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Messages - fool

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1
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-13 03:33:28 »
After the Pillar Scene in the Dark Cave you can reenter the Pillar over and over again. The gate looks closed, but you can walk through it.
After entering the Script starts again as nothing happend. Screen: http://i.imgur.com/B6ebiIC.jpg

The Diner @ Wallmarket has also the default line when entering: http://i.imgur.com/uVmsYSy.jpg

Aeris won't show up at Don's Mansion: http://i.imgur.com/lHqvOJo.jpg

Missplaced Shopping NPC? : http://i.imgur.com/PCj4zJI.jpg

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-12 00:10:29 »
Keep it short like:
  • fixed getting Phoenix twice
  • changed Flash to his normal behavior
  • adjusted damage of enemys during midgar raid
  • equipment changes:
    • Enemy Launcher ...
    • Zietrich: <new stats here>
    • Other stuff...
    • For all equipments and accessoires:
      • Changed nullified elemental damage to halfed damage
      • Changed absorbed elemental damage to nullified damage
    • Weapons: removed fixed elemental damage except for the healing staffs
  • added better support for several materia combinations
  • added save crystals to: Nibelheim, <other locations>
  • fixed dialog alignments
  • fixed several softlocks in dialogs and battles
And everytime you change something just add it to it, no matter how big or small the change is.
New features like the SP System or the Dark Cave should be explained in a "Whats New" Section inside the Readme and shortly mentioned in the changelog

It's better than explaining everything for detail like you did on the 1.4 changelog.

Your changelog looks more like a fully explaination of all features. :)

3
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-11 12:37:47 »
The Changelog for 1.5 must be quite long. ;)

4
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-11 09:45:52 »
Maybe you can fix this double Phoenix Materia too, it can be obtained twice (not sure if this works for Bahamut ZERO too).

It's quite simple: After the final Fort Condor Battle don't pick up Phoenix and just dig for it in Bone Village on Disc 3, then go back to FC and pick up a 2nd Phoenix.

5
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-10 16:37:22 »
As for the Cait Sith testing, it seems to be related to the exe and is hardcoded as you said, as it calls the same value (20 or 0x14) as every other hero does when he selects limit. Also "Slots" on Limit lvl 1 will ALWAYS call for "Game Over". Kinda gamebreaking.
He learns limit 3-3 fine, but no Box appears on Limit Level 3 if you wanna use a Limit.
You can't change him that much except maybe changing his complete Limit Level 1 to 3 different Attacks and leave Slots as it is.

Edit: Also changing Values around it, to match all other characters, doesn't seem to make any difference. As long as there is no console and debug for every command sent, you can't find it that easily. :|
But there is a big difference on Cait when he calls Limit Lvl 3: 2 Values change to 006C / 0162 (Same when calling Slots) and for every other char who calls a Limit lvl 3 to 007C / 0172. I think that those are the window values as for opening Magic they change on all chars to FFFA / 016C.

6
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-10 14:48:51 »
The armors look great and hardly nerfed as Zietrich can't protect from this "null"-Element, it should give at least 10 defstat for mag as magical defense is kinda low on all chars... but if i remember right this ff7.exe 7th heaven etc. uses doesn't have the fix for the mdef anyway (maybe +10 Spirit?). If you modify the exe, please make sure to fix the mdef-bug as the Steam Version did.

I still recommend to give Zietrich and Mystile at least one combined Slot anyway to make at least one status or element blockable/absorbable with added effect/elemental Materia. It's ofter better to equip a accessoir combined with materia to match the boss' most status debuffs than just a Ribbon that denys every helpful buff.

SP Stuff to be fixed/changed/adjusted:
  • Cloud and Red XIII can get an average of 60 Stats / Rank other Chars are all at just 55 total statgain this 5 missing points are an overall of 40 in lategame, which could hardly change the game.
  • Cait Sith gets on 1 of the 4 choices 3x 15 + 3x 5 Sources (don't remember which one right now, but it was luck that was supposed to be 10 and not 15 to match the 55 rule?) - Checked again all 4 options, I was wrong.
  • It would be great if all chars would get 55 or 60, but not this mess please. :) - Reduce Cloud and Red XIII to just 5x10 Sources and 1x 5 Sources (i recommend Luck as 5) or change all others to get 60 with all stat-sets too.

I am on my 2nd playthrough right now, right before starting Gold Saucer and gonna test a modded Version of Cait's Limits (Damagevalues for the Limits are not changed but should be adjusted i think)

Here is what i changed:
Limit Level 1 => His two Basic Limits he uses, Dice + Slots
Limit Level 2 => With 2 Offensive casts of his Slots Limit
Limit Level 3 => 2 Supportive Casts (Lucky Girl + Moogle Dance) + Transformation
So he can be used instead of Aeris for healing/supporting the Party. (Screen: http://i.imgur.com/K9A094j.png)
Critrate instead of damage & status imunity can be great for an offensive Team.

Aso there is another bug on Junon: The Fort Condor porting NPC is just there if you leave & reenter the screen.

Maybe move Ifrit out of the Ship to not be missable too. (Maybe to Costa Del Sol's Beach, to view the Hojo Cutscene as well)

Greetings

Have you ever noticed that every toilett inside bars/hotels is occupied in FF7?

7
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-09 01:52:43 »
Random might be too much as that's what Cait Sith's Dice uses and it tends to hit harder than his physical attacks in most cases; I think it ignores base power/Strength as well so a low attack power on it probably wouldn't slow it down. No defence ignore could keep it in check but I reckon it'll be hitting high even in its lower ranges. The damage ranges themselves depend on the level of the attacker, gaining a Dice for each 10 levels. You'd be around Lv.20+ or 30+ when Enemy Launcher hits the scene so that's 3-4 Dice with ranges of 600-5400, and 1000-9600 respectively; even with Defence Ignore off, I reckon it'll outstrip regular physical attacks completely bearing in mind it might be able to make use of Elemental for 2x (assuming the formula allows for that check). I'm going to check it anyway for curiosity sake.
The speciality of this Random Flag on Weapons is, that it ignores the Str Value of the char completly, it just uses the Str Value of the Weapon for the max value, so 12 on Weapon str would be 1200 dmg max. No matter the level or any stat in game. Cait Sith's Dice Limit generate the STR Value with the dices and then make use of the random value. Just to mention it. :)

@ASheep only the Serpent (Sunken Gelnika) would use it again during battles. All other enemys that have Aqualung in their Code, won't make use of it unless you maybe manipulate them as Sega Chief said.

