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Messages - MoCheese

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1
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-12-17 01:13:58 »
One day, eh?

If it makes ya feel better, I can do another run through of the mod with the sole intent of trying to find as many bugs as humanly possible for ya to fix?!

 ;D

2
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-12-12 01:55:46 »
That reminds me, I still need to finish the 'party members appear in all towns' thing. It was good seeing some of the gags in the mod, I forgot about half of them. I remember having a lot of fun designing/writing some of those, been a long time since I worked on anything fun for NT; it's always bug fixes and rebalancing these days :c

Certainly could. You could have a lot of fun with places like Great Glacier or Costa Del Sol or Nibelheim. I was surprised to not see some in certain places too. Like Aeris in Ifalna's House or Tifa in her room, etc.

Lots of possibilities, and you should do it once these bugs slow down. (Bug fixing can't be too much fun, no.)

3
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-12-04 17:02:44 »
So it's been a while since I posted anything on here, mostly because I had finished up with the mod a while back and had nothing else to contribute. Not sure this is a contribution either, but hey, why not. I asked Sega a while back if I could make a video showcasing all the silly nonsense, humour, and/or bugs and glitches that I encountered during my playthroughs in versions 1.4 and 1.5 that I thought were funny. He said OK. So here it is, 45 minutes of just pure goofy clips and funny stuff that's littered throughout the mod. Great stuff as always to Sega and any and all who contributed bugs and/or suggestions to this experience. You da best!

https://www.youtube.com/watch?v=HyF1-ke37eQ

4
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-10-24 00:01:25 »
Just watched your video. You're using the exact same tactics I am using apart from the fact that I am just focusing Cloud and Yuffie on bolt magic with Aeris being healer/buffer.
Just tried it a couple more times with the last attempt going as follows:
-Match starts, ATB gauge fills for Yuffie
-Go items and scroll to pick spider web to inflict slow
-During this (ATB is set to wait), Jormungandr uses 'Serpantarious', doing roughly 400 damage and inflicting Stop on Yuffie
-Instantly followed up by a tail attack which hits for 500 and kills Yuffie
-ATB gauge fills for cloud
-Jormungandr uses 'Cyclone' then 'Tail Attack' killing Cloud before any action can be taken
And after that I thought there was no point even trying that fight.

Couple more things to add about my game after watching your video.
- I'm playing the latest 1.5v on 'Arrange'
- Boss' name is different
- Texture seems to be missing for the body (all black)
- The damage I'm taking is roughly twice as much as you are taking (with all members in back row and barrier cast)
- Dirty Bomb almost never hits (don't know how my first one actually hit)
- 'Tail Attack' heals boss for damage taken and is only used against one character (usually as a follow-up skill)
- 'Serpentarious' skill being used which inflicts 'Stop' and a number of other status effects
- Never seen the boss 'basic' attack, thought it was all skills XD
- 16k health (don't think you ever sensed the boss in your video to see his health)
- 'Selenostrike' does health damage not MP damage

I've not had too much difficulty with the encounters after figuring out their weaknesses but this boss makes me think that the AI has been un-intentionally tweaked with the removed boss you mentioned. The battle itself feels like the boss is bypassing the turn order and unleashing mid-game skills and combos.

Just spotted the hotfix below download
'-) Arrange Mode: Bottomswell replacement boss fixed'
Ummmmm... Maybe that's why I'm having so much difficulty XD will report back once I've patched.
Ok. Nvm. It gives me the message 'Nothing to do! Files are already updated'. But I wanna say that this hotfix for the bottomswell boss isn't actually implemented in the new release.

So I read all that, and yeah, somewhere along the lines either one of two things has happened:

- Either you haven't patched up fully and/or install the mod/patched correctly. Or you've installed other mods or fiddled with the files in some way to make Jormungandr screwy, or..

- Somewhere along the way, something happened in patches to make Jormungandr a problem and that'd be on Sega's side.

