Variant general information:

First off, I feel a need to make a warning at this point. Well, two warnings.

ONE:

None of these variations are the game I consider optimal. If you haven't tried
Eviltype's original form first and found you have a problem with it, please go
do that instead. Saves will transfer over fine, I believe, from the normal
version to Mild, if you're having challenge problems with the game, or to
Black, if you want to tone down some high end setups. So if you're disliking
some things, check back after trying the main patch, please! :)

(Saves do not properly transfer to White/Ikari. You'll get the save over 
there...but the levels will promptly end up either much higher than they should
after the next fight, for that point, due to EXP being lower on enemies in White 
in general to account for the revised leveling curve, or with far more EXP to next 
level, due to the much higher high level EXP-to-next-level.)

TWO:

These patches are UNTESTED. Or at least, not tested up to my personal standards,
of a full, human playing through the entire game with one of them on. I had testing
plans for them. After nine months, the testers were still too busy with other
things, and I decided that waiting further on a major revision like this was simply
too much to ask for.

As was asking me to play the game four more times in rapid succession...I like FF6,
but not quite so much... 

So, I'm releasing them in this form, on the hopes that they are as simple of changes 
as they, indeed, do look.

I did test a fair deal of White, the version most likely to have problems. Mild
is only enemy drops in power, and Black is a very few changes indeed. I don't
see reason to expect problems. I've tested parts of them, they are properly
changed, but I have not done a full playthrough as I have with Eviltype.

This isn't to say that I haven't tested if their changes have worked. They do.

I'm just not sure they work fully as intended throughout the entire game.

I feel it fair to warn the player before you proceed with these, if you do.

...

Still here? Okay. :)

Okay. When I first made Eviltype, I shot for a very simple goal.

An RPG as hard as I could imagine a real, existant company actually selling.

In actual fact, I've managed to lose this bet to no less than two doujin RPGs. I
even managed to stomach beating one of them. But, it was the thought that counted.

However, I was always uncomfortably aware that some people wanted different things
out of Eviltype. So, I watched reactions to the gameplay.

Two things became abundantly clear.

One: Some people found it entirely too hard(even when they weren't using a glitched
copy). 

They liked the rebalances-something I thought it was concieted, initially, to
even add in, but which I'm very glad have been recieved as well as they have been.
It's what got me to make 1.1. But the challenge...just too much.

The obvious solution: Make an easier variant. This was done in about eight hours.

Two: Some people found it entirely too easy...for specific reasons. Grinding was
brought up-people would finish Eviltype up at around L60 and then note that it was
not really that hard.

I respect this...but for some reason they thought this was a bad thing.

Similarly, some people simply felt that a few key items were too strong.

So, I made one patch that scaled EXP based on a very, very steep curve, making grinding
in the same spot increasingly impractical, and made a second that nerfed everything
that I saw mentioned. Then I combined the two into a third version.

These are Eviltype Mild, Eviltype White, Eviltype Black and Eviltype Ikari respectively.

Specific Variant notes:

-Mild adds a +31 HP to all characters base HP, to make it so that all I had to do to 
Whelk was fiddle with his Special. It's harder to get precise numbers for that fight 
than it is to just hack all the PC HP bases up. Sad really.

-Mild drops enemies down to roughly 70% of their relative power and durability, and
nerfs some of the nastiest combinations of attacks that a boss can use. This makes 
enemies, generally, far more competent than FF6...but it should be fairly mid-line for 
an RPG in general, rather than relatively easy.

I considered a changes only patch, but decided against it-I think a patch that's only
somewhat harder than the original but has notably better PCs should be more fun than
stomping the game with PCs that were designed to be all as good as the old FF6 best PCs
were.

-Eviltype White's changes are purely EXP oriented, and Ikari simply adds them to Black.

Enemy EXP changes were made to match this. Generally speaking, I overshot my test levels
somewhat with this chart. For those interested, here's the EXP to next level for every
level in the game. As you'll notice, it makes strong jumps at certain points, to strongly
encourage moving on to a later area rather than staying still. 