Otherwise you still could use Black Chocobo to add it.

8
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-08 04:38:20 »
The Bahamuts used to have Shout but it was causing me problems with elemental attacks again. Some others don't have the status inflicted by the summon attached to the Materia because...the flags aren't visible in the editor! I don't know if this is a mistake in the editor's design or if the flags just straight up don't exist in that part of the kernel due to space. Planet & Contain can probably have their statuses on the Materia, but Dual can't be set. Manipulate I considered but thought it might be a bit odd as the only function of the command is to inflict that status; there are some enemies now that use Manipulate so I could just add that on anyway.
In the scene.bin everything is fine with Bahamuts, the Attacks have their respective Flag set for Dual and so on, the kernel.bin just doesn't have the flag for combination with Added-Effect.
Skillset on scene.bin for Bahamut: http://i.imgur.com/KozvMu0.png
Statset on kernel.bin for Bahamut Materia: http://i.imgur.com/2RSCoTy.png
Materia ID 63 = Attack ID 003F
That it works in the Editor and displays everything fine here another shot of Hades Materia with his 6 Status-Effects: http://i.imgur.com/WGV3hEd.png

About vanilla Schizo, all of his attacks are elementally aspected; Fire/Ice breath, the Tremors are Earth, and the final attacks are Bolt. With Aurora Armlet + Fire Ring and two Elemental Materia you can easily make a character invincible or at least very unlikely to die in that boss; it's an extreme example, but those are the kind of situations I want to avoid.
Yeah and vanilla even has an Item that could eat those 4 Elements (Fire, Ice, Lightning and Earth if I remember right) at once and it was called Tetra-Master or something similar, never played the english version of the vanilla. So I'm not sure about the name.

I think Multi + Random would make it behave like Comet2...
Not really, he attacks 2 figures on the Battlefield with Double-Cut giving no choice to select/prefer a Team. It can hit the enemy team twice or the own team. It's kinda funny but an useless combination for real games.

You could use the Random Damage Formula (68) on the Enemy Launcher, unfocused would match this wide amount of damagevariation too, but be careful as it ignores defense. So max weapon str 15 or 12 for attacking to keep it low. Combined with "Random" and no "Enable Selection" this weapon would be depending so hard on luck. Doing a good amount of physical damage... or just nothing.

Don't add manipulate as status effect as i suggested, you could manipulate your teammates if used as weapon-effect and the game would crash as they have never a skill set. Better add it to any equipment stuff of your choice, so you make sure it only gets blocked effect.

As for the Itemdescr. renaming, Protective Magic sounds good to me.

Quote from: Miacis
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
An alternative would be give the Weapon the "Ignore Stat Def" and then just equip a "Slash-All" Materia Lvl 2 or higher. Every enemy dies with one hit. Like you would use Cait Sith's Game Over Limit.
Or this method: http://i.imgur.com/kLuqCon.png extrem low hit rate (like 11%), then only 20% chance to trigger death, no damage otherwise, no materia slots BUT if it hits it kills every enemy instantly. "Lucky Shot" with like 2% kill-rate.

Quote from: Miacis
Yes. I do know. Chill. :c
Ok, now i know too. ;)

9
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-07 17:46:00 »
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 takes a lot of time to get "absorb" with Elemental Materia as it needs Level 3 to give that, this is not easy and requires a lot of grinding if you are not having access to the farming crater and/or triple AP Stuff. Added Effect for Example is A LOT stronger, it blocks the respective status changes on level 1 completly. Also if you wanna force the player to use only magic, block all physical attacks as weapons themself use "cut", "hit" and "shoot" as element which is... in would also just change the technique the player would use. If you want an immortal boss edit his AI Script and add Physical and Magical Imunity to it or attack him only with Skills he absorbs.

"Quarters" won't be possible without changing the whole Engine of the game, as it has only access to 4 states those are "normal, half, nullify, negate" for elemental Damage Types. As for Effects counts "Block or not".

There are not many enemies that use fire attacks lateron most use demi, earth, holy and hidden and everything except the extremly good stuff (except Masamune) is farmable.

Preparing for a bossfight is also part of a game like this. So yes i would farm Fire Rings to stay alive. Take the vanilla, you get aurora ring shortly before you fight the fire/ice dragon on gaes cliff... it helps you staying alive... the final-attack of each head is still damn strong and neutral. So don't kill both at the same time or you have to start over... and over again...

The bosses here are almost equal to that, you get some useful stuff right before them, but nevertheless they are still damn strong during story play and at the beginning of the sidequests (especially the solofight-bosses!).

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.
You can't negate all at once. And the big consequence you are talking about is already there. You need 8 Materia slots to block 4 Elements, which prevents you from using other Materia. Also the equipment with 8 Slots is late game stuff and it has low physical defense and for example Nemesis hits really hard with his Armageddon. It can wipe out the whole party if no barrier is active.

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.
And yes the price for Elemental Materia is just "Time", it eats a lot of it as the fights early on are hard, even with Death-Added Effect. This absorbtion is only late game stuff.

All three Bahamut materias (not the attacks themselves) also don't mention their DeBarrier/Dual/Dispel effect.
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.

Do you know how the Materia/Skill/Elemental stuff even works? Everything has 3 Parts: Materia itself posses an Element, the Skill the Materia unlocks could have a completly different Element (see Kjata or Typhoon), even so Materia can have an Effect like Hades does. If Kjata Materia would have all 4 Elements it uses in his Skill (Fire, Ice, Earth and Lightning) you could already block 50% of the visible Elements, or expect KotR with Elemental Feature... it "should" allow access to 10 Elements as the Skill(animation) uses 13 different Attacks, physical and magical punching, cutting. But every attack you see is the same skill. Or better gets calculated as the same skill.

The Restorative Block of the Cursed Ring blocks Revive from Phoenix Down and Life-Skill himself, but not from Phoenix or Life2 (you revive with 50% health and without the curse, still no life reg from cure/potions, BUT regen works as Dual from the cursed ring is off too regen is blocked by the ring itself, so just 50% life). Also Life2 is a lot earlier available than absorbing stuff.

