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Messages - Spotty Len

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1
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-01-14 08:32:31 »
Hey, I was still lurking around to check if there were updates, and I saw a few messages which made me wonder something about a certain boss :

Spoiler: show
Is Ozma supposed to be dropping something? I beat him twice (once by accident and another time in a more legit way), but I never got anything from him, is it only in Hard Mode maybe?

You told me in an earlier version to forget about the Inert save points so I kinda did forget about them, but apparently it's related so I'm really getting curious now.


Nevermind, I went to try it again in a backup save keeping those four clues in mind and I got the item. Are they missable though? Since I wouldn't have gotten it if I tried it before and I would assume he doesn't respawn.

Editing again because I'm an idiot and didn't read the Changelog addressing this issue. :D
Guess the clues weren't for this.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-12-05 13:36:03 »
I've beaten all the superbosses except for ????. The readme hints that you need to give all the 1/35 soldiers to the hooded character onboard the Highwind -I get no such option-, yet the NPC in the cockpit says it's in the Shinra mansion. I've tried to activate the piano there, but [switch] and [L1+menu] give me a "cancel" sound and nothing happens.

IIRC, the 1/35 Soldiers thing was changed and it's back in the Mythril Mines, but it was not updated in the documentation. You don't need those to fight that boss too.

As for the piano,
Spoiler: show
try to do the usual melody despite the sounds hinting it might be incorrect, it's just there to throw you off. If you do the correct melody, you should get a "Something escaped" message, and ???? will appear in the lobby.

3
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-09-15 17:45:38 »
if you return from the bottom of the North Crater where the 3 paths rejoin then a swap feature is unlocked on the Highwind in the Operations Room (NPC on the right).

I've seen this mentioned a few times and forgot to mention it, but the feature was available for me as soon as Disc 3 started, even before going to the Crater. Now I'm not sure what would have happened if I got to the split passages point with Tifa or Cid.

EDIT: Speaking of which, going to Cait Sith's sidequest with Cid or Tifa as the leader makes Cloud's model appear on screen.

4
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« on: 2020-09-01 13:15:24 »
Quick note, Ruby Weapon uses Homing Lasers on itself when used as a Counter.

And good luck for your interview. :D

EDIT :
Spoiler: show
I can't quite figure out if there's something to do in the room with the 4 red save points. I don't think there's anything else left to do, but I'm probably missing something? The documentation mentioned a black caped guy in the Highwind whom you gotta give the 1/35 Soldiers, but I got Omni Plus in the Mythril caves and nothing else.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« on: 2020-08-27 18:20:00 »
Yeah, it was there before CD3, but it isn't anymore.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« on: 2020-08-27 11:51:26 »
Sorry for asking here, but I don't really know where to find this info. After CD3 starts, I couldn't find any shop selling the Osmose Materia, I didn't buy one yet because I didn't really needed it, but I figured I'd get one so I can make a Master Magic at some point.

7
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« on: 2020-08-26 20:07:57 »
A certain round guy casts Cure3 as a counter on the entire party instead of himself, although I think it only happens when it's used as a counter, because he cast it properly once. Not sure it's intentional.

I also don't think he dropped anything after dying, although I'm probably gonna reload and fight him again later because I cheesed him by accident with Great Gospel and plenty of Counter Attacks while he killed himself with Doomsday.

8
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« on: 2020-08-25 12:50:14 »
Completing the Nibelheim flashback and renaming the characters basically "resets" Cait Sith, as in his equipment is overwritten with the equipment he got when he first joins in the vanilla game (deleting whatever he had equipped in the process) and with a Transform and Manipulate Materia.

The bigger problem is it also destroys his SP upgrades, with no way to restore them because Mr. Smile considers him as fully upgraded. I can restore it somewhat with a save editor, but I think it's still an important issue.

9
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« on: 2020-08-23 22:16:37 »
Recieving a certain limit from Barret in Kalm gave me a softlock, as you can see here. I'm gonna try talking to him from a different angle, since he seems to want to head in this direction.

EDIT : As Cid, I'm invisible in the playground area just before the Wall Market. I'm assuming he's not supposed to go there while the map isn't in "Sector 7 destroyed" mode, since I'm on Type B.

EDIT2 : As a counter to Dragonsong, the Black Hero used Frostpolo on the Green Hero.

10
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« on: 2020-08-23 11:08:06 »
Not sure this has to do with the mod on type B, but I came across an invisible save point on the right exit of Area 0 (the one just before the passage to Shinra HQ during the Midgar Raid). It didn't seem very consistent, it stopped working as a save point sometimes but it still made the sound when I walked on it.

Spoiler: show
I guess people didn't like Curator being so hard, but I was way overprepared for it after it traumatized me in 1.5 and I was expecting the same kind of challenge. :p

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« on: 2020-08-22 11:09:52 »
I didn't see it mentioned, but Cid's Hyper Jump Limit tries to do Dragon's animation instead of its own.

It still does the right damage, but it looks silly.

12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« on: 2020-08-18 18:51:02 »
If Throwlette is ready for Yuffie, defending but dying before her turn comes up will still trigger Throwlette even though she's KO'd.

Not really game-breaking, but it's surprising. Maybe Cid's Mixing will behave the same way?

13
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« on: 2020-08-04 20:02:33 »
I just got out of Midgar in Side B, I'm really having fun going around seeing the new stuff and I thank you for that. I noticed a few details to fix :

Spoiler: show

If you choose to sneak in Shinra's building, on the second set of stairs, Cloud mentions needing to save Aerith even though she's in the party. Just a detail, but I might as well tell you.

Cobalt XIV used some Ice effect on itself and hurt itself for some reason.

The COMMANDO boss used a {BOX:RED} Duo Braver attack. I'm guessing it's supposed to make the box red, but it wasn't.