EXP   Next Level
8	2
8	3
8	4
8	5
40	6
40	7
64	8
80	9
96	10
144	11
160	12
200	13
240	14
400	15
600	16
680	17
760	18
840	19
1000	20
1248	21
1400	22
1800	23
2200	24
2600	25
3000	26
3400	27
3800	28
4000	29
5000	30
6000	31
7000	32
8000	33
9000	34
10200	35
11600	36
13200	37
14600	38
16000	39
17800	40
19800	41
22000	42
24400	43
27800	44
30200	45
32600	46
35000	47
38000	48
41000	49
44000	50
47000	51
50000	52
53000	53
56000	54
60000	55
64000	56
68000	57
72000	58
76000	59
80000	60
84000	61
88000	62
92000	63
96000	64
100000 65
104000 66
108000 67
112000 68
116000 69
120000 70
121000 71
122000 72
123000 73
124000 74
125000 75
126000 76
127000 77
128000 78
129000 79
130000 80
131000 81
132000 82
133000 83
134000 84
135000 85
136000 86
137000 87
138000 88
139000 89
140000 90
141000 91
142000 92
143000 93
144000 94
145000 95
146000 96
147000 97
148000 98
150000 99

Eviltype Black changes:

-MBlock nerfing. Magic Block, in and of it's self, is not really
that negative of a concept. However, being able to hit 128%-or,
perfect dodge rate-leaves some things to be desired conceptually.

Sure, there's nothing wrong with being heavily evasive-look at
Fire Emblem games. But there needs to be some risk to balance
out the incredible rewards. Even if physical attacks went through
MBlock-a concept, in practice, easy enough to implement via a lot
of can't dodge flags on specials, if I wanted-MBlock simply covers
a much stronger and more varied set of attacks than Evade ever did.

It was, inherently, kinda nasty.

Solution: Make less of it. But, not in a way to discourage general
usage of MBlock. Just, a way to prevent 128% MBlock.

Changes resulting:

Illumina: MBlock to 20%. Now additionally raises fight and magic
power(Hero Ring effect), blocks instant death, petrify and condemned,
and adds 50% Vigor(Hyper Wrist effect) in compensation.
Ragnarok: MBlock to 20%. Compensation not really needed, thanks
to the smaller impact and added effect in 1.1.
Magus Rod: MBlock to 20%. +25% MP in compensation.
Aegis Shield: MBlock to 20%. Now halves Poison, Wind, Pearl and
Water elements in compensation.
Tortoise Shield: MBlock to 20%. Absorbs Poison and boosts HP by
12.5% in compensation.
Paladin Shield: MBlock to 20%. Honestly doesn't need compensation.
Force Shield: MBlock to 20%. Defense raised to 25(from 0).
Force Armor: MBlock to 20%. Again, does not really need to be
compensated for.

Conclusion: Highest MBlock possible should now be 9(Celes base)+20+20
+10+20+10+10=99. Pretty high, about 80% evasion(silly FF6 calculating
hit rates out of x/128 odds, then putting a % on MBlock...), but not
perfect. Also gives several very broken equips some arguably needed
nerfing, and makes Illumina go from a defensive to an offensive weapon.
Works.

-High end spell and equipment nerfing.

Let's face it. A few things in FF6 are pretty awesome.

And why not?

Because people don't like shiny things. Some of the bigger offenders
were already hit during the MBlock tweaks, but...

So, in conclusion, here's a list of small tweaks that will make those
broken items and spells require more forethought without making them
useless. I hope. This list is constructed of things that, in the past, have
been commented on by various people as being too strong still.

Economizer: Drops Magic Power by 7 and MBlock by 10%. A small offensive and
defensive hit in exchange for your limitless MP. A fair trade, especially
given that these are still extremely hard to come by.

Gem Box: Automatically Berserks the wielder. Either you block that using a
Peace Ring, Ribbon, etc., or you Remedy the character, to utilize it's effects.
A strong nerf, but ultimately one that makes the character very well balanced
as support(As, Ribbons are quite good for that in their own right, obviously.).
Also it gives you a nifty auto-Berserk relic for physical setupsfor kicks!

Offering: Magic, Vigor and Speed lowered by 5. The Relic I'm most reluctant to
nerf, despite hearing it repeatedly mentioned. A lower speed and Magic Power
don't directly nerf it's offensive potential, but they do lower the overall
versatility of the character, while -5 Vigor equates to -10 Battle Power.
A small nerfing.

Ultima: Changed from 102 power ITD to 155 power ignore split among multiple
enemies. This makes it the strongest spell in the game on raw power(out of
PC spells) still, and makes it far stronger than most spells against multiple
targets, leaving it with a strong niche. However, defense is still something
it rams, meaning it's no longer the best spell for a vast majority of situations.
In particular, Flare and elements hitting weakness should very often inflict
more damage.

-Eviltype Ikari is simply the White/Black versions combined. The gag should be
obvious with the name by now. Regardless, I suppose it's likely the hardest version
of Eviltype, for a given definition of hardest.

Regardless, I hope these are all enjoyable for those that couldn't get into
Eviltype before! And I hope they all work at all points in the game. 

I mean, there's no reason they shouldn't.

But I'm pretty sure a lot of coders have said that about things they were very sure
about...