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Messages - deha0002

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Cloud's Limit stacks proc for Limits, and technically every command used by Vincent's beast forms are Limit Breaks. It was an oversight on my part, I might set up the AI to exclude the range of his abilities if I have the space. Otherwise I'll call it a feature.

You could simply make limitbreaks give Cloud a burst of 30 STR/MAG (Var.0000 > Var.0030) which then every action or something removes 1 STR/MAG untill its back down to 0 (Var.0000) where you can use a new limitbreak for the 30 stats again. This will prevent Vincent and Tifa from "cheating" the system aswell as making it like a direct opposite of Red's innate.

Not sure if its possible but i think it could be (and it would also be pretty cool tbh).

Sorry if i am boring with the innate, but its my favorite part of NT.

After Bowser9 told me that Tifa (and Vincent might have similar) trivialize Clouds innate by adding to many stacks too fast, my idea goes out the window. If the stats are max after one limit break, might as well just give it passively, right?

BUT since i more or less think innates on my way home from work, I might have something really good in mind.

Since Red and Cloud are supposed to be the all rounders of NT, why not make their innate "opposites"?
Red gains 50 (if its still the same) STR/MAG over time, Cloud could get, lets say, 30 STR/MAG when someone uses a limit break, then the stats slowly declines over time until he is back at 0 bonus stats, from where the cycle repeats.

So when someone uses a limit break (Or Tifa uses more since every hit count as one) you get the message "Overcharged". Now, during the stat decline, no matter how many limit breaks are used, his stats do not bumb up to +30 (might be to hard to limit it). But instead when he reaches +0 bonus stats we get the message "Cloud is no longer overcharged", a new limit break might be used to gain +30 stats again. Wording aside, this could be a cool concept for the two all rounders, like Ying and Yang of each other, but also incorporate play style since you have/can juggle between when to go offensive and when to go defensive.

Of course this has to be handled in the scripts so that i cant be stacked into oblivion, but i think its possible. Might even check it out myself.

Cloud and Red share potential roles as all-rounders, with Cloud leaning more towards defenses and Red leaning towards speed. Having their Innate overlap isn't an issue because we want 1-2 characters to excel at any given role (all-rounder, offense, defense, speed utility), especially since Sega Chief lets you choose your lead character in Disc 2/3. It also helps that the .exe now alters Limit effects, so lower level limits are more valuable throughout the game.

Depending on whether you are playing on Arrange and whether you have Tifa in your party, reaching max stacks during boss battles will be unavoidable no matter how defensive you play. The battles where Cloud wouldn't stack much will be quick battles, in which case Red will also not get many stacks. This isn't counting post game where it's possible to end super bosses without taking much damage (thus not getting any limits) and have 255 for one or two stats.

Though you are correct, avoiding overlapping as much as possible is good i think. And the change i suggested makes Cloud innate go from "it will happen when it happens" to " I want the huge stat boost fast, thus i can afford to go all out-aggression". In my opinion it adds a bit more decision making on how you approach it.

Another example of this is comparing Vincents and Tifas innate. Vincents passive heal is based on current mana, thus you can alter how you approach it, more phys dps/tank, or waste mana as a mage and lose some of the healing. While Tifas just happens when you get bursted down.

Now this wouldnt be a problem since we already have "passive" and "active" innates (what i call the scenario above) in other chars. But since Red is already the "Passive" one of the all-rounders, Cloud could potentially be the "active" one making it more engaging (in my opinion of course).

I could change this myself with WallMarket but i suck with scripts xD

EDIT: Just came up with an idea that would retain the all-around feature but add a bit more flavour to this innate.

5 stacks
Each stack gives 4 STR/MAG (= 20 in both at max)
When reaching 5 stack Cloud gets 15 VIT/SPR.

This allows Cloud to choose a aggressive style and be rewarded with defensive stats for getting alot of limits off. While also being able to go at it more slowly and getting boost along the way, "cementing" the defensive style when reaching max stacks

Ofc the numbers can be tweaked to lets say 15 total overall ( STR/MAG/VIT/SPR)

Nice to see some changes since last time i checked. Good work Sega!

Love the fact that Cloud has a decent innate now instead of a random elix...i mean Second Wind.

I do though have a few things to said about Clouds current innate. How it works now it;
* Overlaps with Reds to some degree
* Doesnt insentivice Fury status or low limit lvls
* Doesnt affect if you want to be defensive or aggresive.

Lets persume that every significant battle starts with all 3 chars having full limitbars (which rarely happens, especially since i play arranged/no encounter/no rank up).
Lets also presume you get 5 str/mag per limit break with maximum of 5 stacks aka 25 each.