@Sega Chief if you really remove the negate/nullify ability of elemental materia, you should make sure to cover all elements with items that can replace it. And not only 3 or 4 Elements like you do now. I know you wanna avoid something like this "Flash"-Recovery and that's good, but removing a part of the freedom this game gives to the Player isn't the best idea. Materia is the main feature and the more you progress, the stronger it gets, no matter if physical, magical or supportive to stay alive. If you wanna avoid it, remove "Flash" from the game, most ppl don't use it anyway, "Multihits are the key to Victory".

I for myself, prefer defensive materia builds that help me surviving, glasscannon's can be great too, but this mod builds on long fights... so... no.
Also i think some items should only be available VERY late like those triple AP weapons, in vanilla there are only 3 if i remember right, Apocalypse with just 3 Slots and the two others had just two slots. Having strong materia early on (like Destruct with his Death-Effect, i already mentioned) is challenge-breaking, not the late use of strong materia combinations.

Edit:
FF7 has 17 Elements one is really "hidden", let's just call it neutral Element, as it can only be used if the elemental flag of the given skill is "00", it can never be absorbed or anything. It counts as physical or magical (depending on the formular used) this Element is perfectly for skills that should never be blocked. I tested it on a fight against Bizzarro with an "extremly" overpowered Cat's Bell.
He still killed me with 1 Attack, because this attack had the neutral Elemental association. No matter how the animation looks.

The only way to protect yourself from this element are your stats, barriers, shield, peerless or physical/magical evasion.

And a lot of attacks/skills Sega Chief created have the "neutral element" or no elemental association. Almost ALL attacks from Nemesis for example... only White Wind uses Restoration. Therefor you can't absorb anything on Nemesis, instead Armageddon can be evaded, but needs a damn high evasion rate as it has 150 points on the hitrate flag. Screen

Visual Bug or missing Feature: Correct the "Restore Type" Flag for all self-made cure-pots: Maiden's Grace, Soft, Cornucopia that this Box with the Status Effects shows up.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-07 15:56:34 »
Here is some that could be changed to allow more useful Materia combinations matching the effects of the Materia description and skill:
  • Materia Ramuh's Summon can inflict Petrify but the materia doesn't have the flag set for weapon/armor combinations
  • Materia Bahamut, Materia Neo-Bahamut and Materia Bahamut-Zero use Shout as Elemental effect not Hidden as all other "unknown" elemental Materials (this may be used as a big advantage with Materia Element which could allow you to absorb any physical shout attack from the enemys
  • Materia Neo-Bahamut can inflict Dual but the materia doesn't have the flag set for weapons/armors, even tho it's not visible at the status screen
  • Materia Planet's Skills can inflict Death and Sleep but the materia doesn't have the flag set for weapon/armor combinations
  • Materia Contain's Skills can inflict Dual, Confusion, Stop and Petrify but the materia doesn't have the Dual flag set for weapon/armor combinations
  • Materia Manipulate could get the status flag of manipulate to protect against it.
Accessoires that block Limits:
  • 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."
  • Ribbon just should allow Peerless as already mentioned in the other posts same for "Amulet" and "Silver Refractor"

A fix for the Enemy Launcher would be give it the "Random" and "Start as Multiple" attribute and removed "Enable Selection" now, it randomly attacks any Target, even with 2xCut. Only Slash-All, Flash, Mega-All and 4x Cut will override this behavior now. => No softlock anymore with this weapon.

Coin can also be fixed by changing "One row only" to "All Rows" it will work on all, the cursor is just focusing on the enemy team but it attacks the team as well when casted. But still, the damage is to high and it can't invoke Wait. :(

Bug: Magic "Pearl" can be used as a frog.

-) Elemental
I want to change most of the elemental defence available to only offer 50% reduction instead of Null and Absorb, with 1-Star Elemental Materia. There'd still be some armour/accessories offering null/absorb but they won't appear until much later in the game. The reason behind this is that I have a hell of a time trying to balance Boss attacks that use elements much later in the game due to the amount of ways that these attacks can be completely negated which is tough for balancing. 50% reductions, though, allow for a nice middle-ground that doesn't cripple the boss too hard. I'm pretty set on this but maybe someone can argue me out of it.
Elemental can and will always be used in different ways, some for attacking, some for defending and for healing too. And if you change the Elemental Materia in the way it is, you take a BIG feature out of the game. It takes a lot of time in the early to level it, in late game you can't balance the elementals anymore except, you fully use "cut", "shoot", "shout" & "hit"  as elementals for the enemys since there is no possibility (except zietrich) to reduce their damage or to absorb it. (Except with the Bahamut change you did i mentioned above)
As long as you use a magical formular and not physical, even "cut" & "hit" will be threated as magical attack that doesn't matter.

Materia Bonus/Penalties
1) I'm avoiding HP penalties on standard Materia due to it quickly tanking characters who are magic orientated as they tend to need more stuff equipped.
2) I'm going to separate Strength penalties off Magic bonuses to make hybrids a bit easier to put together.
3) Support Materia will tend to have penalties on it to make it more of a double-edged sword rather than a splashable equip. Looking at things like HP/MP/Magic penalties on things like All, Strength loss on Added Cut, etc.
"Support" means making stuff stronger by supporting it in a different way, if you add penalties to support stuff, you'll reduce it's worth a lot. Before you get Mega-All or Master Magic you'll sometimes have 3 or more All Materias equipped, each would then reduce your low health supporting characters health even more.
I am ALL for this change, and if it makes balancing things easier then that's just an added bonus in my mind. Elemental absorbs would be impossible to balance around if for nothing else then because no matter how strong you make an attack, if you absorb it then that attack gets taken off the enemy table and a turn is for nothing. And if you push it too far, then all you are doing is making absorption mandatory and that's just silly. Ideally the goal should be to have no AI turn as a "0 damage" turn. I'm fine with if you are overpowered for an area and an enemy does 20 damage or something weak because there should be progression, but complete negation or absorption shouldn't be possible at all without some sort of negative or hampering roadblock attached. Because the simple question then arises: "Why wouldn't I completely negate that attack or two if I can?" And it's true. If you can wipe attacks off the board simply because they are elemental, then what reason is there to never do it? You guarantee victory at the offset of killing the boss a little slower? Big deal. Meanwhile if you can only reduce damage, then it becomes a question of "risk vs. reward" while at the same time characters that do need the help are never safe even with the boost. A perfect example of this is Netz. All of those attacks did so much elemental damage at the time I fought him that absorbs almost became necessary. It should never be that way. I fully support this change. I even made this same point in the FF8 doc. The fact you can fully absorb ALL elements with ONE spell junctioned to Elem-Junc was beyond ridiculous. Either removing immunity or immunites with some negative is the way to go.
With one spell it's really to hard, but that's FF8 and a completly other way to play, also farming 100x Ultima or Apocalypse before Mid Disc 3 is also... yeah... not that easy? ;)