I can't say for certain what it would be as I haven't played in a bit, but I do know that things like Selenostrike only does MP damage when I did it for example. And again, remember what I said about the name, it was Illuyankas when I did it, the name has been changed now though. If Jormungandr has been screwed up because of patches or in the name switch, we'd either need Sega or someone else on here to confirm it. If what you are saying is happening, beating it would be a huge problem for sure.

The only thing I can recommend without other peoples input would be to backup your save file and do a completely fresh installation of both FF7 and New Threat. If that doesn't work, then I think you've have to wait for someone with more knowledge than I to help.

5
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-10-23 19:02:10 »
Had to create an account to ask a quick question.
Loving the mod so far. Playing through ff7 countless times I've never had to re-try boss fights or get killed by random encounters because I'm unprepared. XD
I have encountered a bit of a problem in Junon though playing through on the 1.5v.
With the flying serpent boss Jormungandr, all previous references and the excel document refer to him as Illuyankas, but this is the name that appears when you target him.
I'm having major difficulties with this boss fight.
Dirty Bombs rarely hit him to inflict poison which was what was recommended in Sega Chief's 1.4v video.
He has turns when he sometimes takes 3 actions, and with how hard he hits he wipes out 2 of my party leaving 1 to frantically try to recover what's left.
I have my ATB set to wait and yet when I'm deciding the best magic to use to survive the next onslaught he seems to take these random turns.
I managed to pick up a Bird wing from somewhere which hits him for 3k, combining that with Choco/Mog summon, the most amount of damage I've ever done to him is around 5k with some lucky evades.
With how fast and hard this guy hits I can't even get in the obligatory Barrier/MBarrier/Haste buffs before someone is dead.

So to start, his name was initially Illuyankas but was changed to Jormungandr because he was another boss in the mod that was removed. Not sure why the name was changed? Maybe Sega liked it more, regardless, it's the same boss. Anyways, some help.

Yeah, use a Dirty Bomb to start. Slow also works so use that. He'll also be weak to Lightning so Bolt on your best Mage will do well. Chocobuckle, the Enemy Skill, is also great for this fight if you picked it up back at the farm. You can put your characters in Fury if they can't attack him because of Long Range to get more Limits and also put everyone in the back row to lower Tail attack damage. If you are using Barret you can give him Wind Bullets with Elemental - Choco/Mog junctioned together if you picked it up in Midgar.

Another thing to keep in mind is that if enemies are stringing a lot of attacks together, it could be a few reasons. A lot of enemies use counter attacks when they get below certain health thresholds, and some enemies just get to go multiple times in a row with certain moves. And I think Jormungandr can do both actually. If you're seeing a lot of attacks in a row, slow your attacking down some to ease that problem up.

If all else fails, you can search me up on Youtube where I uploaded every boss fight for anyone that wants/needs help. Maybe some visuals could help as well. The video will be named Illuyankas but it's the same fight as I mentioned earlier.

6
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-10-21 18:22:14 »
I'll take care of the formatting issues. I suppose I am missing the water one, aren't I? Maybe I'll sneak him into the FF8 mod :3

Heh, you could. Though it may to lead to questions about where the other three are in 8!

*Dun Dun Dun*

7
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-10-19 18:44:48 »
Played through the mod again and I didn't find much in the bugs department. But for what I did find, here they are:

- Both Vincent and Cid's Innate text's are either wrong or misleading? Need some clarification here. For Cid, I think it mentioned that Cid's innate works on the back row/front row system instead of magic damage/physical damage it works on now. As for Vincent, all it said was "MP Regeneration" I believe, but that is not what was happening with Vincent. His health was regenerating. Double check required on both of these innates. Also, in regards to innates a question: Cait Sith's innate seems weak in comparison to Vincent's Health Regen innate. Cait Sith only gets 1 MP per action it looked like, which really isn't much. While Vincent was getting a percentage of health back whenever it ticked it seemed? Perhaps either a buff to Cait Sith or a nerf to Vincent is in order here? I'd say the Cait Sith increase honestly.

