zone (After Ending)
  • Chaos-WarGreymon is now available in Dark Tower
  • Chaos-MetalSeadramon is now available in Dark Tower
  • Chaos-Pierrotmon is now available in Dark Tower
  • Sub-boss ChaosLord is now available in Dark Tower
  • NeoCrimson is now available in Dark Tower
  • Virus Guardian is now available in Dark Tower
  • Data Guardian is now available in Dark Tower
  • Vaccine Guardian is now available in Dark Tower
  • OverLord GAIA 1st Form is now available in Dark Tower
  • OverLord GAIA 2nd Form is now available in Dark Tower
  • Added Sharmamon/ModikiBetamon/Zassomon/Psychemon/Aruraumon/Muchomon/geremon/Fugamon.
  • Sharmamon now digivolve to Fugamon
  • Translated Japanese tech to English tech (Baihumon/Diaboromon/Omnimon)
  • Translated “ABC” tech to original names (Baihumon/Diaboromon/Omnimon)

Legend of Dragoon Mod Pack - PS1 - 03 March 2019.

This mod pack for The Legend of Dragoon includes all currently complete and available mods, updated to be installed using the LODModS patcher (version 1.3 or greater required), as a means to simplify the mod application process and reduce compatibility issues. Further, some mods have been expanded, updated, or replaced as needed.
In addition to mods created by theflyingzamboni, this pack also includes mods originally authored by NoOneee and Zychronix, and full credit goes to them for their work. All mods by other authors were included with their permission.
  • theflyingzamboni - Full XP, Encounter Rate Bugfix (redux), Expanded Inventory
  • NoOneee - Undub, Rose’s Blood
  • Zychronix - Half HP

Final Fantasy Tactics: Monster Tactics - PS1 - 10 September 2017.

Welcome to Ivalice! This isn’t the same Ivalice you may have remembered from Vanilla FFT. So forget almost everything you thought you knew. Many changes have been made, not only to the battles themselves, but to the mechanics of the game.
Human population has been mysteriously dying out, and monsters have taken over. You can no longer hire human units, but you can recruit monsters for free in random battles. Monsters are now dangerous - they are no longer the pathetic counter bots of vanilla. Every monster has a minimum of 4 skills, and several have far more than that. Monsters also now have greatly improved innates, including several s/m abilities, innate status, status/elemental resistances, etc.
Due to several changes in the mod, it’s a lot tougher than vanilla FFT. Most notable changes that lead to its new difficulty are the improved monsters and enemy formations in general, the enemy scaling to the party level, and shenanigans in general. A full Faq is packaged with the mod, and tooltips have been updated to be useful.
Content has also been significantly expanded. Several new battles have been written into the plot; and new battles are written into the new “Extra Battles” feature, which replaces vanilla’s Propositions. New content is added frequently to new versions.

Final Fantasy Tactics Advanced Battle: Monster Tactics - GBA - 27 July 2020.

Final Fantasy Tactics Advanced Battle is a hack that brings monster taming to Final Fantasy Tactics Advance, and makes the whole experience centered around this mechanic.
The player can use a new item (the Capture Orb) to capture monsters which (unlike in the vanilla game) join the party and fight on your side. Additionally, all ways to get new humanoid party members have been disabled, the player needs to make do with only monsters and the two starting humanoid party members.
A new system to learn abilities is implemented, similarly to the original Final Fantasy Tactics the units will earn JP which they can spend directly on purchasing abilities. This is the only way the player has to teach new abilities to the monsters.
These are the main changes, and they alone already make for a completely new experience, but be sure to check the readme for a more detailed list.

SaGa Frontier - Magic Only Mod - PS1 - 09 September 2014.

This is a mod which completely removes non-magical abilities for humans. It also makes magic much more flexible and powerful compared to physical abilities.
Techs of any kind (Sword, Martial, Gun) can’t be learned and nobody starts with any learned. Using Swords, Punch, or Guns don’t grow any stats, though using heavy weapons (Lasers, Bazookas, Machine Guns) and mystic weapons and abilities does produce some stat growth and excellent WP growth.
Every human and mystic starts with a few spells. Most have gifts as well. The Evil school of magic is now learnable if you have the gift for it and one of the spells.
Items were changed a lot, see the readme. The ThunderCharm bug was fixed. In general it might not be a good idea to slap a PoweredSuit and DefendWear on someone and call it a day - other armors are more competitive with these two, especially those that can’t be bought.
No changes were made to any enemies.
A few bugs were fixed with monster forms and dodge ability sparking.
Mystics and Mecs were rebalanced both in stats and equipment. MysticMail is now the third best torso armor in the game behind PlutoArmor and GoldenFleece, with the best Force and Status defense of any torso armor.