Anyway, on FF7 you can't absorb all 15 elements (Restorative absorbtion would deal normal damage, so don't count this)
But i got another good idea to your last sentence on that part.
@Sega Chief, you could give all Items that have Elemental Absorbtion the Ability of restoratives absorb too. So healing would become a lot harder because you have to make use of fire skills or hidden skills just to heal that ally ("Recovery" from Elixiers will still work, but potions won't). Also this would force the player to overthink his decission getting this special item. Warning: This would block Phoenix Dawns and other forms of Revival too.

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, reducing them to make it harder is fine.
Also keep in mind that it's just 6 out of 15. (and as MoCheese noticed in FF8 you could deny/absorb 8 out of 8, even tho a LOT easier than on FF7)
Just 40% instead of 100% is fine.

You make also use of this Elemental stuff extremly on early game, almost nothing on late game where the player start to do some damage the enemys won't heal each other anymore... give for example Nemesis a Poison absorb, let him Cast Regen & Poison on himself on a lot of enemies and i had almost no fight where i got healed by one of any enemies attack so far, except if i make use of poison... earth or gravity. Those seem to be the elements you use more than anything else on the attacks. I barely got hit by Fire, Ice or Lightning Elements.
A lot of your enemies also use Poison and Absorb Poison to get healed or even Gravity (Gi Nattak and that fight is horrible ;p). Why do you wanna deny this feature to the Player?

(but if you allow Regen on an Enemy like Nemesis, allow Dual too, else he can't be killed anymore or an extrem abuse of the so called "Wait"-Trick)

Just another thought of this nerfing features stuff: Isn't it a part of a single player game to try your best to win it? Getting strong and stronger defenses? Dealing fast and more damage lateron? Adding new features that allow more possibilities to hunt down the monsters are great, forcing the player to get on one kind of build sucks. Yeah challenging Battles are amazing and you get the very hard stuff to deal high damage and build up good defenses only in late game.
Start this game with each item and each materia 3 times in your Inventory and  it's also easy as vanilla...

11
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-06 14:00:32 »
I'm just thinking for balancing it's better to only have access to 1, but swapping about set-ups for Magic/Commands can be a bit of a pain later on so maybe multiple should be available.
Yeah in vanilla you mostly pick your 3 heroes and play with them the whole game, here you need different heroes for different bosses and that's really a damn good thing. <3

Thanks for this info + testing; the Enemy Launcher bug is a big problem, I'll likely need to either change the weapon or the behaviour of 2x-Cut to match 4x-Cut. It sounds though that Status: Death + Elemental can be used with any weapon so long as there are two linked slots on there, though a 20% chance isn't great/reliable so it might be OK.
It needs an Elemental and Death yes and it requires 2x2 linked Slots if the weapon doesn't have any elemental or death proc by default. FF7 veterans would dislike a randomize 2xCut, so would i.

As great as the effect on Barrets weapon is, it's not so useful as long as he doesn't heal&damage with it at the same time. Better change it's Unfocused behavior to something different. There is no weapon that invokes berserk, which kinda buffs the enemy. But it can be deadly for the team if it procs on a strong enemy with high str, but also deadly for magical enemies which don't have a high str-value.

Bizarro is a big problem (the three last story bosses are, each for different reasons) as the fight is slow and clunky especially with 3 party members. My plan is to tackle his AI again using everything I've learned since I started modding to make a more dynamic fight that adapts based on parts destroyed to avoid the problem where he's left spamming a single attack. The suggestion to have Hero Medal change the way those last bosses behave is a good idea, I removed all the modifiers from their AI for stats but I could see about reneging on this to adapt the last story bosses to be a better fit for the party the player has taken down there (for instance, a party that has went straight for them at the start of Disc 3 will be vastly different to one that has done all the optional Disc 3 content in terms of power).
Haven't you modded all 4 fights? Jenova, Bizzaro, Safer Sephiroth and Sephiroth/Jenova Solo Fight? :D

For Bizzarro that sounds amazing, it should be possible to start with the 2nd party (or just straightly switch to it) and remove this asking for "worried about the others?" - just switch to party 2 right at the beginning => let them finish => party 3 => let them finish all => main party and that fight is more dynamic and ends a bit faster.

If possible replace/shorten his acting, the extreme long & repitative animations slow the fight down that hard. The skillcast animations are just fine as he just rises an arm => done.

For the hero medals to avoid that someone gets there without having at least one => give the 3 Gatekeepers on the 3 paths in the crater each one Medal. So you can easily make sure that the player has at least 1 medal and as long as they are below 4 or 5 (just cleared the crater and/or 1 maybe 2 optional bosses outside) it should be the easiest version of the bossfight.

If each optional boss would then drop a hero's medal, this could give a good challenge lateron if the formular matches well enough as there would be at least 25 of them or more, if you add them to the Junon League too.

