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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

Does God Exist?

Many today question the existence of God. God is not taught in schools, most parents do not teach their children of God, in fact many of you have probably not even heard anyone speak in-depth of God except for the occasional existential conversation about life and the universe, or maybe something quick you read on the internet.
How did we get here? How did life begin? How was the universe formed? What is consciousness? How do non-living things become living things? Is there a purpose to any of this?
Essentially these questions very simply comes down to two ideas: the universe is random, or it is non-random. That is to say intelligent design, which is God, or complete randomness.
Today we are taught, with all confidence and assurance, that the world in fact is completely random. We are taught that the world began randomly 13.7 billion years ago, and continued through random changes until we arrived at our own point in history.
We are taught, through mainstream science, that the world began as an infinitesimally small point, where time and space did not exist, and remained in this unknown state for an undisclosed period of time, since of course time did not exist. Then, something triggered a change of states, and suddenly this infinitely small point began to expand into both space and time. They tell us that all of this happened about 13.7 billion years ago to be exact. In fact we are told the beginnings of things not only billions of years ago, but so precisely that it extends into the sub-femto seconds. To be clear, femto is 1x10^-15 seconds, this means that there are 1,000,000,000,000,000 femto seconds in a single second.
For just a moment, let us discuss the weather, I promise you that it is related. Meteorologists cannot predict the temperature of the weather very well beyond 7 days, and beyond 10 days it is completely inaccurate. To reiterate, this is the temperature of the weather. This is not taking into consideration the precipitation, the wind speed, the wind direction, the humidity, cloud cover, storms, or really anything else. The reason that they are unable to do any of this is because of their data. They simply do not have enough of the current variables, or the movement of said variables, to be able to predict where they will be in the future. This leads to a phenomenon known as compounding error, or propagation of uncertainty. We can think of it this way; Let us say for arguments' sake that you have a 95% accuracy on your data predictions a day from now, this means that each day, you multiply that accuracy by .95 and your accuracy goes down. For a 10 day prediction at 95% accuracy for 1 day ahead, that leaves us at about 60% accuracy for day 10. Now do not be deceived, this is actually worse than it appears. This does not at all mean that you will be correct 60% of the time, in fact what this means is, that 60% of the data you are currently working with is in anyway useful for that 10 day prediction, 40% of your data is completely useless at best, but more likely will actually add significant variance to your prediction.
So now, forget about weather predictions 10 days in the future, let us return to the predictions about 13.7 billion years in the past. For data predictions, the compounding error works exactly the same going into the past as it does into the future. Science does not care about the arrow of time and cannot explain the existence of it, which itself is something notable, but I will not discuss it here but I will leave you with that thought. So let's see what our inaccuracy compounding would look like going to the beginning of the universe with this model:
Let us say, laughably I might add, that you have a 95% accuracy going back 1,000 years, in terms of the movement of the stars and the universe at large. This essentially means that you have 100% accuracy in the measurement of the current movement of the stars (which is a complete joke, but let us pretend), and have measured correctly 95% of the stars, not even mentioning non stellar objects, or interstellagalactic mediums. Forget about the ridiculousness of this for just one second for me to prove further how absolutely absurd this is. I put these numbers into google sheets and it was unable to display a number because it was so small, but it gave me 0 out to 30 decimal places, so the number was smaller than 1E-30. Same if we change this to 95% accuracy going back 100,000 years. When I changed this to 1,000,000 years, I finally got a number; 6.5E-306. This is not even a usable number it is so small, it is not meaningful in anyway. This again is if we assume we have a 95% accuracy of predicting 1,000,000 years into the past.
So, we are told that 13.7 billion years ago some things happened, then the universe continued to expand and expand into what we see today. At some point, the sun formed, and the solar system with it. Then the earth formed 4.3 billion years ago. Then, some crazy things happened;
  • Life formed from some unknown process which cannot be reproduced and has not yet found to have been duplicated even within our own universe. From amino acids, to complex proteins, to RNA, into DNA, then finally into the first single celled organism. Science cannot tell you exactly how this happened, and yet they tell you that it did.
  • Life moved to photosynthesis, also in an undefined and unknown manner, yet it of course happened.
  • Life moved to consuming oxygen in what is known as the Great Oxygenation event. Unknown, undefined manner.
  • Life moved to be multicellular, also in an undefined and unknown manner. This move here is one that scientists all agree upon was the most difficult transition for life to accomplish and is often cited as the main filter in the Fermi Paradox.
  • Life moved to extreme complexity in what is called the Cambrian Explosion. Unknown and undefined trigger of course.
  • Land - Unknown and undefined trigger
  • Dinosaurs - Unknown and undefined trigger
  • Monkeys - Unknown and undefined trigger
  • Man - Unknown and undefined trigger
How have all of these predictions come about? These predictions come from dating the earth and its rocks. How does this occur? Radiometric dating. How does this work? It is actually very straightforward. They date rocks with this method. Basically, there are a few common radioactive isotopes with slow decay rates that they look for:
  • Carbon-14: 5,730 years
  • Uranium-235: 704 Million years
  • Potassium-40: 1.3 Billion years
  • Uranium-238: 4.5 Billion years
  • Rubidium-87: 48.8 Billion years
What happens over time is that these materials will decay into what is called a daughter isotope; it loses neutrons and becomes a new material. They can then measure the ratio of the original material in something to the daughter isotope, and based on the half life they can determine the approximate age of something. The longer the material has existed (new rock formations), the more of the daughter isotope there will be.
