2024 Archive
2023 Archive
Health and Safety Warning Always unequip your party members BEFORE updating to a patch with new item data! Be sure to replace bonus settings patches as well - your old ones may not be compatible with an updated version. New patches may not be compatible with saves created on older versions.
December 21, 2025
December 5, 2025
November 2, 2025
June 6, 2025
March 31, 2025
December 30, 2024+January 1-3, 2025 Hotfix
November 15, 2024
June 15, 2024
May 23/27, 2024
February 18, 2024
January 23, 2024
December 17, 2023
October 1, 2023
April 7, 2023
January 24, 2023
July 5, 2022
April 28, 2022
March 20, 2022
March 16, 2022
February 13, 2022
March 15, 2021
June 21, 2020
April 5, 2020
The difficulty curve has been overhauled. You are expected to utilize your options in order to prevail.
The item, magic and status screens now display additional helpful information!
The new battle system has arrived!
As part of this release I have created several optional patches to customize the experience. These patches all come with specific initial settings which you may wish to toggle between.
Say hello to the new Archer class!
Don't forget to visit all the chests...and secrets.
This section consists mainly of quality of life improvements.
Weapon diversity has increased. There are numerous small changes undocumented - see the Equipment Chart for details.
For greater challenge, the Ribbon’s resistances have been split between two items. One resists the primary elements and the other resists secondary elements.
CABINs are now mathematically worth purchasing, and HEALs have a sharper role.
Four out of eight magic elements were not properly utilized (or even heard of) in the original FF1.
As of 2.0 I have created resistance/weakness themes for all of the secondary elements and polished the primaries’.
Spells’ elements are in general more varied, more useful, and their effects are more likely to land.
In the original game, it was common to avoid effect magic. You will need it in 2.0!
Due to the elemental magic overhaul, many monsters have new elemental properties.
Some monsters have the ability to resist weaponized forms of status ailments.
A big goal with 2.0 was to enhance reward, difficulty & battle dynamics while reducing the need to grind.
Monsters get harder, not easier - while still allowing players to feel the impact of new items.
May 19, 2019
January 2, 2018
November 27, 2017
November 25, 2017