Not sure what you mean about this old save file though, I'll have a wee peek at that. Is it the New Game+ holding screen?
Nah, i meant the save with the setup/vars/stuff i use atm and the bugs that are in there, for example this video related bug for the cave/crater.
And the Screen i am talking about where the "Save" Option doesn't work is right before the fight with bizzarro starts. It displays a box, asking to save, if i try to move the cursor to no, i hear that moving sound but there is no movement. If i press confirm, the box closes => battle starts as it should, no saving option. Anyway, i saved short before the Jenova fight and she isn't that hard as soon as the tentacles are down. :D

I think all the scripts do have Aeris there, but the Sub fields were tricky if I remember right and I think the Red Sub ones were busted so I had to restore them from a backup. I'll double-check just in case; I'm also going to do something about the Huge Materia being missable. I'll set the Corel Train to crash if you don't catch up to it in 10mins (or I'll set the boy NPC to just appear and sell you Materia anyway although Comet might be moving elsewhere, more on that later when I get back from college). If I have some time I can mess around with the red sub scenario as well.
Yeah okay, thanks for that check on Aeris' Script.
Comet can still be found at the Junon Harbour, so there is no need to force the crash at corel or anything. Just check if Aeris is implemented in all 4 scenarios that can occur. :)

The Midgar Save Points were left as normal pre-SP ones; I think there was an issue with using the system there that I still need to figure out. There's no real DK-specific enemies populating the sidequest besides the bosses either (and a lot of them are just reused assets). Probably my least favourite thing in the mod and I'd be happy to just cut the whole thing, despite the time that got sunk into it.
The values of the SP System you use for Barret, Tifa, Yuffie and Aeris are from the Gold Saucer Dating Event and they where used in a lot of  Midgars script, maybe that's why it gives some trouble there? But as long as thats the reason why i can pick the datescene manually, i can life with it and just love it... I can be as rude to everyone as i want to and they will still date me if i want to. ;)

12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-06 09:24:22 »
Amazing work. The voices match pretty well.

13
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-06 04:54:46 »
@Tsunamix: Voices? Just for attacks/some events or a full sync of the whole game?

Thanks for the great reply and almost answering every point i mentioned. :)

Materia Stuff
Multiple Master Commands aren't that bad, on physical attackers i use normally 2, sometimes 3 Master Commands (steal as well, hp absorb, mp absorb) which makes random encounters a bit easier later on + the chance for a lot of items to the steal as well materia, you still need to get 700k AP to get at least one (the 8 slot watch can help to get it within one battle, but ok that's another story and also hardly to achieve before disk 3) and without ultimate weapons the healing isn't that big either. 300-500 hp/hit with masamune's equipped is kinda low compared to cure or regen, even with double cut materia.

Master Summon is fine with only one allowed, i absolutly agree to that and if you can keep the normal summon materias, then please add some negative effects to master summon if possible, like 25% hp loss, hardly reduced vit/spirit (max 25/stat) and/or change the unlimited access to 1 or 2. (2 because of W-Summon)

Master Magic is really hard to decide if just one or multiple should be there, i hate this switching around of the materia all the time and try to get some useful builds on all chars, therefor sometimes multiple Master Magics aren't that bad at all.
For example one Mime-Counter which never stays in team with this Flash-Healing (as for v1.4 you can't change that fact ;P), one only for summons and/or offensive magic, one for offensive/supportive magic, a magical tank, a physical tank, one or two Allrounder etc.

Status alignments & elemental attacks Flash, Slash, Vincent & Co.
Quote from: Sega Chief
I wasn't aware of the Flash problems; I think I maybe saw a video on how it could be abused a long time ago but never really remembered any of the specifics to it. Being able to fully Recover from it is a big problem so I'll restore the targeting flags for it. I'm not sure why I unlocked targeting for Flash; Slash-All was unlocked for Aeris' weapons and I guess I didn't see any harm at the time for doing the same with Flash...guess I was very wrong.
Well i think, almost no one was, i've never seen this setup in a video before and it can be useful, but requires a lot of farming in vanilla too. Just re-add the restriction for Flash and the biggest problem therefor is fixed.
Slash-All/Mega-All/4x Cut are fine as they only have a low chance to be triggered then. They are not the big problem with the Death Recover, because even 4xCut has only a 20% chance to trigger for every single hit and it's target is random, so you will never know who gets "Recovery" by using this, it might just be amazing in solo fights, but there aren't that many. With 4x Cut the chance to trigger it once is also just 25% overall. (for example Hades with 6 status effects has like 31% chance to proc at least one effect with every hit without flash)
With Vincent's Shotgun and 2x/4x Cut it can be useful, if Vincent is used as a healer, but his magic value is a lot more useful for summons and offensive magics than any other char. Also his Limits will prevent him from using Attack/2x/4x Cut as well. So it's not a big deal on him, even with a Slash-All Weapon + 4x Cut. As long as you invent nothing to prevent limit-grow on a char (except peerless) it is not useful on Vincent either. Also you could remove Materia Combination-Slots from Vincent's Shotgun, which would prevent this also as he can no longer attack with elementals with 4x hit and death. Or reduce it to only one combined Slot and he can't use it anymore either, as he needs death and elemental attack to make it work.
And as long as you are not planning to add any accessory that gives Elemental Hit-Damage and/or Death-Hit everything is fine.
Damn... so many ideas... xD

Quote from: Sega Chief
Inflicting statuses with weapons directly is something that isn't used in default FF7 but appears to be working, though the specifics behind it aren't known to me (status chance for instance). I noticed that some statuses seem to proc much more rarely than others, like Barrier/MBarrier never seemed to appear too often. The issue might be that Slash-All (and Mega-All which attaches that to the Attack command) uses its own weapon-target data rather than the weapon so it's bypassing the innate status check attached to the weapon. I reckon the same thing might happen when using 4x-Cut with a weapon like Twin Viper but I'd need to test it out to confirm.
Added Effect has a 20% Chance for each attack (calculated for every effect once per hit), same chance applies to weapons with this effect build in and a 100% chance to block on armor.
Flash works like most limits work that cause Death, it just invokes a 100% Death chance, that's all. But combined with other stuff like Hades it transfers this 100% also to those status effects.

As long as Twin Viper uses the Effect Poison and not the Element Poison everything is fine. Element always has a 100% Chance, Effect is only 20% and can't be absorbed (weird fact: it can be nullified if Element Poison is nullified), if inflicted with Poison Effect and absorbing Element Poison it works like a tweaked Regen.
Fun fact: The opposite doesn't work, if you attack with Element Poison an Enemy/Teammate that resists to Effect Poison the Attack gets nullified.