Now, at the start of the battle, most often will you use all 3 chars will use their limits meaning Cloud gets 15 str and mag. With the slow increments similar to Reds ( not counting Barrets since he has flexibility with either defence or offence) you are not incentiviced to remove Sadness/add Fury or lower your limitbreak lvl just to get those extra 10 stats. Its simple to much for to little.

This way you can be full on defensive, get your 15 stats and not bother if you get the other 10 or not. Which dont think is a good thing.

My "fix" is simple; remove stats per stack, and instead add lets say 35 to both str/mag when you reach 5 stack (or 6 might be fine).

This way you can choose either be offensive/purposely lowering you limit lvl to get the stats faster or be defensive maybe getting it towards the end of the fight = affects decision making = good thing 😃.

It also becomes quite different from Red whom already have "stats over time" concept.

Plus you can link the "lore" of his innate to mako energy and how it gives Cloud a burst of power or something 😄

But as always, good job Sega, cant wait for future projects.
(cough Take over Grandia Redux Complete from Dunal cough)

Guess am back for another try, 2nd Wind kinda killed it for me. A question Sega, if i have Wallstreet exe and the varibles/script for Mimesis, could i save over it somehow to give it back to Cloud? If so would you send me the variables/scrips =D.

I honestly had never seen his Inate actually do that in the previous versions though.

That said, thematically it was amusing and did fit from a story and character perspective, but gameplay wise I had never seen it actually do what it was supposed to do.

It's a pity he couldn't randomly copy one of the inates of the members in the party with him, but that would be potentially too game-breaking (either in terms of causing Cloud to be too powerful, or causing the game to crash lol).

True that, though as it stands now its worth 1 elixir + 1 turn(action) ONCE per nah Clouds innate is not something to be "whohooing" about like lets say Vincents selfsustain, Cid's Barriers or Nanakis +50 STR/MAG.

I would even go for a flat stat boost (though boring) than Second Wind tbh =D. But hey an innate can be improved, the game balance feels better with Arrange now so i am quite happy!

The general premise of it will be a BIG help in battles where the enemy has a lot of HP or things get drawn out for whatever reasons. That said, it's true usefulness will not likely pop up until much later in the game, where-as the usefulness of other character's inates are pretty much set from the second you get them.

So a big help late-game, and kind of helpful with things when a fight gets dragged out for whatever reason.

The prior versions of New Threat didn't even give Cloud an inate ability until after you had claimed him from that resort town (the one that sinks into the lifestream) in disc 2. :shrugs:

I was kinda hardcore into the changing (identity crisis) innate where previous members actions boosted similar actions from Cloud, since it fit so well with what is actually going on with Cloud through out the whole game. Well i got Arrange now atleast so i shouldnt complain, though Cloud will most likely not be in my party ever for end-game content =D.

Damn i hope Second Wind innate is a typo, not a fan  :-\ :-\ :-\

So i have been lurking for a while while waiting for 1.5 and Arrange .

On the discussion on Vincent, i think that (if possible) you double the chance for healing with his innate while transformed. With that you have a berserk char with decent self sustain, which compliments him not using MP.

On the rank issue, i think adding mobs that you can grind SP on before Clouds return kinda removes the purpose of having a rank system at all. From my understanding, the rank system serves several purposes, one major being for balancing bosses/enemies. If you allow early ways to grind, you might as well just let stats grow with lvls.

A suggestion, might be late but hey i can try. Is it possible to return a char to its base lvl and stats? If so that could be a way to allow "respeccing" rank ups. The cost might then be that you start att base lvl and have to grind SP for ranks again. Since you have better gear and materia, leveling back up might not be a big problem, but its steep enough of a downside to keep you playing the mod for a while.

In any case, keep up the good work, i am back to lurking again *POOF*

The innates were swapped but the text wasn't (I forgot); Vincent now has the MP > HP regeneration and Cait has the passive MP regen. Vincent's one matches his Limit forms quite well because it lets that MP get used while he auto-attacks. Cait's is going to be changed so that, on top of the MP regen, he gets a much stronger MP regen while defending (+20 or something). I should mention the new innates for 1.5:

Cloud: When an ally is KO'd, he gains Wall + Regen (effect activates once - this innate only available after Cloud recovered from Mideel).
Aeris: Geo-stance covers more elements (space issue prevented this before)
Yuffie: Magic evade was dropped, physical evade set to 255% when hit by a physical but wears off after a few turns or if targeted by a magic effect. Issue with this is that accuracy gains evasion, which'll need something done to the .EXE. This problem applies
Cait Sith: Passive MP regen of +1 per tick; when defending, this becomes +20 per tick.
Vincent: HP sporadically raised by current MP as an irregular regen.
Cid: Starts battle with a STR/MAG boost, loses this for rest of battle if his HP drops below 50% at any point.