- When you first arrive at the City of the Ancients with Vincent in your party, and go to the house that has the beds in it. Vincent will say "There are beds he". "here" has been cut off. And when the scene switches to night and Cloud tells the group that Aeris and Sephiroth are also there, Cid has a line "So how did you find that out" without the question mark and quotation marks.

- If you ask the guy for Snowboarding instructions right before the slope in Icicle Inn, the windows are on top of each other and therefore tough to read.

And finally, a question about something not in the mod but I was wondering:

So I was playing through Normal because I wanted to see specifically if Rubicante was still in there and sure enough he was. I was then wondering if Cagnazzo was going to be in the place of Lich but he was not. Have you ever thought of making him for Normal mode to finish off the set? If not, you should think about it. I feel like I've asked this before but I don't remember.

Great stuff as always!

8
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-09-29 12:57:07 »
So now that I finished 1.5, it's time to give my thoughts on the mod.... or rather it would be, if I had much to say. Because the truth is, I really don't. The mod is pretty much done at this point save for bug fixes and little tweaks here and there possibly. At least to me. It doesn't seem like much could or should be changed at this point. I was fine with the way balance was done in 1.4, but it was redone for 1.5. I'm fine with it here too. Really, there's only one thing I'd like to bring up, and that's Cid's innate:

Cid's innate is pretty powerful on its own but where I think it gets too strong is when it can start working through things like Resist or accessories that prevent Barrier's. That little trick can be used to great effect throughout the game and it seems too good to me. Is that a bug? This could still turn into a bug report too because there was another problem I ran into with his Innate one time. I'm not really sure what I did or how it happened, but somehow Cid got perma-Barrier'ed throughout the entirety of a long and tough boss fight. The bars were empty but the Barrier's were still there. Even after Death they persisted. So between those two issues, Cid's innate seems too good to me. If they could be fixed then it'd be fine but if not, I may have to ask about a thought on an innate change.

I will play through the mod again shortly and try to find as many bugs as I can for ya(When's that big patch coming by the way?). But by and large, I think you're almost at the point of closing the book on this wonderful mod.

I'm so glad I found this thing. Its truly spectacular and your work on it is just that. I know I've said it before, but I thank you for all of this. Joy to play.

9
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-09-26 15:58:04 »
Ah, it was supposed to be a 3-party battle but no big deal if it's still loading a 1-party; the 3-party fight was way too slow anyway.

Well I dunno about that, I always thought that was a fun gimmick myself. Anyways, two more bugs or "bugs" to report:

- Juno seems to have a problem counting down correctly. I'm not sure what was happening but there were times when she would either get stuck at 5 or go back up to 5 after hitting 4 or whatever. Is that a bug or a mechanic of some sort?

- You know when you use a Summon and on the top it has the name of the attack. Well for KotR it is wildly off-centre compared to the rest of the summons.

10
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-09-25 14:09:54 »
Serious inquiry that I will put behind spoilers. Don't read this if you haven't finished the mod:

Spoiler: show
Is Pinnacle working correctly in Arranged? Or did you change your mind from before 1.5 was released? I remember mentioning that you wanted to have Normal mode the 1 on 1 fight and Arranged being 3 teams. That didn't happen as I only had to make 1 team in Arranged.

Not for nothing, but I also finally understand what it was that I found in the Lifestream in Cloud's head. "Ein Sof" indeed.

11
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-09-16 16:14:56 »
I'm not sure if this is a bug.. I know the chances of stealing from Reno and Rude in the crashed Gelnika are low. But I mean ive spent an hour and well over 100 steal attempts and haven't stolen ONE item from them.. Just want to know if this is intended or if you actually cant steal from them or what. Thanks

You're most likely playing on Arranged, and stealing is based off of level. In Arranged all enemies levels were made higher than Normal's are, so the chances of stealing get impossibly low to straight impossible the further you get. The only way to Steal in the late game is with the Sneak Glove so save them until you have it. I BELIEVE (not positive) that a lot of the late game steals are going to be re-worked in an update, but for now, that's basically your only option.

12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-09-16 11:05:06 »
In previous versions, you could also get it as a rare steal from the bandits outside midgar (on the world map).  :) Maybe in the current version, too.