Edit: Tested it with Yuffie & Twin Viper, equipped Bio + Elemental to armor to absorb "Poison" Element and Flash at any slot => Killed & Poisoned the whole party with one hit. Game over. :)
Therefor the weapon has no combined slot, it can't be abused with it.
Ok it can be abused slightly... but this will use up to many materia slots on all chars. (Resist to Death Effect + Poison Absorb Element = 4 Slots used) and it would just be a better or additional Regen-effect.
It could've been more evil with Barret's Enemy Launcher, but thank god, Flash overrides "Unfocused" so he doesn't heal & kill everything on screen and therefor it can't be abused. Except for healing/absorbing the given Element in that Double-Slot of that Weapon, but enemys can profit of that too. So it's kinda useless. :)
  • Change the effect of Tifa's Weapon "Kaiser Knuckle" as they can invoke Death by default.
  • Change the effect of Yuffie's Weapon "Wind Slash" it uses Wind Elemental. (inflict slow/stop?)
  • Change the Materia Slots of Vincent's Weapon "Shotgun" from o=o o=o to o o o o.
  • Change the effect of Cid's Weapon "Trident" it uses Lightning and Water Elemental. (i have almost no idea idea what to use here instead / maybe inflict debarrier - that it can break peerless/wall etc. on enemys, would be great for that physical tank as the weapon has only 3 single slots and low atk, it can be useful for a supportive debuff build with counter-attacks & cover)
Status effects are great on weapons, maybe Tifa's doesn't have to be changed (just 20% chance), but everything that can be absorbed should be replaced and only be invoked by materia if possible (except for aeris weapons with restorative element).
Bug: Barret's Enemy Launcher + Double Cut (2xCut) Softlock the game after the first hit as the 2nd attack has no target priority anymore. 4x Cut works fine as it overrides unfocused.

(Flash is after W-Item, the most game breaking thing FF7 has :D, thanks that it is only available on late disc 2, so it's fine)

Cait Sith's SideQuest
You still can use a different Item, name it Cat's Bell as well (or Cait's Bell) and give it a useful effect, like a one time full-rebirth (could be so damn useful on this tanky heroes) or imunity to all "uncontrollable" negative effects which should only be sleep, berserk, petrify, stop, manipulate and paralyzed (except the hidden ones) and change the Description/Effect of the normal bell to "It's just booby trap." or so which sends the char into Death-sentence status at battle start. But make it worth, selling it to NPCs then for like 5000 Gil. It's not that much, but it helps. Especially because of the chocobo racing.
For example get rid of the Sprint Shoes, they are not that helpful in this mod because most of the hard bosses have a sneak attacks or a greatly filled timebar and high speed and there are a lot of other items that help more during those fights.

Other stuff
The ribbon and the resist buff should just allow pearless, to make Aeris' Lvl 3/4 Limits not useless, the rest can or better should stay blocked even the hidden status-buffs like lucky crits. A great and maybe useful fact: Cids Innate bypasses the Barrier/MBarrier block from Ribbon, which is great and useful for a tanky build on him. (Maybe add that to the Readme for Cid)

I also thought of one line of your readme, that you didn't want any item to be missed, well you moved the absolutly visible Ramuh out of the Chocobo Jockey Room, but Neo-Bahamut can be missed too. I know this... i already missed this... at my very first playthrough... when i was young... damn how time passes by. :roll:

Another thing i remember right now is that Vincent's ulti lvl 4 can be aquired already at the middle of disc 2 right after you got the submarine or if you got a green chocobo. Maybe change the trigger for the fight that it is only available after you visited bottom crater like the rest of the new threat sidequests.

Bizzarro
  • make the fight a lot harder, at least for the main party
  • give the body more HP (80k for lvl 99 party after beating nemesis is a joke at the final fight) and absolutly change his fighting style when the belly-core is defeated
  • when belly down => no more restore, but a complete new skillset, maybe statchange too (physical def maybe 0, see below why)
  • after he uses heartless angel he should directly use a 100% hit attack on any party member to make sure, they have to use revive (maybe only for the 3 member partys)
  • strengthen him, you got the hero medal item... this seems like to be perfect for him used as a multiplier
    • for example: hp = hp * ((1+stack[hero medal]) * 0.5)
    • with this he could be the toughest boss in the game with up to 4kk HP, if you got a stack of 99 Hero Medals, staying concentratet for that long is hard and it can't be done by an autofighting script like on Yiasmat in FF12 ;)
    • Note: also beating nemesis 99 or 100 times isn't that easy either :D
  • the hero medal as it is, can't be sold, thrown or used in battle/menu right now, that's why i suggest it, i haven't found any use for it yet otherwise... if there is one... except unlocking the special ending (Note: see italic text below)
  • also the most players won't have more than 1 or 2 of those, so he would only have around 80-120k hp with that formular
Well yeah, the medal can be refused as it is a drop from Nemesis, but normally no one does, except he knows about this and wants him to be easy or add it as forced drop after the player got the W-Item, so he has to challenge Nemesis at least twice to get the Hero Medal.
The party got so much ap, free stuff and equipment from all those new threat sidequests... and everyone who plays this mod and made it that far, should have a good know how of how FF7 works to beat him with some more HP.
I just recommend it, as you give so many grinding and "free" ap during the sidequest/new threats phase (most of the bosses give a great load of AP, i think for the same reason as movers, to reduce the grinding)
Bug: I just found that the Hero's Medal does something similar to my suggestion, by searching for "New Threat Mod Hero Medal", i got this save request, but can't save w/ 1.4 standalone + nemesis fix, i can't even move the curser in the save window. I can upload the save if you want to.
Spoiler: show
But i can save before the 'final encounter' with Sephiroth with Jenova's "Ghost"(?)


About the touph ring, i wasn't sure either if it uses the restorative or just an own effect/formula (i never had to make use of that many different materia combinations before, just because of those great items/changes in the mod), well if it can't be changed it isn't that bad, as there are not many fights where you deal 5000+ damage with one hit without the Yellow Wave Item. (fun fact: HP/MP absorb on "master command" doesn't work for items but "steal as well" does...)

