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Messages - Miacis

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-09-04 17:10:21 »
I've started a new playthrough, and would like to compliment the deft handling of the Junon elevator bribe issue. It is now incredibly less pretentious. Another job well done, Sega Chief.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-24 12:35:21 »
Hopefully this isn't running it too much into the ground, but I think the problem is less Vincent's balance, and more what is you seem to expect of him.

If you look at Vincent's stat spread, he's not really geared towards using his turns on using the fight command. Dex is essentially absent from his SP ranks, and most of his guns boost either his magic or inflict status effect, so the only attacks he's gonna be getting consistently is through counters. Sure you can gear him up to do more physical damage, but to me it's like Magic Barret:you don't just use him as a magic DPS, you also use his natural abilities towards tanking (magic counters) or physical damage (mixed phys/mag offense). Similarly, if you want pure physical DPS (or pure magical DPS) Vincent, yes, there are probably better choices, but what matters is he can be somewhat polyvalent in that role. There aren't any other characters who can tank physical, heal a lot and fling spells/Osmose (not Barret), and still get decent physical counters off from the back row (not Cait Sith). It's not ideal super awesome OP, but in situations where defense and support is key (Curator says hi), it's definitely worth it.

If Vincent's limits are made slower, to me all it's going to do is improve his already-mediocre Fight potential, at the cost of making the limits essentially worthless. As it stands, they can still serve a bit of a end-of-fight last push when you're certain you can end this safely. Having them charge quickly means they're always on hand, but if that's gone, well... I guess a hypothetical limit defense boost would allow him to duel more easily, but having an innate that won't have much use outside of the Battle Arena seems kinda eh to me.

Plus, isn't the Vincent Mug glitch purely graphical? It really shouldn't prevent you from using a build you want to use, unless the lack of damage numbers on the following attack is that debilitating.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-23 15:50:42 »
[Vincent]
I've never tried physical-damage Vincent, but he's pretty darn good as a pure support tank where his limits don't matter too much. With his default "build" (MAG/VIT + STR), you've got a Barret level tank that gets his damage from counters, and spends his actual turns healing non-trivial amounts, or flinging a fireball here and there. Against bosses with high damage output, it's not a bad choice. Of the main potential tanks (Barret, Cait Sith, Cid??) he's one of two with a long range weapon. Plus, while Barret is constantly choosing between tanking and attacking (Atk or Def stacks? Short or long range weapons? Sadness or Fury? +Vit weapons or high Atk ones?) Vincent tanks, supports, and always uses a gun to counter anyway... and fittingly, doesn't care about staying Sad forever.

Without completely reworking Vincent's limits, I just don't think there's much to make them worth using. The way I see it, it's his main character flaw that needs to be worked around by the player to use him. There's just too little reason to waste time putting him in the front row to launch random attacks (that may end up being magical anyways) when he could stay in the back taking pot-shots at the enemy.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-04-04 18:50:34 »
Can't Boxers just be put to sleep, then Demi'd...? I think that's how I did it.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-08 00:20:45 »
Toning down elemental protection from equipment seems reasonable too. For a game where Materias can also provide elemental mitigation, it's already very generous with the elemental protection. I'd leave the Adaman Bangle and Relic Ring untouched though, since they do have very noticeable drawbacks to them right now.

Quote from: Sega Chief
I'll prob change Launcher to do something else
Shame there doesn't seen to be a way to attach the "Eject" status to weapons. That'd be appropriate (and OP as fern) for such a weapon name. Instant-death with low accuracy...? :-P

They don't have the "Effect" at moment, that's why i mentioned it to add it, the Bahamuts themself display it at the help message.
That's what I said...? The materia description for the attack doesn't mention the effect, but the combat description does. I'm not talking about their attached Effect/Element, just the description of the summon.

Do you know
Yes. I do know. Chill. :c

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-07 16:36:13 »
Quote
In NT you can just absorb 6 Elements at a time, Vanilla allows all 8 Basic Elements at once. Don't remove main features out of the game
Main feature or not, I do not think that it is fine to keep the ability to negate all "magic-oriented" elements, not without some serious consequences for doing so. Thematically, it seems to go against the initial philosophy of not making the endgame about physical attacks, and flavor-wise, it's just awful. If your super flying fire boss can't be super firey because Fire Rings are farmable, and can't use Wind either because Elemental-Wind exists, what else are you gonna do? Give ice spells to the fire boss? Give the boss more physical-element spells(??), so he has a chance to outrun the healing caused by his own attacks? You should not go into a boss praying for him to cast his more unique moves, but fearing his bites.

It's just silly. Elemental negation should either be the product of a unique item, or coming at some sort of price. Just look at the Relic Ring: absorbs hidden, but absorbs restorative; grants +20 Str/Mag, but is unique for... a good portion of the game. You actually need a bit of an elaborate setup to use it right, and you can't do it on your whole party.

So yeah, I'm all for changing materias or gear that [Absorbs] into [Halves] or [Quarters?], and [Blocks] for endgame or flawed items. Even if the flaw is just "Does not have any stat boosts" like the Protect Ring.