There are a few issues with this, and that is with the assumptions that are made which are as follows:
  1. They calculated the half life for these materials correctly.
  2. The decay rate remains stable under any condition.
  3. The material being measured began with no trace of the daughter isotope, or that for the material you are testing the initial daughter isotope prevalence is known and is stable under all conditions.
  4. The parent-daughter isotopes are measured correctly.
Let's go through these one at a time:
  1. Half-life value calculation - Essentially what they do for this is to measure the weight of the parent and daughter isotopes and get a count rate. I found a very simplified explanation here - link. So where are the error factors found? Many places. First, the measurements of the initial weight, then the final weight, then there is error in the amount of time that you are observing for. But this is not all, there is also compounding error again when you extrapolate out beyond your observation time. Let us say after all of these errors add up to 0.5% error, leaving you with a 99.5% accuracy, you then have to compound this based on your observation time, and to the amount of time you have then calculated in your sample based on this half-life. To simplify, let us say you are measuring the decay rate of Potassium-40, probably the most commonly used in dating for earth history. If the half life number you obtained was calculated by observing decay for 50 years (this has never been done for this long before), and you then use this half life to determine your rock sample is 50 million years old (common age range cited for dinosaurs), you then need to compound the error of your initial half-life measurement in 50 year periods up to the 50 million years. Final accuracy of this - non-existent. It is so small it is incalculable.
  2. Stable decay rate over time - Apparently, there is some debate over this, but the general consensus is that it is relatively stable. Regardless, we are still assuming that we have done enough testing in the 60 years this has been around to correctly check everything that needs to be checked to confirm this before dating something back billions of years.
  3. Known beginning parent-daughter isotope ratio - When these rocks begin their decay is the moment they cooled after being spewed from the earth. In order for any of these calculations to be accurate, you must know the initial amount of the daughter isotope which started out in the material. Extra daughter isotope would increase the apparent age of the item you are measuring. To be completely honest, I could not find anything on the internet about how this is known and seems to me the biggest problem with radiometric dating. All that I could find were Creationist mentions of this topic. I will include one here, but likely you will not believe the heavily biased nature, though I must remind you everyone is biased so this should not preclude the from discussing such things. - Mechanisms That Can Alter Parent-Daughter Ratios
  4. Isotope ratio measurement - This is less important than the half-life calculation, as there is no compounding error here. This is the final inaccuracy added on top of the inaccuracy from the previously mentioned items.
There are other issues, not just with the inaccuracies and unknown variables, but with actual found evidence which does not add up based on the assumptions and the theories. A few of them are:
  1. Too much carbon-14 found in materials which have been classically dated as very old. As mentioned about C-14 has a very short half-life, on the billions of years scale, of around 5,730 years. This limits the dating, according to theory, to around 50,000-100,000 years. Beyond this, there is not enough material to be measured. Read a paper about that here - Carbon-14 Content of Fossil Carbon
  2. Soft tissue found on dinosaur bones - I wrote an entire post centered around this one. Soft tissue should not be found intact on fossils which are said to be 70 million years old. If you don't believe me, read this article from The National Institute of Health - Soft tissue and cellular preservation in vertebrate skeletal elements from the Cretaceous to the present. Read my post here - One Conspiracy, One Truth
So where does all of this land us? This does not prove the existence of God, only that the current understanding of history is based completely on flawed, presumptuous, and inaccurate data. But we certainly know one thing, none of this, nor anything which has ever been discovered has disproved the existence of God. Why is it so difficult to imagine that there is an intelligent design to the universe? That things are not completely random? All of these scientific theories are desperate attempts to come up with an explanation for things which do not involve God, and they have continuously failed over and over again.
What is easier, for us to randomly be here by some chance so small that it is nearly impossible? That every single step of the way could have not happened, and yet it did? Which is a bigger leap of faith, us trusting in our own knowledge and understanding, or the simple idea that there could be a God who created everything?
Forget evidence, forget data, forget proof. Think about your own life, your own observations, and the things you have seen. You have no control over anything, and I do mean anything, aside from the decisions that you make. Even within this, you can only choose based on the confines of the choices you are given.
You may come to realize that in this life, no matter how much planning, how much saving, how careful you are, how much you learn, how hard you work, something can happen in an instant and can wipe all of it away, making all of your efforts seem pointless.
It may be blazing fires on the west coast which burn down everything you own. It may be a "pandemic" which causes you to lose your job and burn through savings and change all of your plans. It may be a car accident that leaves you crippled. Someone you love may die unexpectedly. Or hey, you might even win the lottery!
You are at the complete and utter mercy of the natural world around you at any given moment. My question to you is, are you so certain that the natural world around you is truly natural? How did we get here? How did life begin? How did the universe begin? Are the coincidences in your life truly just coincidences? How many coincidences must occur for you to consider the alternative? Has anything happened to you which is simply inexplicable based on what you believe to be true?
God is real, and He is calling His children home. You are no different, and He is waiting with open arms. Call on the name of Jesus Christ, ask Him for help and for guidance, and He shall guide you into all things.
For God so loved the world that He gave His only begotten Son, that whoever believes in Him should not perish but have everlasting life. - John 3:16
submitted by MrBanMan17 to conspiracy

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