Not to sound like "Hey you changed the innates i liked!" but why change Cids and Clouds to these new ones?
Cid i thought was good with the Barriers (if the go through resist that would have been amazing) since it does not shoehorn him into a melee dps role, but adds a tank role aswell. With the current one for 1.5 + the gear + rank up options he can only be a physical dmg dealer, period which is a shame.

As for Cloud, I feel its kinda wasted, since Wall + Regen are 1) easy lategame to apply, 2) quite boring from a innate standpoint. The only thing i can see going for this new one is Cloud being a recovery bot, aka when a teammate dies, Cloud is protected to get them back up again.
 I though the switching MAG/STR was a cool idea but hey in the end it your mod, just my two cents. Ohh, another thing for Cloud could maybe be reverse Yuffie innate. When he gets hit by magic, he gains STR (to kill the casters), when he gets hit phyc he gains MAG etc.

PS: Love the fact that you switched Vincent and Cait. They no both have multiple roles. Vincent can save mp for sustain while being a phyc dmg dealer + caster and Cait can be Tank or a caster/support!

Anyway keep up the good work Sega, cant wait for 1.5! =D

A Steam version of the mod is now available. It doesn't differ much from the PSX version except that Beatrix can be recruited at the end of disc 3.

I've tested it from new game to the end and didn't encounter bugs, but there may still be. Don't hesitate to tell me if you find one.
There may be bugs if you're using the cheats though.

I tried to patch the Steam verision just as you said, but i get a black screen right of the bat. Without the modded files it works fine.

I know i might be boring with the same questions, but god damnit i have the right to do so!  :wink:

How is Dark Cave/Arrange coming along? Is the Innate's up to date with what was discussed way back (Cid's Barrier, Cloud changing STR/MAg etc)?

Regen + Barrier? Would that work? Or....Resist?

Wouldnt really recommend either tbh. Regen, while being a end-tier healing spell, is nothing more then a different take on Caiths current innate and it becomes more or less useless after you get Regen normally.
Resist might cause more problem since it can apply resist when you dont even want it. Scenarios can be bosses that have high phyc dmg or abilities that more or less forces the Defend command (Omega weapon).

If by any chance you could toggle Resist (Defend activates it, a different action removes it) then maybe, but sometimes you might want to keep resist thus making even that possibility unlikely.

I am not really sure why we need to change Clouds innate if it is the changing 25 STR/MAG? The only "bad" innate atm is Vincent, while the rest range from fine to really good. Ofcourse that stats/effects might need buffs/nerfs on some innates, but (according to me) Vincent is the only one that needs a whole new concept for his innate.

Overdrive mechanics could be interesting; if his gauge filled when allies take damage might be a good one as well and a counter to Yoshiyuki.

Though i think chars with limit break variety could have this innate (maybe after the application of the exe patch?). Since adding this innate to a char with purely dps limit breaks, kinda forces him/her into a phys dmg dealer role.

This could work with Vincent, Red or even Caith because of their different types of limit breaks.

The current innates are:

Cloud: Gains a strength or magic boost of +25 whenever an action of the same type is performed by the party (if someone attacks, he gains the strength boost, if someone uses summon he gains Magic, etc.) Only activates after he's been recruited again from Mideel.

Barret: Gains defensive stacks when hit by damage in the back-row, gains attack stats when hit in the front row. Stacks of both types can't be held together and gaining a stack of one type resets the other.

Tifa: Once per battle, will recover from a KO with 1HP automatically with Limit, statuses, ATB, etc. intact.

Aeris: When using Defend, she absorbs most elemental damage in addition to the usual 50% physical damage reduction

Red XIII: Slowly gains Strength and Magic as the battle progresses.

Yuffie: Gains a boost to physical/magical evasion when hit by an attack/effect of the corresponding type.

Cait Sith: Will periodically gain HP equal to half of his current MP.

Vincent: Passively regenerates MP.

Cid: When hit by damage, he'll gain Barrier if in the front row or MBarrier if in the back row.

I could swap Cait Sith's innate onto Vincent which would combo well with his Limit forms that don't use MP; that'd let me think of something for Cait Sith instead of Vincent. That or I could maybe enhance Vince's Limit forms by adding automatic buffs that get refreshed while he's running through his AI in them though that'd mean having to use those forms to get any benefits.

