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Messages - ulurujamman

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1
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« on: 2021-04-19 01:13:46 »
Yep! No sp hard mode is about my sweet spot - I tried no exp for a little at the start of the game before I realised it meant *NO* exp, not even from mandatory fights (!)

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« on: 2021-04-18 17:21:56 »
Hey, having fun with 2.0.97, but have a couple bugs to report

Firstly I had a weird bug after resetting one time where as soon as I got back to the NEW GAME/continue? screen it dumped me into the same fight with default characters (Ex-SOLDIER, Tifa, Barret, all with starting stats). When I reset again and tried to reload my save all of the character icons in my memory file were blank (fixed by quitting out and restarting)

Music died (not sure what caused it) and I think this may have caused a bug with the practice event for the Rufus send off - when it came to the part where Cloud is supposed to show his big finish, everyone just stood around and I had to reset.

1/35 soldier in Cosmo Canyon at top of Observatory reappeared after I'd already picked it up (I didn't pick it up a second time so I don't know what happens if you do)

Have been playing with Added Cut+Deathblow on Cloud (equipped with Hardedge, Edincoat/Gold Armlet, Power Wrist/Protect Vest) and Deathblow has literally never missed. Neither his accuracy nor luck are particularly high so I don't think this is working as intended.

Cait Sith starts with about double HP of other characters? Is this intentional? I thought it might be to compensate for coming in late, and because I haven't been using the SP system, but then Vincent comes in with 800, so now I'm not so sure.

That's all I can think of - nothing too major but thought I'd flag them in case anyone else is experiencing similar. Cheers for keeping the game so well updated!

3
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-17 16:46:55 »
Getting antsy for another playthrough of this but I've just seen you're planning to release an updated version of New Threat in the next couple weeks? Will it be mostly bug fixes/balance, or significant enough new content that I should really hold off until then?

Relatedly, as someone who enjoyed the hardcore mod elements of the early NT builds, what would you recommend to someone looking to really maximise the difficulty? Playing without Mr Smile, maybe?

4
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-09-10 22:28:39 »
Ok, so a few things are screwed up after doing the Dark Cave in 1.4. I went to finish off the game and as soon as I start on the approach to Jenova (the screen where you're hopping between the floating rocks) the first FMV of the Dark Cave starts playing in the background (cloud looking up at the reactor). Then the second screen has the FMV where the reactor blows up. After killing Jenova, the save prompt no longer works (unless the default cursor is set to 'No'), and the train jump FMV is playing. Finally, after doing the scripted battle with Omnislash, the credit music starts playing, and I am taken straight to the 'Congratulation' scene in the church, without viewing the ending cinematics.

Any idea what's going on?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-09-10 10:30:28 »
AAah yeah 1.3 sorry.

Thanks but what's the arrange mod ?

It's the hard mode

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-09-10 09:29:29 »
Hi all.
I'have play a lot in the ver. 1.4 hard mod and didn't try the 1.5 cause normale mod i really to easy.
Is there any hard mode for the 1.5 atm ?

Thans per advance =D

That's weird - there is no hard mode for 1.4. Are you thinking of 1.3? 1.5 has Arrange mode, which is harder than normal. And you can make it harder for yourself by just not using the SP system. That makes it very hard imo.

7
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-09-10 04:26:29 »
Found a soft lock for the X-ATM fight at the start of Dark Cave - he will go into his Electroshielding mode and put the tail up, and then do one W-Machine Gun, but after that his turn will never end. The ATB still fills as normal and you can select your next action for all your characters, but they will never actually be able to act.

EDIT: Got past this by setting the ATB to Active. Made it all the way to the final boss and killed him, but after he gave his death speech, I got the error message "An Unknown Exception Has Occurred" and the game crashed :-/

DOUBLE EDIT: Did some more searching and apparently this is a known issue with Quadra Magic + MP Absorb?

This is for 1.4 still, btw, not sure if you've already fixed for 1.5. As a side note, did you know that Pearl is usable even while frogged?