Final Fantasy Tactics: Emergence - PSP - 15 April 2020.

Here is a high-level overview of the changes:
  • The Job progression has been re-organized to be more intuitive and sensible. For example, Lancers are gained from training Soldiers (aka Knights), not Thieves.
  • There are 50 new abilities to learn. 20 were previously enemy-only, and 30 new abilities were created by removing duplicates between classes.
  • Magick charge time and damage formulas have been tweaked to bring mages into balance.
  • Faith is no longer used in Attack and Healing Magick. It is used purely for status effects, summoning, and treasure hunting.
  • Many job classes have been tweaked and redesigned.
  • A new class, Magus, has replaced the Dark Knight. It is an armor-wearing mage class with access to 8 spells previously reserved for enemies.
  • Every special character has had their skillset modified to make them more versatile and reflect their personality.
  • Ramza slowly becomes a Dark Knight over the course of the story, able to learn the Dark Sword techniques from fighting against Gaffgarion.
  • Every storyline battle has been tweaked to give players a greater variety of enemies and a smoother difficulty curve.
  • Many items and weapons have been updated.
  • And, of course, the animation slowdown has been removed.
Taken in total, FFT: Emergence offers new gameplay possibilities while still retaining the theme and feel of the old classic. With a difficulty level similar to the original game, any player can pick this up with confidence.

Mother 3: Claus's Journey - GBA - 29 March 2019.

Mother 3: Claus’s Journey, is a hack that switches the roles of main characters Lucas and Claus, making Claus into the main protagonist, which greatly changes the story due to Claus’s drastically different personality compared to Lucas. Much of the text and story is altered to better showcase Claus’s personality and thoughts, as well as how others react to him.
There are also 3 versions of the hack, but the story remains the same between them, and the only changes are to the PSI that Claus and Kumatora learn in the game. As for the differences between all 3 versions, those are detailed in the README.
This new version has updated dialogue that’s been better polished, but also has changed dialogue for 2 new areas (the toilet dungeon and porky’s mini games), as well as other areas. It also alters the King Porky Statue boss fight to be winnable via normal means and give greater rewards as a result.

Final Fantasy 4 - Ultima - SNES - 06 August 2020.

Final Fantasy IV - Ultima is a ‘deluxe’ version of Final Fantasy II for the SNES. This hack adds a bunch of additions to the base game while keeping the majority of the main story intact and the feel of FF2US the same.
List of features, additions and changes:
  • Party Swapping among 10 different members at Endgame!!
  • Dark Knight Cecil now available at endgame!!
  • A VERY Challenging BOSS RUSH Mode unlocked at endgame!!
  • 45 New Weapons! Including Magically Imbued Weapons!
  • 44 New Spells! Also revamped existing spells!
  • 28 New Bosses! Brand New Boss at Endgame with Randomized AI!
  • New Status ‘Aura’ for buffs during battle!!
  • Damage Limit increased to 14999! Can turn Encounters On/Off!
  • New Areas! New Side Quests! New and Upgradable Commands!!
  • New Enemy Graphics! New Events! New Endgame Scenarios!
  • New Equipment Screen with DETAILED buffs and stats!!
  • New attack/swing/spell animations!
  • New weapon graphics!! New sound effects! New items!!
  • New maps, new areas and new edits to overworld maps!
  • New events! New enemies!! Sprint with the Y button!!
  • New commands for characters. New Armors and Gears!
  • Revamped shops/equipment and balanced their progression.
  • Dark Knight Cecil now dual-wields and is 2-handed!!
  • Edge is now buffed offensively! Stealing is also buffed!
  • Rydia has also been buffed. It’s a surprise!
  • Cecil has been buffed as a tank.
  • Rosa can use more White Mage combative gears.
  • Kain has new offensive buffing spells.
  • Yang, Edward, Palom, Porom and others have also been buffed!
  • Rare items and summons now drop much easier! This hack’s main game is designed as a ‘play-through’ without grinding.
  • Many enemies now have meaningful rare drops, and all end-game enemies now have rare ultimate drops!
  • Lots of secrets that can lead to early acquirement of better equipment!
  • Few minor tweaks to the base game such as save points, etc.
  • MOST items/equipment are now non-missable. Meaning they will be acquirable in some ways at end-game.

