Arch all you ever post anymore are stat screens. Sell your VBA, kid.
I'm working on Rath's Tale Hard Mode, and it's really really really quite fuuun.
There've been a few substantial changes to the tale's gameplay as of now. First off, the treasure chests have been reconfigured since they're tied to an achievement. Now, you'll get items based on the number of chests you have opened--starting with some shitty Bronze Bows and such. Your first key is an enemy drop, and the second chest key is your fifth chest item. Open all thirteen to unlock the achievement, and snag a ballin' Gigant Ax for Bartre. Gotta watch out for Rogues, though; if one opens a chest, another Rogue will pop out of the chest! Don't ask me to justify that in the script, just roll with it. Before, there were chests based on luck like desert items; this was kind of painful to play with, since most people would get Bronze weapons and fake Elixirs and some would report bugs about Elixirs not working (but only in Rath's Tale, teehee).
Secondly, I've redone my laziness reinforcements. Six sets of stairs (leading to what, idk, it's a cave under a cave?), where various enemies will spawn, either every 4th turn, or every 2nd turn (starting after turn 10 in Normal Mode). Before, I just dumped all the stair units into one batch of spawns every so often. There'll be more of a consistent enemy presence throughout the cave.
Also you'll notice that Wayra actually made his way to the map. I've taken out Prasad's crit in the opening sequence (still gets doubled tho like a scrub--the game heals him when he respawns onto the map), but Wayra makes an appearance as a boss only in hard mode. Now reclassed to Summoner, he'll conjure up Phantoms, who receive no movement penalties from any tile. Basically, his minions will chase you through the cave maze, running through walls. He can only keep one at a time, thank goodness.
Welcome back to the troll king's cave. Hope everyone enjoys it~