The root of the problem is that I'm flat out of ideas for what Cloud or Cid could have as innates, and limited by the space. I could maybe load something onto the enemy scripts instead, maybe a 'mark for death' effect when attacked by a specific character that lowers their defensive stats a little though enemies that change their defence (like Guard Scorpion) would be problematic. Cid needs something attack-based I think, while for Cloud I'd veer more toward a party-buff or something.

ahhh, well those innates are fine according to me, i thought you had the old ones (Cloud gaining 40 STR/MAG and Cid with Auto-Crits on hit). The barrier innate is fine for Cid, since he more or less is a melee but can now chose between tank or dps, instead of forcing him to be a damage dealer.

Same with Cloud, if his innate is the changing one, it fits both his char (identity crisis) as well as it quite interesting in how to use it. My assumption to your last reply to one of my posts, was that they were the old ones still.

As for Vincent i actually think making limit buff might be a good idea, since he is a "monster" that focuses on shape shifting. And if anyone is going to have affects when party members die/get hurt, i think it should be either Vincent or Cloud, since it fits those chars most. In any case, keep up the good work.

I've seen very different innates for several characters, is there an up to date list of all the innates anywhere?

Yeah, i agree that most are different, but these three chars in particular (Cloud,Cid and Vincent) either A) don't provide variety/or pigeonholds them into certain categories (Vincents mana reg more or less forces him to be a caster).B) Doesn't add any real benefit when looking at the Rank up stat options combined with the gear chars have (Cid getting Auto-crits when he has ton of luck from rank up and from weapons) or C) not being original/fitting to that char (Cloud being more or less Red XIII without the ramp up).

I do think that the kernel might have limitations and that Sega has more important things to fix/add when it comes to NT. But having the idea that they might need rework if its possible kernel- and time wise, then why not make the best possible outcome of this mod. Just my two cents.

I think they're staying as-is, though if something better comes to mind for Cid that can fit into the kernel (I'm at the hilt for AI space) then his might change.

Ahh thats a shame, since i personally think Cid, Cloud and Vincent need an overhaul on their innates.

Putting the flevel patch together for tonight. I've been fixing things over the last few weeks but not keeping a note on it;

-) Prior to Junon Raid, player can equip Barret, Cait Sith, and Yuffie altogether so they don't need to do it later.
-) Added proper Save Point + Shop option (instead of Rank Up for this specific save point only) to Junon Raid when Yuffie joins.
-) Fixed the Rocket Town cutscene skip options (options had opposite intended effects)
-) Lost & Found NPC on Highwind updated with correct battle (to activate Cloud's Innate) + key items
-) Various typos fixed in scenes
-) Adjusted volume on sound effects on Mako Cannon scene
-) Fort Condor Teleport NPC's money check script (finally) fixed
-) Ziegfried encounter on field screen
-) Game no longer softlocks when visiting Priscilla with Tifa or Cid as party leader on Disc 3
-) Requirement to start Kalm Traveler sidequest returned to original
-) Various text alignments using max-length names to avoid text-box problems with long custom names (likely more to be made, but all reported instances should be fixed now)
-)  The scorpion has finally been eradicated from the church, for real this time
-) Micro Engine drop added to Love Buster; is also available from Lost & Found NPC on Highwind if enemy was already killed
-) Gold Chocobo script enabled
-) Unequip party member options removed from late-game to prevent loss of Materia
-) Changed the Fort Condor 'all battles won' prize to something worthwhile
-) Item checks for crafting Ultimate Weapons scoured and should be working now

That's what I've done today anyway + could remember from before. If I've missed anything/not mentioned it, then let me know so I can check if it was fixed or not. The patch will be generated and uploaded a few hours from now to give people some time to report unmentioned bugs/make quick suggestions. I'll be trialing some early access to Materia like Added Cut and Slash-All to see if a hybrid build can be utilised earlier in the game; I've an idea for how it could work.

Plan for the scene.bin/enemy patch
-) Implement Morph plan for North Crater enemies (if this fails, I'll re-work it so that one weapon is a drop and the other is a steal).
-) SP Gained text removed from all Midgar enemies (done)
-) Hojo overhaul (in progress)
-) Various boss overhauls/tweaks based on playthrough; Lambda Calcule, Gi Kattan, and COMMANDO squad affected (done)
-) Adjust enemy strength of Junon League Bracket #1 so it can be challenged properly on Disc 1 after getting the buggy (rewards will be adjusted accordingly, with something from each enemy as well).
-) Adjust SP script for all enemies above Lv.44 so that they can work with the Level Synch
-) Corel Train adjustment
-) SOLDIER & COMMANDO enemies had their AI and attacks overhauled so they have some consistency/more attack options
-) Wrong attack issue on Hungry enemy
-) Final Battle (alt) tuned for a solo character, rather than 2 like it was originally.