Final Fantasy 6 - Brave New World - SNES - 01 January 2020.

FF6 - Brave New World is a fairly complete overhaul of Final Fantasy VI, featuring:
  • Character-based esper restrictions & new stat boosts that promote greater diversity and allow for customized development.
  • Esper leveling system that disassociates esper bonuses from traditional levels.
  • New and reworked formulas which rescue everything that isn’t magic or magic evasion from the dump-stat heap.
  • Rebalanced equipment, items, spells, and skills that aim to remove dead weight and give players more (and better) choices.
  • A complete overhaul of enemies from their stats to their behavior to better challenge veteran players and newcomers alike.
  • Tons of bugfixes, as well as remedies to many of the game’s more annoying aspects (such as rage hunting taking a lifetime).
  • And much, much more, detailed in the Readme (particularly section 4).
One thing BNW is not is a difficulty mod. While it is harder than vanilla FF6, we wanted to keep it accessible to newcomers while at the same time giving veterans a new experience. Hopefully, we succeeded.

7th Saga: The New Class - SNES - 01 September 2013.

Among its many flaws, one weakness of The 7th Saga was that the characters were almost carbon copies of each other, limiting replay value. In this hack, based on the improvements already made in 7th Saga Redux hack, the characters have been given familiar classes based on Final Fantasy 1, with different stats and spells. Because this version can be played with minimal grinding, it’s a lot easier to try out each class and learn its unique playing style. The classes:
  • RedMage (Kamil): Well-rounded in all areas
  • Fighter (Olvan): Tough physical warrior with healing magic
  • Bl.Mage (Esuna): Powerful offensive mage
  • Bl.Belt (Wilme): Expert in unarmed combat
  • Robot (Lux): The ultimate defensive tank
  • Wh.Mage (Valsu): Healing and support mage
  • Thief (Lejes): Master of stealth and sabotage

Seiken Densetsu 3 - Sin of Mana - SNES - May 10, 2017.

Major features:
  • Equipment offers various bonuses instead of a simple attack and defense progression
  • Rebalanced classes, stats and spells, almost everything is usable now
  • Modified formulas that keep even high level techs useful
  • Expanded inbattle options with running, regular strong attacks and counter techs
  • Passive MP regeneration with high cost spells: be smart with your magic
  • Extensive boss AI changes
  • Accelerated level curve: from class changing at the earliest mana stone to facing the final boss at the level cap
  • Transformed the shield slot into a second accessoire slot for everyone, shields count as regular accessoires
  • Increased inventory capacity to 20 per item type instead of 9
  • Tons of bugfixes ranging from agility stats not working to Kevin's wolfform stacking attack bonuses
  • 5 difficulties to choose from, covering the spectrum from "easier than vanilla" to "Atlus would be proud"

Tactics Ogre: Let Us Cling Together - One Vision - PSP - October 19, 2017.

TO: LUCT is no doubt one of the classics of turn based tactical games, it can boast complex storyline with a memorable cast of characters and multiple endings, as well as a deep combat system with a vast arsenal of equipment, items and spells. Its PSP port can also serve as an example of how such things should be done, with the game getting not only a much needed facelift but also a thorough redesign of most combat elements.
Sadly, the game isn’t without faults, as some of the new features make it extremely prone to exploits which an experienced player can use to fully remove any challenge from the game. The main goal of this mod is to render such exploits more difficult, bringing weapons, classes and skills closer to the level they should perform at, as well as to each other. Its secondary goal is to provide tweaks to immersion, visuals and some of the more cumbersome game systems like crafting and endless skill farming.
This is still a work in progress so all feedback is welcome, and for installation instructions and more info check the included Readme file.
Major features:
  • Weapon, armor and consumable item rework. Equipment is more likely to do what you expect of it, 2H weapons will do a lot of damage and a tank in heavy armor will be hard to kill.
  • Additional items, spells and skills, as well as changes to the existing ones with a focus on improving the more unappealing choices.
  • Skills that grant stat bonuses, like Strengthen or Spellcraft, as well as static choices like Switfoot or Spell Ward were removed and compensated with higher stat differences between classes than in vanilla game.
  • A full Finishing move rebalance.
  • Most ways of gaining permanent stats were removed to reduce power creep in late game and increase options during early game.
  • The power of special characters was reduced across the board, they're about on par with each other now and not overwhelmingly stronger than generics.
  • Generic characters have more diverse templates that split into fighter, rogue, mage and generalist archetypes, their stats can differ a lot depending on which one you hire.
  • Significantly increased the levelling speed of slow skills, like Steal or Parry.
  • Most classes were tweaked, with emphasis on nerfing the strong ones and buffing the weak, many gained new tricks.
  • Monsters don't scale natural armor as high as before. With the changes to skills, their new role is high HP bullet sponges that take a lot of damage and use the TP gained to spam special moves.
  • Many items are easier to acquire, reducing the endgame tedium.
  • Visual changes to some items, special characters, skills and spells.
  • Streamlined crafting.