Big Materia Storyquest
This is more a personal request: Can you please add a boss for the red submarine, the one you can only get when failing the submarine mission at this door the dog guards in junon underground. But it should've been something funny that reminds the player on failing that pretty easy minigame over and over again during the fight.
Like sending Torpedos that deal 0 damage with recovery element, this should always produce a "Miss". With a Battle-Text Message like: "I don't get, i just do it like you did on your last mission."
This is one of the funniest part in the whole game: Screen 1 Screen 2 Screen 3 Screen 4 Screen 5 Screen 6 Screen 7 (no red submarine on the ground :D)
Other stuff related to it:
  • Don't forget to "dognap the dog" ;)
  • Fort Condor permantly cuts the rope if you fail the final fight
  • Rocket makes no difference
  • It is possible to miss the train completly and Corel never gets destroyed, just wait the 10 minutes at the other train
  • If you fail all 4 big materia missions, without obtaining a single one you'll never get access to the observatory platform at Bugenhagens house
Bug: You missed to add Aeris to that part somehow, she is missing at all following scene at Junon Underground & inside the red submarine. (Screen: http://i.imgur.com/fZgGAV8.png & http://i.imgur.com/iWSFFQZ.png)
Please check if you have updated the Script for Rocket Town & Fort Condor w/ Aeris in Party when totally failed. Same for Bugenhagen when you got no Mega Materia.
The Train Mission has by now 4 different outcomes i know you changed ultima there, i just mention it, because it's easier for me:
  • Stopping the train (no crash, mega materia, free ultima)
  • Reaching the first waggon, but failed to stop it (crash, no mega materia & paying for ultima)
  • Failed to reach the first waggon (crash, no mega materia, no ultima)
  • Never reaching the other train (no crash, no mega materia, no ultima)
Have you updated all those scripts w/ Aeris?

As Phoenix and Bahamut Zero can be obtained from Bone Village by digging them up, you wouldn't miss anything important when failing all Mega Materia Missions.

Dark Cave related
Spoiler: show

Bug: Savespots work like you just started the game, no possibility to use SP System in there. The one at the Slums doesn't even allow Quick Tent. Same bug occurs during Midgar raid when you are able to revisit the Shinra building. Or with other words, it occurs for every save spot before you get access on that Leveling-System.
Bug(?): The soldiers before you jump on the train are the basic soldiers with 40 health, nothing modified on them. But only the 3 fights you can avoid. (not sure if this count's for the normal Midgar part too.)


Please... read this only if you played the mod through disc 3 at least:
Spoiler: show
Oh and on my first visit at the Shinra Building, i really wanted to know what in that Midgar Model Room was, so i changed one char's stats to max just for that fight and looked into it, yeah sometimes waiting can also be a pain in the ass... anyway... damn you...! ;)

"You received "Nothing!""

I was so... pissed! ;D


Greetings

PS: Damn, i didn't want that post to get that long again.

14
FF9 Tools / Re: [FF9] Save editor - Memoria (0.6.3.1)
« on: 2017-03-05 19:31:22 »
Some better infos about chocobo hot and cold:

Since there was no update in a while, i took a look at the chocobo stuff and this is how it's stored in memory:

Code: [Select]
0x00 Int(1)     Chocobo 99,999 Points reached (0/1) - the star shown at the Points-Review ingame, as you can spend points, this is somehow a proof that you reached the 99,999 points
0x01 Int(3)     Chocobo Points (99,999 = max)
0x1C Int(1)     Beak Level (there is no value for the star at lvl 99, it is displayed automatical)
0x1D Int(2)     Beak EP needed to Levelup, at lvl 99 it won't decrease anymore
0x23 Int(2)     Items found at air garden
0x25 Int(2)     Items found at lagoon and ocean
0x27 Int(2)     Items found at forest
0x29 Int(2)     Record at air garden
0x2B Int(2)     Record at lagoon and ocean
0x2D Int(2)     Record at forest
0x49 Int(3)     Tresures found on worldmap (bitwise stored)
0x4C Int(3)     Chocobo Maps digged up in forest, lagoon and ocean (bitwise stored)
0x4F Int(1)     Chocobo unlocked (set always to same value as ability level, this will give access to that ability)
0x50 Int(1)     Chocobo Ability Level (1=Field, 2=Reef, 3=Mt, 4=Sea, 5=Sky) - every value inherits the previous ability, 5 will give all, 6 may crash the game (PSX only)

Infos created with PC Version, PSX uses the same order and got the same unknown values inbetween the others, maybe it helps finding the location at the savegame.

Greetings :)

15
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-05 02:30:49 »
I know that it can be done without using the SP System and i am also aware of the fact that this mod is challenging, that's why i play it.
As the readme states, the SP System is made for the better character development and how much 10 str or 10 vit can change a fight is also proven.
And yeah without the SP System, it is a pain in the ass. :)
The rest so far is a lot easier compared to midgar raid.

Here is a savegame for the vanilla which shows the death-recovery, as death only has 20% chance to proc on hit, use cloud often to attack the team. Even with 3x Death Added Effect it's only 20% chance or at least it feels like it.

16
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-04 03:31:32 »
I am using the standalone version 1.4 with the Hotfix for the Nemesis Battle, not the iro. Just to mention that.

First of all, it's really a great mod, hard, but mostly fair. 50 hrs+ of gameplay if you want to master it all.
I really like the easy materia mastering in late game thanks to a ton of triple AP items. (Works already great on mid game, at the beach near bone village. Someone already mentioned it in this thread already)
A better info for the Triple AP Stuff should maybe be added to the Readme. I miss the names/locations and that they have equal Slots. And not to forget the Precious Watch with 8 Single Slots and Triple AP too.

Code: [Select]
[spoiler] + [list] = ugly
Bugs & stuff:
  • After completing the Nightmare Cave, the Video Playback for Crater is screwed up.
    Spoiler: show
    It plays videos from Midgar.

  • Apocalypse can be found twice at the Forrest. (2nd Screen and at the end)
  • The Boss at this Forrest only spawns if Ultima Weapon is defeated, so if you go there with a chocobo, before you fight weapon, it's a lot easier to finish it.
  • I saw someone complaining about the KotR Summon, that it shows no text. While fighting Emerald Weapon and casting it, it displayed a formular. Maybe it helps fixing it. (Screen: http://i.imgur.com/WmzReBT.jpg)
  • Spoiler: show
    Battle with Zack doesn't give Omnislash, also it doesn't show the full cutscene only the final thing close to midgar.
    - As for Omnislash, it still can be obtained by the Debug NPC at Highwind later on.
  • I am not sure about this, i mean if it happens in vanilla too, but Coin doesn't invoke "Wait" during the selection time of how much you wanna spent. Just noticed it here in this mod.
  • The one chest at the crater, which gets replaced by a save spot, can still be opened. (Map (753) las1_2: http://i.imgur.com/7Bzvj8G.png , http://i.imgur.com/agpwBet.png / Map (754) las1_3: http://i.imgur.com/YFAMDak.png ) To do so, just walk into the gate on Map las1_2, press the Menu button while the screen fades out, close the Menu, walk to the Chest and open it. It just contains a Vaccacine if i remember right, but still it should be replaced too.
  • Spoiler: show
    The ghost of this man near the Church in Midgar softlocks the game (Nightmare Cave Part), the dialog will never end (Screen: http://i.imgur.com/xdjOWOi.png)