8
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-09-09 20:12:14 »
Quick question about Pinnacle Sepiroth on 1.4 (old save file I'm finishing off). The battle message seems to suggest I HAVE to use multiple parties to fight him. Is this the case, or can I just use my 3 main characters, and ignore the party switching mechanic like vanilla?

9
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-11 06:35:52 »
Does anyone know what to do during the Shake fight in Wutai's Pagoda? I am utterly baffled at what to do.

Ah, I did actually wonder if this was broken myself. Did you have about 20 different Shakes layered on top of each other? I'm pretty sure I used a limit break and it killed one, which ended the fight, but it was very peculiar.

Gave up at the fourth floor anyway, new pagoda fights are no joke... And Yuffie's dodge seems worse now (can anyone confirm?)

10
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-11 06:33:41 »
Discovered a couple of battle square bugs/quirks (just before Temple of Ancients)

I started off with the compulsory Keystone fight and managed to get through it without issue. I then went after the championship belt, but realised halfway through that I was going to run out of restorative/anti-status items/GP, so decided to restart the game and just do the Keystone fight again. But the second time I did it, I got hugely screwed by the slots - after the first battle, all the slots were break magic materia. Then, after the second, it was break summon materia. And then, it was break weapon.  :o

So naturally I failed. But then when I tried again, everything was back to normal (i.e. every reel returned to having 3 different options). The only thing I did differently was to immediately accept the fight in the case where everything went wrong, so possibly that had something to do with it? Not sure what was intended for that fight.

Secondly, I've discovered that if you use Cross-slash at the start of the Dyne fight, it will break his script and he won't do any of his special attacks (Molotov shot, Heavy shot, Force Armour, Psycho Break, Desperado). I think it must be because it stuns him when he would ordinarily take a specific action, but you would have a better idea of what's actually going on.

Finally, think someone mentioned it already, but the Golems in the Temple of the Ancients are a little broken - selecting an option in their menu always triggers the option above it instead of the one you wanted.

11
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-09 21:49:13 »
Just wanted to check because it seems odd: in the Rufus fight at Shinra HQ, should Rufus' pet be impervious to damage and Rufus himself absorb poison damage?

Yes, that's how the fight is set up, on Arrange at least.

12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-07 16:59:33 »
That's very clever with the levels - cleverer than the way I did it at least. I finally figured out
Spoiler: show
that time magic was effective against them, so I equipped Barret with added effect and just kept attacking till it procced, which bought me enough breathing room to recover and finally do some damage. Will admit that I completely forgot that Seal Evil was a thing. 

Anyway, fantastic fight, my favourite of the mod so far.

Did find a possible bug while going through it - when I equipped Barret with Added Cut-Steal (no other changes) his damage dropped from circa 400 to circa 150. This was from both attacking normally and the added cut attack.

Incidentally, is Steal success rate based on Dex or Luck? I can never remember the formula.

13
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-07 13:24:54 »
Ok, so I have to straight up ask - has anyone beaten Lambda Calcule on Arrange without SP grinding or coming back later? Possible I'm missing a strategy (don't tell me) but it seems impossible right now.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-06 16:44:43 »
Oh my god, the
Spoiler: show
Arrange Lamba Calcule
fight, you sadist!

15
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-06 07:12:27 »
Just finished the Gi Kattan fight on Arrange and not 100% sure he's working as intended. The flames now only heal Gi Kattan with their Demi attacks, not themselves. Also, when a character they're 'occupying' dies, the flame doesn't always exit. Finally, it did a move called 'Rekindle', which appeared to be some kind of restorative, but it missed. All in all it was a much easier fight that I was expecting, so wanted to check if it was a rebalance or a bug.

Oh, also, is there any way of preventing Cloud's second wind from triggering (and failing) if he's KO'd?

16
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-05 10:22:28 »
Ah, spoke too soon - the Ziegfried fight is still broken for me post patch I'm afraid  :(

17
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-05 10:13:16 »
Yeah the flevel patch should fix it.

It did, thanks - didn't realise that Mk2 still needed the patches. Is it intentional that the first 'level up' requires 200 SP in Arrange? I think it was 100 previously.

