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Welcome, This is a 100% playthrough of Final Fantasy IX, performed on my most recent (latest update in 2026) "balance/consistency" mod of the PS1 NTSC US version of the game. I made this mod to introduce a more consistent/challenging FFIX to friends/family, and so that 100% completion could be achieved in a less arbitrary way. Complete playlist: • Final Fantasy IX 100% (my mod 2026) Before modding by hex editing and mostly by using Titlititi's Hades Workshop, I used, as a basis, a rom patched with RoSoDude's "Comprehensive ATB Enhancement" mod (which freezes the ATB during animations): • Fixing "Active Time Battle" in Final Fanta... The few changes made by hex editing concerns Tetra Master: I made the cards max stats match more with the monsters/magic/items level, and I made each card type worth a specific amount of collectors points; to make an NPC reward the player for reaching the highest collectors rank, I made the latter reachable by simply collecting the 100 card types; I also removed the upgrade from X to A (to ensure that the defensive cards remain as such), and I made X cards less rare (1/64 chance of being used/found instead of 1/128). Here is a non-exhaustive list of the changes made with Hades Workshop: Characters: • Stats changes. Garnet is now less agile than Freya, but way stronger than Eiko for example. • Enemies spells availability: Light Flare/Meteorite available to Vivi; Waterga/Aero/Aera to Quina. • Support Abilities availablity/Mag Stones requirement changes (Auto-Haste removed so that Emerald Light can be of use for example). • AP requirements indexed on Mag Stones/MP cost. • Combat abilities reworked (mostly Freya/Amarant). • Magic spells buffed (power/status accuracy). • Beatrix has Cura/Esuna only as White Magic. • Abilities name change: Limit Glove to Limit Globe and Frost to Freeze for example. • Many spells specificities changes (Freeze costs more MP and it can be reflected for example). • Zidane/Steiner's physical special attacks nerfed. Items: • Curative items cannot be used on enemies. • Items cost indexed on efficiency. • Icons color/type changed for consistency/esthetic variation. • Stats change examples: weapons power nerfed to counterbalance the many physical Attack's buffs; robes magical defense buffed at the expense of their physical defense. • More weapons with Add Status, and with a higher accuracy. • Changes to elemental defense (only Pumice Piece/tropical gear provide elemental immunity for example). • Change to synthesis recipes/shops contents to make more items unique, and to make none of the shops items "missable". • Descriptions changed to correspond to the various changes, or to give hints (Excalibur's description contains info about Excalibur II for example). • Availability changes examples: almost all the "vests" can only be used by Zidane/Amarant, and staves/rods can be used by both Vivi and Garnet. Enemies: • Steals/drops change examples: no stealable boss item is placed in the rarest slots before obtaining Master Thief; almost each boss in Discs 3/4 carries a unique item; items like Ether/Tent are scarcer. • Enemies no longer use the strategy of levitating characters to follow up with wind attacks for more damage (the mechanism doesn't work). • Many abilities power/nature/IA script change, mainly to make the end game enemies/bosses stronger; I also made Yans and Tonberries "super enemies" with higher levels/stats, different attacks and valuable drops. • The MP in most cases corresponds to the level * 10 (so that Freya's Lancer can be of use for example), and the Spirit has been nerfed because I noticed that status alterations like Poison are worthless if the enemies' Spirit is too high in RoSoDude's ATB mod. • EXP indexed more or less on levels. • Changes made for consistency with the characters' abilities (MP costs for example). Tetra Master: • Card decks changes for consistency/variety/practicality (one of the phantoms uses Namingway for example). • Card Collector titles changes. Texts/miscellaneous: • Text changes for consistency/lore. Examples: Daguerero is a temple settled via Lindblum's air expeditions; Eiko is 10. • Some treasure replacements in the field and many in the World Map chests (as examples, 3 Hammers can be obtained, and the ocean Choco upgrade is not available before Desert Palace). • Circumvention of the Marcus/Eiko bug by setting an impossibility to gain levels with Marcus due to the Virus status. • Reachable max scores: frogs caught/chocobo high scores and attempts capped at 999, jump rope at 500. Check my pinned commentary for more info. Note that the mod will be published once I finish this playthrough.