  • If the cannon of the Super Saver System during Cid's Sidequest is destroyed first, the machine won't spawn another cannon or anything, the fight becomes pretty easy. Also, it's not mentioned that Cid must be the Party leader for this Quest to work, but during the Midgar & Gonga part he is required to trigger the events, in Rocket Town any Party(leader) will work.
  • The Halves [Restorative] effect of Touph Ring doesn't work for HP-Absorb materia (well it's fine that it doesn't work for elixirs because they work different, but it should half the HP absorb Materia too, not sure if this is a bug or a suggestion... ;))
  • Aeris' Ultimate Weapon's Shield doesn't work with Mega-All/Slash-All, kinda weird. If Aeris just attacks one Target, everything is fine and Shield works as it should.
  • Slash-All/Flash on Aeris focuses the enemy team, even if she has a healing weapon equipped, other commands like death blow or morph with Mega-All Materia focus the team.
  • Flash can instantly kill the party, if a mastered Slash-All Materia is equipped and this can also be abused, see below

The biggest bug is the Flash/Slash/Mega-All modification you did. It really breaks the game, or at least it can, if you know how-to.
Flash combined with an element that you absorb on armor/accessoir causes full recovery every time on hit HP and MP. You know... how this Gi dies normally to a Phoenix down...? Just because he absorbs "Restorative" by default. Well, at this point you cast "Death" with an absorbed Element => Fake-Elixier is born.
I think, there was a good reason by the developers, why "Flash", "4xCut" and "Slash All" where not allowed in vanilla for attacking the party, not even while "Confuse" was active.
Double-Cut Materia works only with "Death" modifier and it only gives a random chance for "Death"-Recovery, while Flash is like a 100% Death-Trigger.
Best method to reproduce it:
I hope i timed the last screenshot well enough, to show that it was done by attacking the team, not by mega-elixiers or anything else. Anyway, try it on your own.
The only problem with this Flash-"heal" is Mime + Command Counter on any char can kill the party. So avoid it. ;p

Suggestions and annoying stuff
  • Since W-Item can be obtained, the Item "Magitek Ashes" is a way to overpowered...
    Spoiler: show
    Aeris' Limit lvl 4, Regen and Wall bound to an InBattle Item? C'mon...
    do it for 1 Party Member only, change the behavier of the item completly or remove it from the mod, this item just breaks the challenge.
  • Is it meant to get only one "Master Magic Materia"? 2 or 3 Magic Materias can only be obtained at Max level: Full Cure and i forgot the other one's name. But therefor no additional Master Magic can be obtained.
  • Same for Master Summon, well, it's ok that you can have only one of this Master Summon, since it is damn strong with unlimited access to all summons, but it kinda sucks that you can't have more than 1x Hades, the Ribbon is useless except for 2 or 3 bossfights and forging Masamune's. It's a lot more useful to cast Wall, Regen and Resist to have an easier start of the battle than equipping this Ribbon which also breaks Aeris Lvl 3 and Lvl 4 Ulti. Please make at least Hades "Masterable" with 1KK AP needed (or more, you can go up to 16.7kk if you want, i would farm it just to have multiple hades :D), even with 3x AP Items it needs some time to be mastered then. But it's still better for added effect materia than any other materia and it's currently lost because of the Master Summon Materia.
    • (Hades only prevents from 6 Status effects and those are not that strong that every other item could make this char absolutly overpowered as in vanilla. It only protects from Sleep, Poison, Confusion, Silence, Frog and Small. But a lot of enemys still use petrify, death, death-sentence, darkness, berserk and paralyze... so it is not that strong but more helpfull than this ribbon actually is.
  • Also summons are not so strong lateron, especially KotR is kinda weak. It's meant to be the strongest materia but doing only ~20k Damage to Emerald Weapon, while Bahamut Zero with Quattra does the same...? :(
  • Materia Destruct combined with Added Effect Materia gives Death attack/protection, which can make the early game kinda easy. I suggest to change the Death-Flag of that materia to another one you get later (Late Disc 1 as Odin gives Death-Effect too or Disc 2)
  • The Skill "Coin" is by now only good for suicide, why aren't you just removing it or change the formular to do a lot less damage? Like 1% or 2% so 600000 Gil would do 6000 Damage max (if 1 Enemy, 1000 if 6 Enemys or 9999/2000 if 2% it's still expensive but at least useful), which is not much compared to the skills & items you added. For example the extremly strong Shinra Bomb which does always 5000 Damage to every enemy.
    • Or make it global to hurt everyone on screen. Not only the party or enemys.
  • Guidebook as additional Phoenix Down? Great idea, but change the description please and make it usable from inventory.
  • The Mover at the crater give a way to much AP as they can be defeated with 2x Ultima from Vincent (if fully buffed on Magic), please give them more health (2 or 3 times as much) or reduce the given AP a bit. I know they are meant to be for farming, but 45k AP (or 135k with triple AP stuff) for a 20 Seconds battle is kinda ridiculous. Even tho they give no EXP and Gil, which is great.
  • You remember the player to do this "useless" Fort Condor Minigame, but you never remember the player to use his SP, which is one of the most important parts of this mod. Without Ranking up the Chars, it gets so hard, until you can't win any random battle anymore (for example when re-entering Midgar on Disk 2 with Rank 1-3 on your chars, it's kinda impossible to play through it). The random Battle Mobs just 1hit you on lvl 70+.
    • In addition to the above, the difficulty at midgar raid rises so hard compared to other spots in the game, maybe decrease it a bit or give the player an info that midgar requires at least rank 5 of this SP System, to be fair at battles.
  • You added an NPC to port back to the highwind from the bottom of the crater, but nothing to port down again? Aww... c'mon.
  • Give Cait Sith a better Reason for his Sidequest, maybe an Unique Armor just for him, the Cat's Bell seems perfectly from it's name, but it needs a different effect.

Also it seems like the iro Version and the other one differs a lot. I can't enter the cave at the end of the forrest, it ports me straight to world map when entering.

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