Additional note, I was legit happy when I saw X-ATM in one of the fights. I was wondering if it was gonna be part of the trip again, but maybe I didn't have to worry. :D

I am a bit worried to have missed some stuff in Wall Market because I went straight to Don Corneo, but I'm guessing we'll just have to come back.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« on: 2020-08-04 13:09:13 »
On Type B,
Spoiler: show
is Rude supposed to use Turk Cure on himself when dying? I'm guessing I got his HP to 0 and he countered with it, but he cast it on Cloud instead of himself.

15
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.6)
« on: 2020-08-03 21:32:10 »
Awesome, time to play... tomorrow, since it's almost midnight here. :'>

Congrats again for the release, I'll look out for glitches as I play.

16
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-07-27 21:29:41 »
It's been a long while since I last played the mod, and I've been lurking the past few months when I saw a 2.0 was in progress, so I'm really happy to see it and I can't wait to play it.

I'm probably gonna hold off until Game Type B is done (unless Type A is worth the try, but I was really curious about Type B), but I really wanna say congratulation on the release. It was a blast back in 1.4 and 1.5, and I'm sure it's gonna be great this time around as well.

Gonna donate in a few moments too, hopefully you can rest a bit. :D

17
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-01-08 20:45:20 »
Since you ignored my post, I will try it again.

I found a bug with some fights like when you got "additional party members" like the Mechanic Spider.
If you use limits like Tifas Combos or if your character attacks randomly, it is also attacking your additional members (like they are seen as enemys).

Sorry for my bad english.

Regards

Pretty sure it's not a "bug", as in they are technically not added in your party, they are enemies that will target other ennemies. So multi-attacks that can target the whole screen will also hit them.

It also happens during battle like Yuffie or the broken X-ATM Scorpion.

18
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-06 13:54:42 »
Using Odin on the Battle Square right before the Dyne boss fight seems to break his script for some reason. He will attack and such but his "It's that all you got" moves will not trigger. He also seems to die a bit faster, I think. Pretty specific and not gamebreaking, but it seems to work everytime.
IIRC, that is true for anything that damages him enough to bypass his first script trigger. I remember just hitting him for more than 1000HP every time and his other attacks just never happened, same for his death animation.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-21 17:37:31 »
I had the same issue, so I guess you didn't visit the bottom of the crater either. The sidequests are activated right before you go for the final rush. :-P

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-09-16 18:18:16 »
All right, until the Dark Cave is out and you have more content in store for us, it is the end for me! All I am missing are two Enemy Skills (which I know one is Chocobuckle), and Cid's Ultimate Weapon, but I can't really get it for now. I really want to say a big thank you, Sega Chief. It's been a real treat to discover this game again with a new experience, and I had a lot of fun completing each of the challenges you had in mind for us. Yes, even the Curator.

Until next time, I can't wait for some new stuff. Thank you once more!

(By the way, is IT supposed to be here?)

(Oh yeah, I forgot to include a message, but I donated a bit.)

21
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-09-08 16:14:59 »
I also got saves files you can use, I saved all over the place from the start of the game. I am currently morphing monsters in the Northern Crater, so endgame stuff is mostly what you will find in save4, but all the other ones were taken in various places.

https://www.sendspace.com/file/yv8ku8
 

22
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-08-28 22:24:47 »
About Netzechariah, is there any other way to beat it other than depleting its HP before reaching 39 attacks? I managed to beat him by brute forcing it with 4 Yellow Waves and a Lucky Pill, but it was kind of a cheap shot, and I can't help feeling I missed something. 22k damage per attack counter sounds like a lot to do, but I feel a bit bad wasting all those Yellow Waves to reach it.

Although, exploiting its elemental attacks to get healed was also kind of a cheap shot...

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-08-25 05:32:46 »
Huh. I thought it was intentional because you moved the encounter elsewhere or something, but I never fought them either.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-08-20 13:55:56 »
Is the second to last area in the Ancient Forest supposed to send you outside instead of the Cave area? I couldn't find any info on a change to that.

Nevermind, found my answer, sorry about that.

EDIT : I have another question instead.

The guy who checks if something was missed in the Highwind keeps telling me about Cloud's innate ability being ON. I'm not sure of what this is supposed to be. Like, did I miss the activation, or was it activated correctly?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-08-16 16:37:37 »
I can more than understand that; no fight should be taking more than 20mins at most so I'll definitely review him. But his defences are supposed to fall if his Armour is destroyed beforehand (the lower target, called Jamar Armour or Proud Armor). Was this part of the boss killed and damage output on the torso remained more or less the same? If that's the case then it's an AI bug. I can shrink the statuses too; defence-wise, try Protect Vests to reduce the damage from Shoot attacks by 1/2; should work against Mako Cannon, any machine gun attacks, and generally anything that fires a beam/projectile.
IIRC, his defenses didn't drop for me either. I dealt with it and just beat him anyway, but killing Jamar Armour didn't change anything for me. I could go back and try again, I think I kept a save file not far from the boss.

By the way, now that I think about it, I recall a problem with a random encounter in the same area, with the Grosspanzer enemy. Killing the two turrets and the main unit didn't make the last part vulnerable to attacks. I tried everything from Dispel to Ailments (I even waited a few minutes just to see if it was just a timed condition), but he just kept attacking without taking any damage.

EDIT : I just went and checked, and killing Proud Armour indeed does nothing.

By the way, I think the boss was fine, especially compared to his original appareance where it is a pushover. Mako Cannon is really dangerous, but it is also very slow to start, leaving enough time to Heal and maybe Defend. As for his other attacks, I feel like his damage isn't that dangerous if you manage to keep Wall up. And Aerith is very nice for this battle, since Planet Protector takes care of any problem.

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