Hard Difficulty Hacks:

Suikoden Hard Mode - PS1 - May 26 2017.

If you are familiar with my Hard Mode version of Lufia, then you’ll know that I offer compensation for the harder difficulty. Medicines now have a maximum quantity of 9 instead of 6, and Mega Medicines now have a whopping 6 instead of 3; and Antitoxins/Needles went from 4 to 6. On top of this, all item drop rates have been made much more generous as well as new drops added here and there, with bosses almost always giving something good.
Your initial characters have had a very slight HP boost as well as some equipment added for Ted to allow you to more safely get your first few levels; it could be dangerous with just Tir and Ted in the original game, but now the two can really only handle a pair of BonBons by themselves. There is no way around this if you wish to take on the optional sidequest for a Prosperity Crystal, but it’s naturally much easier if you skip it; although since you’re playing Hard Mode, who would want to?
While ‘Let Go’ allows you to run away guaranteed, for Hard Mode purposes the idea of clearing a dungeon is fighting every enemy encounter along the way, where the attrition challenge is to not use too much magic that you run out too soon. Rationing out your MP is important to safely conquer a dungeon. I normally get most of the treasure, and then retreat for healing before taking on the boss, having already ‘cleared’ the dungeon so to speak (at which point using Let Go is justified). Aside from that I’ll generally only use Let Go when the experience is irrelevant.
All changes in the game have been thoroughly documented, so be sure to check it out if you’re interested and to see if there are any item drops you might like to target. I also noted my party’s levels below some of the boss statistics. Almost all enemy formations have been increased throughout the game, so it isn’t just a case of tougher monsters; there are more of them too.

Suikoden 2 hardcore - PS1 - 05 March 2017.

Suikoden 2 hardcore patch brings extreme challenge. Almost every battle requires a fair amount of preparation and focus. The good news is, sometimes it is possible to run away.

Shin Megami Tensei: Nocturne - Hardtype - PS2 - 31 October 2017.

Introducing Shin Megami Tensei: Nocturne - Hardtype! This is a hack of the original game designed with several primary goals in mind:
  • 1) Rebalance many aspects of the original game.
  • 2) Create a gameplay experience that is challenging to veterans of the SMT series.
  • 3) Add in some fresh new enemies and skills to revitalize the gameplay experience.
This hack is intended for people who have already played (and generally mastered) the original game, and is designed to be played on Hard mode. For those who don’t fit this profile, or don’t want a more challenging experience than the original, then feel free to play on Normal mode.
This hack's changes are too many to list, check the page for it.

Legend of Mana - Combat Redux - PS1 - 06 July 2014.

This patch alters a few aspects of Legend of Mana’s battle system in an attempt to make the game more difficult.
Key Features:
  • Enemies can no longer hitstunned by quick attacks.
  • Plunge attack damage is based on a multiplier that’s increased by doing quick attacks, and will not do damage when used on their own.
  • The player moves slower.
  • Enemies and companions move substantially faster than before.
  • Enemies do more damage.
  • Game Overs occur as soon as the player dies, regardless of whether their companions/pets/golems are still alive or not.
Note: Due to the nature of these changes, the patch is intended to be used only with single player, on the default in-game difficulty setting.
Now includes a separate “Arrange Mode” patch, in which enemies do more damage, but the player cannot be hitstunned.
Additionally, includes two other patch variants. One has simplified quick attack multipliers, and one only changes the player movement and hitstun behavior.

Chrono Cross - Time's Anguish - PS1 - 17 October 2014.

This is a patch which changes the games difficulty, mostly to make it more difficult. Changes include enemy stats, after battle bonuses, Item Shop items, removal of certain items, MP cost. It is all detailed in the read me.

Final Fantasy Tactics 1.3 & War of The Lions 1.3 - PS1 & PSP - 17 August 2013.