18
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-04 19:14:37 »
Beat Barbariccia, finally, by abusing Tranquilizers. Did also occur to me that if I'd levelled up Red XIII a little then I'd have had Lunatic High to counter the slow, so maybe it's not THAT imbalanced.

Having reached Mythril Caves, though, I'm finding that Rank Up is disabled for me as well. ('Ain't no rank up in this mode, bub'). Think I recall you saying a few pages back that this is unintentional?

19
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-04 16:25:22 »

I'm going to do adjustments for Barbariccia, I don't think boss power/HP takes the drain HP + confuse into account so the battle is going on much longer than intended.


Yeah, it's not just the confu/drain, but also slow, and his 'yellow' element (I'm guessing wind??), none of which can be protected against with the materia/equipment that you have up to that point in the game. Added to which you have to redo the bike chase game every time you die, so it's more frustrating than maybe it ought to be.

20
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-04 06:42:00 »
Rolled through most of Midgar on arrange, some cool stuff. Especially liked the twists on each boss battle. Not sure if this is a bug or intentional, but I noticed that when fighting the thousand gunner + friends in the elevator, the battle background was different (I think it was Midgar Disc 3). Guessing this could just be a factor of space. Otherwise it seems to be working very smoothly. Stuck on Barbicante for the time being, which I think is massively harder than anything fought up to that point.


I used the word in its intended meaning. Especially when the subject being talked about is 'bribes'. In those contexts, the word's meaning is used quite correctly, and exactly as intended.

Sorry, pal, you're not right about this one.


21
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-07-19 02:42:16 »
Yeah, I'll add boss HP, etc. to a document so it can be checked.

Cheers buddy

Just for the sake of the challenge run I'm doing at the moment, are there any enemies in the game that drop Turbo Ethers/Elixirs, or have them as a steal? Doc says Trickplays, but I'm getting nothing but Porov Nuts...

Also, how does the calculation for steal vs rare steal vs v rare steal work? Is it luck based?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-07-18 17:36:55 »
Have to say I'm not the biggest fan of the Tyrant fight as it currently stands. I like the mechanic of an enemy beserking itself for a final push, like Rude sometimes does. Problem in this case is that he seems to do it after losing only a small percentage of his health, which means the rest of the fight is a repetitive slog once you've survived the initial onslaught.

Also, given that Sense doesn't work with the higher HP values in the mod, would you consider releasing something like a bestiary with 1.5?

23
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-07-15 00:48:31 »
I've revised every boss attack in the game, but I could add some messages for special ones that inflict statuses that are battle-changing but invisible to the user (such as Resist).

That would be fantastic - I just finished the Hojo fight, for instance, and it was very useful having the message telling you when he was Guarding and when he was 'M'Guarding.

Have to say, now I'm near the end, the balance has felt perfect for a no-level playthrough of the main story content - boss fights have been consistently tough, without being unfair. Nearly all have had unique characteristics that offered opportunities to beat them, without being exploitable. I finished the Midgar section having had to use literally every elixir, turbo ether and megalixir in my inventory. Looking forward to playing it all again in the new update and trying out the new bosses with some slightly stronger characters!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-07-14 20:43:40 »
Does the Imperial Guard do anything special? The text just says 'advanced protection'... Also, is there something about either the Escort Guard or the Circlet that randomly gives you reflect? It's happened on a couple of fights now and I can't tell what's causing it.

Realise that you're coming to the end of development on 1.5 now so imagine it's too late to do anything about, but it would be great if there was some way of making certain effects (reflect, peerless, lucky girl, shield, resist) more visible and obvious. Majority of my frustrations in the game have come from not understanding what exactly was going on with a certain attack/buff. Otherwise, as always, thanks for your hard work - can't wait to see what you do with FF8!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-07-13 05:09:04 »
Ah, that could be it - actually I think it's possible I'm still on 1.3 as I started the game a good long while ago. Was worried that updating might make the save file unusable, which is why I'm trying to finish my playthrough before 1.5 comes out and I can make a fresh start.

Yeah, fresh install has fixed it, thanks. Onto Pearl Weapon  :-\

By the way, if I fail to stop the train in Corel, is there any other way to get Comet, or have I missed it for this playthrough?

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