Quote
  • Amulet's Status says: Prevents [Barrier] - Lck +75, actually it blocks Barrier, MBarrier, Reflect, Shield, Peerless - A better description would be "Blocks any kind of protection."
  • Silver Refractor's Status says:  Prevents [Barrier/Time] - Spr +50, actually it blocks Barrier, MBarrier, Reflect, Shield, Peerless, Haste, Slow, Stop - A better description would be "Blocks any kind of protection and time manipulation."
Prevents [All Barriers] / Prevents [All Barriers/Time] should be concise enough. If we need to add more item text, I'd rather the character space be used on items that don't show their stat boosts (like the Platinum M-Phone, or the Cat's Bell). All three Bahamut materias (not the attacks themselves) also don't mention their DeBarrier/Dual/Dispel effect.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-07 02:02:14 »
I've been replaying this, trying to go farther than last time (up to and after Tseng!), and so I come bearing bug reports and suggestions:

Spoiler: show
- The description of Vincent's innate still says it's passive MP regeneration. Not sure if Cait Sith's was also inverted.

- The Platinum M-Phone is Nibel Mansion is neat, but for such an early item, it really eclipses all the other magicking weapons. You might want to either move it, or tweak its boosts (Mag/Dex +25 is just silly)

- You mentioned adding more save points, please please add one somewhere in Nibelheim. Going back to Cosmo Canyon after the Commando/Lambda fights was soul-crushing.

- Dragon Armlets for morphing a Gaea Dragon is a valuable reward but miiight be a bit too much too early?

- I realize you've removed the damage immunities of the Keehaul Armor because it was a bit of a mess with the script and targetting, but now the boss seemed very easy. It might need a bit more firepower. Either that, or changing his script around a bit. Maybe let both arms be damaged at first (but not the body), and only remove the immunity once both arms are down? Up to you, but it feels like the boss's gimmicks didn't get enough time to shine.

- In the Gelnika, a chest contains a Farmer Glove, but the textbox calls it a Farmer's Fist.

- I've had the Unknown 2 (flower-skull) use ???? Needle twice in quick succession (generally near the end of a fight) for a cheap, unavoidable (??) game over, which isn't too bad considering how small the Gelnika is, but is quite vexing.

- Typo here, alignment here, this guy says nothing, and Tseng stands back up if you exit the rocket after entering it.


(PS: Did you change the chest in the submarine dock that used to contain a Scimitar? I missed it and have no idea where to dig to find what was in there.)

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-01-28 22:29:22 »
Speaking of Palmer, is there a way to apply the hotfix patches to the IRO file (by unpacking and repacking it or something...?), and if not, may I ask for an updated IRO? I've had the bad luck of reaching Palmer right on the version when the freeze was discovered and been bummed all week I couldn't progress on this new version.

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Gameplay / Re: A question on the legality of modding
« on: 2017-01-20 15:12:41 »
To answer the original question:
Sup, guys! Due to past experiences, I'm kind of a stickler when it comes to legality and gaming. So I was wondering if it would conflict with the EULA to mod FFVII? Thanks, sorry to be a bother.
Let's look at the EULA:
Spoiler: show
3. Restrictions
You are not permitted:[...]

(d) except as expressly permitted by this EULA and save and to the extent in the circumstances expressly permitted by applicable law, to rent, lease, sub-license, loan, exploit for profit or gain, copy, modify, adapt, merge, translate, use, reproduce, distribute, broadcast, publicly perform, store in a retrieval system or otherwise deal in the Software Product or any part thereof in any way;

(e) except as the applicable law expressly permits, to reverse engineer, derive source code, modify, decompile, disassemble, or create derivative works based on the whole or any part of the Software Product, in whole or in part, Where applicable law expressly permits any such acts, and any lawful modifications, adaptations and improvements and all copyrights therein shall be deemed assigned to and shall belong to, vest in and be the exclusive property of SEL and/or its licensors on creation to the maximum extent permitted by law and you hereby waive all or any moral rights in such creations;

In short: no modding allowed, except for applicable laws, which would most of the time be Fair Use in the US. Does FF7 modding comply to Fair Use? Well, that's something that'd need to be argued in front of court of law to really know the answer! All those factors mentioned before (profits made, size and nature of the mods, impact on sales) are good arguments in favor of your mods being fair use, despite infringing on copyrights. That's all they are, though, arguments to demonstrate your work in an exception. This is important, because while it means you can make an argument for your mods being legal and within the EULA, you're still pretty much infringing unless proven otherwise.

In short, is FF7 modding illegal or conflicting with the EULA? Maybe. The more you do to comply to fair use, the more chances it has of being legal in the... abstract meaning of the word.
Does that stop companies from indiscriminantly banning all mod-users from their games or launching DMCA takedowns on modding websites, knowing full well ordinary citizens would never bring that to court? hahahaha no. Hell no.