Final Fantasy Tactics 1.3 is a difficulty and content modification for Final Fantasy Tactics. The primary goal of the project is to re-balance the original gameplay mechanics while adding difficulty. The project started with the idea that players did not need to impose artificial rules on themselves to make Final Fantasy Tactics challenging if a mod could be created to do it for them. FFT 1.3 alters job, monster, item, and battle statistics to make the entire game provide a challenge that matches the complexity and depth of its customization system. It's been in development since 2008 and is maintained by Archael. Several spin-off versions of 1.3 have been created as a result of demand by fans to experience the mod on other platforms or in other ways. 1.3 does not alter the game's storyline or its characters.
War of The Lions 1.3 is a version of 1.3 with all the content of the full mod but stripped of much of its more difficult aspects. Storyline enemies have fixed levels instead of scaling with the party's level, letting the player power level in order to overcome difficulties. Storyline enemy gear is significantly weaker and Boss-type units are less powerful. This version of 1.3 came about after a large Let's Play FFT 1.3 thread from Something Awful by Declan MacManus revealed that many people desired the changes present in 1.3 but without the difficulty. From that moment on, the Content version of the project has been updated as new releases come out

Final Fantasy 7 - New Threat - PC - 09 June 2015.

The New Threat mod is a gameplay & content mod for Final Fantasy VII PC. It's goal is to make a fast-paced, strategic overhaul for the game's battle system and to that effect has fine-tuned every character, enemy, weapon, armour, item, and ability in the game. Special modifications have also been made to better balance the game and keep it challenging but satisfying to play.
In addition to this, the mod introduces new content such as sidequests and extra events to challenge players with new and devious adversaries. Try your hand at the Extra Battle expansion for Battle Square, win the round robin tournaments in the Junon Leagues, hunt down Lv.4 Limits from tough bosses, tackle a brand new sidequest in Midgar, and craft up Ultimate Weapons from special spoils.
Finally, a number of other features were introduced, such as the option to skip certain lengthy sequences (Nibelheim Flashback for instance), changing your party leader on Disc 3, extended Save Point systems, varying weather, additional merchants, Save Points, and more.
Improved for 1.4 is the Rank Up system, allowing players to create focused builds for each character by developing their stats. Each character also has a new innate attribute or ability, lending an extra dimension to battles.

Ogre Battle: March of the Black Queen - Hardtype - SNES - 06 July 2012.

Difficulty and rebalance mod for Ogre Battle. Overall changes include:
General Changes: * Give the AI new and improved unit formations (ones that don't suck!) to increase difficulty * As the game progresses, give the AI increasingly more powerful units over the player, thus requiring some strategy to take them down. * Greatly improve the performance of large monsters. * Deny player access to recruiting high tier units. What this means is no longer can you use leaders to recruit high tier units, get them from neutral encounters, nor get them from the Charm item (they are immune). High tier units must be gotten through class progression. The reason for this is it was necessary to increase the difficulty later on in the game. * Performance of str chars has been slightly improved relative to int chars, though you can still expect the backrow to out-power the front row. * Performance of special characters has been slightly lowered.
Class Changes: * Two new classes: Siren (upgraded form of Witch) and Diana (physical female class that can perform in either row) * DragoneDragon Master improved and changed to female (like the Ogre Battle games that followed in the series), cherubim and pixie were removed to make these (faerie now promotes into sylph and angel now promotes into seraphim, faerie and angel have been improved to have pixie and cherubim performance to start with) * Zombie Dragon is now lower tier than Tiamat and does not require an item to promote into * Lich is reduced to 2 attacks in back * Princess does not give herself her leadership bonus * Witch Stun replaced with Hex (randomly use Phantom, Petrify, or Charm) * and more...
Item Changes: * The following items are now unbuyable: Joker, Charm, Sunshine, Moonbeam, and permanent stat boosting items. * Some low tier EQ can now be bought in shops. * The crappier half of the game's equipment has all been improved.

Bug Fixes, Balance and Restoration Hacks:

Chrono Trigger: Bugfix and Uncensoring Patch - SNES - 02 July 2020.