This might be a couple of days, the 2nd and 3rd Hojo scripts are being rewritten from the ground up. Again, if I haven't mentioned something then let me know.

Just a random question; Were you going to change Cid's and Cloud's innates? (The barrier for Cid and changing STR/MAG for Cloud)

Probably a technical issue because of the spoiler tag or something. The Fort Condor prize is a p

Yeah the P%&ยค"#was awesome! didnt known you could even make stuff like that in the kernel. Anyway GJ with providing us with an amazing reward.

I can change Limit Break kill/usage requirements and the HP% damage needed to fill them at each level through the Kernel; the actual damage/effects of the Limits themselves are stored in the .EXE so I can make these changes if needed. As far as kills go for a low level run, I could help out by adding an enemy here or there that gives 0EXP; Mango Fangs on the Temple Area (wasteland areas on the tip of the isle) already give 0 EXP for instance (I think). I'd be reluctant to just lower the kills needed specifically for low level games, as there was another player on ID saying he had Limit Level 3 for Tifa by the time he reached Junon or thereabouts (though that might have been a grind heavy run).

Adding mobs that die in one hit and deals no dmg (or i dont know, nothing to time consuming atleast) might be a good idea. Maybe even just add it to Arrange since (from my understanding) Arrange will most likely be the second+ run, where normal could cater towards fresh NT runs.

This, I think, is a really bad idea to have built into the mod for everyone.  As someone who does a bit of grinding when he plays, lowering the kill count for gaining limit breaks will mean access for super-powered lvl 3's way early.  Like, it wouldn't be difficult to have access to Meteorain, Meteodrive, or Angermax before I left Midgar with those kill counts.

I personally feel the same way the FF6 BNW guys (and I'm sure a number of others) do about this--balancing a mod around LLG's basically makes your mod a LLG mod and kind of ruins it for everyone else.

A potential solution to this problem is making an item causing 0 XP gains accessible from the beginning, and then LLG players could grind kills for limits and level where they felt they needed to.  This is what BNW did (they actually eventually instituted a "No XP" switch in the options menu), and it's worked fairly well from what I understand.

Yeah, thats why i talked about the exe patch, not the NT mod itself =). And by applying it to the EXE patch, Sega can actually balance the limit breaks for utility across the different levels and not just have straight dmg boosts. So gaining early Lvl -3 limit breaks might not be that OP.
Another thing is, after playing FF7 NT like 7 times until the end, i am not a fan of 0 XP items just so i can keep my lvl low, we kinda have the no encounter setting already. And am not a fan of grinding +100 mobs at midgar then another +100 at choco ranch and ano... (you get the point) if more limit breaks offer variety to combat.

One thing that crossed my mind regarding the EXE patch.
If possible, i think it would be better to adjust how you gain each limit break. Personally i think you should lower the amount of monster kills (pretty low 10-20 kills) and increase the limit break usage needed for receiving new limit breaks. This will allow low level runs to actually have limit breaks past Cross Slash.

None that I'm aware of; I just checked and there's a donation that's come through from you on the 27th (much obliged for that, by the way). Maybe it stops you from you making too many consecutive payments to the same person for security.

Keep up the good work more are to come!!!

Hmm i am trying to donate again but this time it doesnt work? Just says the amount is "protected" and waiting confirmation. Any changes on your part Sega?

I think just throwing Double-Cut earlier in the game would be valuable enough. I feel like Green+ALL is the AoE advantage that magic gives you. While physical attacks can help you focus targets down. In my current run, to really be able to take advantage of physical power with people like Tifa. I am having to load them with Cover/Counter materia. If she had double-cut, ti would make her more effective than just a beat-stick and returns the hits

One problem arises thou, what should be then be striving for in the end game? Since 2x-Cut and Slash all seem to be the endgame phy materia, adding them early makes STR builds even more deprived of good endgame materia. The thing that people seem to forget, is that Physical attacks are free and magic is not. I do agree that magic becomes the go-to for many situations, but a simple increase in both MP cost and MP drain from Osmose should fix it quite nicely.

Edit: What i mean with that is that casters should waste turns both casting spells and draining MP, while phy attackers do it for free with no downtime. What could be done is giving an extra mastered Steal materia for Mug + Added Cut. Then you have the 2x-Cut some might need early.

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