For a regular law-abiding user, a good way to go about things is to simply abide to the local modding community's conduct rules. If their mods aren't getting them banned from the uh... invaluable Squix online service, it means their way of doing things hasn't made them a target for the company. If said company ever changes their minds, they'll either find ways to stop the modding tools from working or, at worst, shut down the modding scene. Anything more than that is really rare, so the risk of getting in actual legal trouble for modding is next to none.
Really, from what I've seen of the Qhimm forums, they're about as close as you're gonna get to "Fair Use modding" for a modding community.  ;)

Yep, SE say that their games are a final piece of art, and modifying them will violate the work of the artists. I guess they are all in a SM-club since FF7R IS a violation of the original art.
I might be missing a joke here, but all it is is they hold a copyright over the digital and intellectual assets. And copyright being what it is, that means that by default, it's only them and people they authorize that may edit, copy, or redistribute those assets.
If anything, them making a remake is even more reason to be suspicious of people modifying their works in a way that might compete against their new product.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-16 01:37:28 »
Some more entries to my New Threat Trip Report: [EDIT: Huh... I appear to still be using the April 7th IRO. Although I saw no mention of these issues on the thread, they might have been fixed since then...]

- Godo entered a a strange routine 2/3 through the battle, countering everything I tried with his Cure-Esuna-Bubbles move for about as much health as I could deal per turn. That lasted for something like 10-15 times before it started dropping off in healing for no obvious reason. Either something weird is afoot, or there is some gimmick to this attack I do not comprehend. If it's the latter, I'd suggest giving it some name that hints at its function.

- The Brass Dragon fight was incredibly hype, although marred by a little irritation. Since the timers still tick during item-using animations, I've had a couple of game overs because my assist was petrified for a millisecond before a soft cloud of Soft hit him. And then the dragon still one-shots everybody. And Grit triggers during the game over because off course it does. Maybe adding a second "Is partnerbro petrified?" confirmation check a second or two after the first check would make it smoother? It's kind of a minor thing compared to the others.

- Whatever Hungry is trying to cast in the Sleeping Forest, it does not have enough MP for it.

- The first of the two Fort Condor NPCs in Forgotten Capital appears to be invisible?

- The Magnade enemies in the Great Glacier did some very strange things, hitting themselves with their unnamed attack, and losing their shields pretty much instantly.

- The Gaea Dragon can be morphed into a Crystal Bangle, just like the Wild Thing 2000 right outside of Icicle Inn. The former is a dragon, while the latter is earlier and can be L5 Suicided, so they could probably use a different Morph item.

(- Although I understand the balance reasons behind it, having the Icicles immune to gravity misses so much thematic potential...)

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-12 13:06:28 »
Unless the GS Date/pre-date was altered in this latest patch, these should still apply:
Choosing Cid in the menu: an unfinished textbox
Tifa date: two textboxes appearing at the same time.
And the Barret date ends with a softlock after the mandatory look-out scene on the ferris wheel. They just stay there doing nothing while colored lights flash.

Is Alpha Zolom designed to be beaten around the obtention of the Tiny Bronco? I'm not sure if I should feel omnipotent or merely adequate with my fancy holy-elemental spell. Or maybe overleveled.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-10 01:34:39 »
Shera doesn't know how to words. The "Hear the whole story" and "Quick summary" options for Cid's flashback appear to give the opposite results.
Soon after, there are a couple of text goof-ups on why Luck is important. The next textbox is also affected, then the two afterwards are just a empty, awkward silence.

Palmer's fight was dope, though.

Wait, joke weapon morph ennemy ?
They ignore the Morph damage penalty.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-08 09:10:59 »
During the Gongaga Turks fight, is Reno supposed to counter even Rude's MBarrier with Turk Light?

I'm playing the 04/02 IRO version.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-28 23:23:21 »
@Sega Chief: The Fort Condor QoL changes are wonderful and you are a wonderful person for having those.

@SP/Rank talk:
I'm one of dem casuals and while I'd find a nice balance of event SP + (lesser) combat SP to be the most aesthetically pleasing, I can get behind either extremes as well.
Even if SP is purely event-based, grinding rewards you with HP, items, money and limits. Even if SP is purely combat based, progression unlocks materias, equipment and characters.

Really, as long as Cid doesn't get into a position where he's noticeably behind, the way SP is gained doesn't seem that big of a problem to me.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-25 00:31:40 »
Hello there, I'm yet another newcomer to this mod for 1.4. So far, I'm quite liking it, and I wanted to share a couple remarks to the author:

* It seems that exiting the save screen before the motorcycle minigame will trigger the Rubicante GT fight immediately (then boot you back to the prep/controls screen).

* I'll say that Aeris's healing staves are super good and between that and potions restoring 300 HP, it's quite hard to consider using up MP on single Cures during boss fights.

* I am a bit sad that the fancy Set/Build names from the 1.35 ReadMe are now gone. It was good flavor and I hope they come back eventually.

This would be my second playthrough ever of FF7, and it's been pretty enjoyable so far. It makes me feel smart for preparing well without making me search through spreadsheets and FAQs, so kudos on that.  :)

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