This patch is geared towards fixing bugs and patching up script inconsistencies or censorship. The aim is to preserve the original translation while generally improving the game as a whole.
  • Completely decapitalized names in dialogue.
  • No more indentation of normal dialogue in textboxes.
  • MSU-1 compatibility!
  • Fixes to gameplay bugs, such as Targeting AI.
  • You can now enter names smaller than the maximum amount of characters without issue.
  • Restoration of alcohol, prayer, entities, you name it!
  • Magus is now known as The Fiendlord by NPCs in 1000AD and 600AD, and Mystics are now Fiends.
  • Minor restoration of points Chrono Cross brings up that were present in the original, just not in the localization.

Lufia 2 - Frue Lufia - SNES - 01 January 2019.

Frue Lufia is a mod of Lufia II: Rise of the Sinistrals that fixes just about every bug in the game. Additionally, it sports a full script update, fixing many of the inconsistencies and errors present in the retail version. Censorship has been removed as well. As a cherry on top, some minor rebalancing is also featured. See the “Notable Changes” text file for a full list of alterations.
There’s also an alternative bonus patch added which changes the final boss in some way.
Apply to a headered NTSC-U Lufia II ROM. NTSC-U ROMs have the Natsume logo at startup, not the Nintendo logo.
(Note: This is a direct upgrade to Relnqshd’s Lufia II Fixxxer Deluxe. All of Relnqshd’s enhancements and bug fixes are included in Frue Lufia.)

Lufia & the Fortress of Doom - Restored - SNES - 20 October 2016.

Based off of D’s Lufia: Decensored, this mod fixes continuity issues the first game has compared to later entries, in some cases using retranslated terms, while still keeping true to the officially established English Lufia lore.
There are also other tweaks to improve gameplay experience: * Incorporates JCE3000GT’s Fast Walker patch. Speeds up walking on the world map and in dungeons, as well as vehicle movement. (Modified to restore Sweet and Foul Waters’ expiration notices) * The final boss’ battle script has been restored to its original. * Lufia and Selan can now use Jerin’s Zircon equipment, thanks to Lufia 1 Multi-Editor. * Item descriptions restored, expanding the ROM to 1.50 MB. * The beeping noise for spoken dialogue is now retained when the message speed is set to “Fast”. * Restored crosses on church walls. * Audio defaults to Stereo when starting a new game.

7th Saga - Redux - SNES - 19 July 2013.

7th Saga was a challenging and original RPG for SNES, but suffered from ridiculous difficulty and tedious level grinding. This hack attempts to address the difficulty so that the game is challenging without being frustrating, and to add a few fun elements to expand the strategy. Equipment and attack spells have been powered-up. More enemies have been given elemental weaknesses. New equipment and spells have been introduced. Additional changes are outlined in the readme.

Final Fantasy 6 - Ted Woolsey Uncensored Edition - SNES - 29 July 2020.

Back when Final Fantasy VI (Final Fantasy III US) was released the game was heavily toned down, censoring graphics and the like. When it was re-released for the Playstation, the graphics were uncensored but toned down script remained. Then came Final Fantasy VI Advance with a newer (though some consider drier) translation, but the color palette and music were altered for the handheld console. Others have made re-translations, such as the great work by RPGOne, Lina Darkstar, and Kwhazit.
Now this is Final Fantasy VI: Ted Woolsey Uncensored Editon. The goal was to make the SNES version uncut and to clean up the script but keep the nuance used by Woolsey in the original game’s release. Using the original Woolsey script as a basis to analyze, the entire game was looked through, line by line, using FFVI Advance, RPGOne, and Lina Darkstar to accomplish this. Recently, the game’s script was also heavily analyzed by Kwhazit and Mato (Legends of Localization). With these newer and more heavily detailed looks into the game, the script was again updated to provide a much more accurate version while still remaining true to the original game’s release.
Also used was various tools and patches to uncensor the graphics, restore Character Class names, extend spell names, rename monsters and items, and make hopefully the version of Final Fantasy VI that everyone will play.
Any bug fixes or additions that were used were chosen not for any balance changes, but to fix persistent issues in the game, as to not change the experience of the original too much. This even includes the long list used in the optional Bug-Fix versions of the game.
Additional Add-Ons are also optionally included. These tweaks bring an overall complete experience that many would say should have been in the original game to begin with.
The Music Player included with the game has been altered for compatibility with Ted Woolsey Uncensored Edition.
Please refer to the additional patches read-me for details.

* Edit:I apologize for not replying to all the great comments here, I am working on other guides and the future video, but I appreciate all the support and I promise you that I read everything you guys have posted.

For the lack of character space, I will continue what's left of the guide in a comment below

submitted by VashxShanks to JRPG

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