Oh wow, really? Gonna check that one out next time I load it up. That'd actually be a really useful thing for the start of the game.

13
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-09-15 13:26:01 »
Quick question where do I find the sneak glove?

Return to Wall Market and the battery guy sells it for like, 120K Gil or something?

14
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-09-15 10:41:25 »
Well while you're setting up your new SSD, I've got one more small bug to report:

- The Aegis Amulet is supposed to null Holy and Hidden and prevent KO's. It does prevent the Death attacks but Holy and Hidden are not negated.

EDIT: Underwater Materia also does not come Mastered.

15
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-09-14 03:59:50 »
EDIT: Small bugs that I will put behind spoilers just in case:

Spoiler: show
- Just updated and Elmyra is still standing on that oil lookin' thingy in the middle of town in Kalm instead of sitting besides Aeris.

- The woman who runs the Item Shop in Wutai has her dialogue box a little screwy. The last word cuts off on the last letter.

- This is a neat bug. After you defeat Chokhmabo and the Master Materia's, each character's winning animations play twice! It's more noticeable on characters who's winning animations aren't continuous, like Aeris for example.

- The Long Range Materia doesn't come mastered.

- When Magic Materia is not allowed to cast its spell when it dies, it instead doesn't visually die and just stays bouncing there. You can't target it anymore, it doesn't fight anymore, and when the other two Materia's die the battle is over, so by all accounts it is dead, it's just still there visually. EDIT: I tried it again and this time the Magic Materia died normally? I don't know what the problem was the first time. Sorry, wish I could be more helpful here. :|

- When picking up the Materia left behind after defeating the Master Materia's, it says it is a Long Range Materia instead of what you actually get in another W-Summon.

- Chokhmabo who may or may not have replaced Yahcobo still has the text box up above that mentions when he's hungry. However it says "Yahcobo" instead of "Chokhmabo" is hungry.

16
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-09-12 05:51:08 »
Ah, that sucks. FF7 Steam has a bizarre DRM in place related to save files. If you move saves around/edit them then they will be automatically deleted when the Launcher is next started. To avoid this, you have to make alterations/move them while the Launcher is open and then start the game and make a save within any affected folders to make them 'safe'. Cloud saves can also vanish sometimes.

Is that what happened to me earlier?! I was wondering where my save went! I copied and moved a save to my desktop so I could go back and re-record or find something, whatever it was. Came back the next day and no save was there. I panicked and started looking everywhere for my save and finally found it in the Recycle Bin that I almost shredded right before loading the game the first time! Got very lucky with that one... Good to know now though, don't move or alter save files!

17
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-09-06 23:48:14 »
Ah right; not sure, I think I just assumed people would pay it a visit to watch the cutscene.

Fair enough. I can't imagine anyone looking for a mod of this game wouldn't know that exists in the first place.

18
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-09-06 22:30:19 »
Cloud's innate is now activated from the get-go, and the text appears after he jumps off the train. The Highwind text has been removed.

I wasn't referring to the innate. I mean the side quest stuff. Like: "You can meet an old teammate at the Temple of the Ancients. Requires Cait Sith" or whatever. Those ones.

19
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-09-05 23:55:30 »
Some more bugs and potential bugs:

- The Shinra Mansion's Basement is mispelled in the menu. It says "Shinra Mansion: Basemen" without the "t". Might be out of space though, dunno.

- Is there any particular reason why the New Threat guy on the bridge of the Highwind doesn't mention anything about Cloud's limit/character specific thing to do?

- While watching the Cloud/Zack flashback, during the part where they are in the truck getting a ride to Midgar, you can open the menu and it says you're in the Junon Leagues.

- You can effectively get trapped in that spot on the World Map between Icicle Inn & Great Glacier. I took Cid as the leader for a snowboard down the mountain(though it loaded Cloud which may also be a bug) to look around the area. After finding nothing I left through the main gate to get back to the World Map to go to Icicle Inn but it wouldn't let me into the town. Going back down to Great Glacier it wouldn't let me back into Great Glaicer either effectively trapping me forcing a reset. I don't know if this was because Cid was the leader of the team or whatever but there you go. This is obviously game breaking if you save on the world map between the two areas.

