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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-27 23:35:49 »I really really like this idea actually, it makes sense in a story based way.
I can already think of the perfect place to include it.
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I really really like this idea actually, it makes sense in a story based way.
The X-ATM Core comes from Dark Cave.
I messed up on this flevel; it has a few problems in it, like that placeholder fight still being there for Gold Match.
I'll deal with Time Attack Storm by giving it an element or something; or maybe a low accuracy. At the moment it's a physical attack so it can be dodged using the Luck stat. I like that slow/haste idea though.
This mod is going to be the death of me. Both those bugs are NT specific.
So the first bug is probably because a line of code pre-loads the FMV which somehow carries over into the next screen. That means I'll need to get rid of it, which is easy enough to do.
As for the second one, that's out of my control. I can't tell that pesky machine what to do anymore (I'll make it invisible).
I probably moved it for some reason or other. It'll turn up eventually.
Looking at the timestamps on the files, it looks like he's updating the IRO files before the standalone patch.
I updated the patches + Main again; I try to avoid making updates so close together, but the two issues were quite serious.
Unfortunately, I'm not going to spend any time on .exe files until NT 1.4 is bug squashed and SC sends me the work. In the mean time, please be patient and refrain from posting anything snarky. We all work very hard on these forums, but despite that effort, we're almost all working as one person teams, so it takes time to get everything done that people report. It especially takes time once you begin combining mods together and get slight compatibility issues.
Hello,
a little bug for me with the Menu Overhaul feature.
Anytime I activate it, the letter of the fonts of any dialogue text and the menu text are smashd into each other, as if the letter-spacing was reduced too much. The text of the battles is displayed correctly though.
I run FF7 on Steam, on a PC with Windows 10, and installed it using the latest 7th Heaven program, and have only installed this mod, the others were deactivated. I have deactivated the postprocess and cache texturing, with no results. Can someone have an idea what is wong ?
Alright, update on NT; I've a week's holiday coming up that starts after next week so that's almost certainly the time when 1.4 will be finished and released. I've been trickling time into it when I can, and now approaching the last areas of the game (about five left: Underwater Reactor, Ancient Forest, Gelnika, Midgar Raid, and Crater).
I've also got to go through the script and get that Yuffie flag swapped over for Aeris, tweak some of the new sidequests and events, then revise the Arrange AI. I'm probably just going to ditch the Original/Arrange naming because it's confusing; not sure what the replacements will be (suggestions welcome) but the new Arrange description will make it very clear that it is a harder version of the mod w/ a warning confirmation for both modes when selecting.
I'm just worried that people will default to it like last time if I call it 'Hard Mode' :I
But so far everything seems to be holding up. Enemy physical attacks fell away going into Disc 2 but I reinforced them and added some additional tricks to buffer them a bit; EXP gains scale much more sharply now so pushing into new areas should be much more rewarding than stopping to grind up (standard enemies give 7-8k, compared to about 2000 in Temple of the Ancients for an example).
So 28th for release, a mere month overdue
The 1.35 Innates are:
Cloud: Gains boost to Level when hit by magical damage, this raises phys/mag damage, increases Steal/Manip success, etc.
Barret: Gains defence if hit by a physical attack while in the back row, but gains Strength instead if he's in the front row (up to five stacks). He can't have two different stacks though, so gaining a defensive stack will revert all strength stacks to 0 and vice-versa.
Tifa: When Sense is used, she gains a Strength boost
Aeris: MP Regen
Red XIII: As the battle goes on, he slowly gains Attack and Magic up to a maximum of +30
Cait Sith: Rage System, if Morph is used on him while he is either under Poisoned, Silenced, Sadness, or Fury then an auto-AI will kick in with it's own special moveset. Silence has him use Mime, for instance.
Yuffie: If hit by physical damage, she'll gain 255% evasion until hit by magic.
Vincent: Innate immunity to Fire, Bolt, Poison, and Death status.
Cid: When critical HP, his Luck is doubled.
These innates are a bit shaky, though. A lot of them have been revised or changed completely for the upcoming 1.4 build.
That reminds me, I added new text that details a joining character's Innate ability but I'd better add that information somewhere it can be accessed at any time. Maybe Beginner's Hall, Junon's Respectable Inn, and a new guy on the Highwind itself.
I'd say just put a question in at the very beginning of the game, if that's possible, like the arrange/ normal mode. That way the choice is "out of universe".
If that's not possible, I guess you could have a dialogue box during the event with something like -
"There's no saving her... (<Aeris> Dies)"
"She's still breathing... (<Aeris> Lives)"
That seems to be 'gentle', as well as making the choice very clear.
Pretty much. All I have been doing to build my own soundtrack (for use with 7H) is dropping the .ogg files in music/vgmstream folder. I'm not using any of the pre-assembled soundtracks that come with the 7H Music mod.