- She wasn't doing this before so I don't know what trigged it or if a patch did it but Elmyra in Kalm is now standing in that rig in the middle in the town. She's just standing there instead of sitting beside Aeris like normal.

20
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-09-01 22:26:23 »
This is an original game bug.  I fixed it for Reunion. SC will need to fix it here.

Really? Didn't know that. Neat

Jormungandr is now in Arrange as a Bottomswell replacement for that part of the game.

I fought Illuyankas? Was it changed again?

21
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-31 21:14:54 »
Two small bugs and possibly a third:

- In the City of the Ancients, you know those glowy orb like Ancient... thingies that you can "talk" to and they try to talk back? If you have Cid as the leader and do so some of the chat boxes either use Tifa's lines or just say Tifa is talking. (Small bug, eh)

- When you go to the Temple of the Ancient's to acquire Cait Sith's level 4 limit, if you choose to "Leave it for now." the game locks up forcing a reset. (Bigger bug)

- And now a question: Was Jörmungandr removed? I just realized yesterday I never fought him in Dark Cave. If he wasn't removed, he wasn't there in Arranged. (Potential bug)

22
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-26 20:50:04 »
I didn't actually check that honestly. It was getting late and I was still miffed wondering why I was ever locked to Tifa in Dark Cave and couldn't fix that unless it was on the Highwind. At least that part was intended.

I still don't understand what you mean with this turtle poster. It loads the text fine when I check it.

Ok, so when walk near the poster, another poster on the other side of the bulletin board automatically shows up. If I remember correctly it says something about "Shinra Inc!" you don't have to click anything for the text box to appear, it just does if you're close enough. While that first box is still open, if you then go examine the Turtle's Paradise poster while the first text window is still open, both text boxes will screw up and start looking all jumbled.

I'll send you a link to a quick 30 second clip of it as a PM so you can visually see what I am referring to. And yes, it did this on Disc 1, 2, and in Dark Cave. Though as I mentioned the Dark Cave one was a little more wiggy because of the ._. replacement message on the Turtle's Paradise flyer.

23
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-26 11:39:28 »
Sorry for the double post but I figured someone would've said something in the day or two since I last messaged. Anyways I've got a ton of bugs and questions and all that to put down here. Most of it involves Dark Cave and most of them are smaller "nitpicky" types. The second and fourth reports are pretty serious though and will need to be addressed. I will put all of this behind spoilers just in case:

Spoiler: show
- The first save point in Dark Cave, I'm talking about the one in the reactor. The save isn't an NT extended save with all the options and a window shows up over the escape timer that doesn't go away until a screen change. Also, is the escape timer supposed to be stuck at 00:00 and show up as soon as you take the elevator down? The time never changes either.

- After defeating Amalgam you can actually go right back up the stairs and do it again! The fencing door isn't "actually" there though it's visibly there. I went up there with another Red and yes, I fought Amalgam again with two Nanaki's!(though I could only control one)

- The Save point in Wall Market is also not an extended NT save point.

- This one will be quite confusing so apologies but this one could be very important. For some reason Tifa has been locked to my team for the entirety of Dark Cave. At no point would it let me switch her out for someone else. And now that I finished Dark Cave and I'm outside in the World again, it's still doing it. Whenever I'm on the world map it won't let me bring her in or out. Finally after going back to the Highwind and talking to the leader switcher NPC did he let me remove her but getting Tifa out of the group only works here. I don't know why but one works and the other doesn't. I think it's again something to do with entering Dark Cave with someone other than Cloud as leader because I did that again this time. Though I don't know why she was locked as I haven't used her this playthrough. So to recap. If Tifa leads, I can PHS everyone but Cloud into the group on the World Map and anyone into the group on the Highwind. However if Cid leads I cannot PHS Cloud OR Tifa into the party on the World Map but can do either on the Highwind. No problems anywhere with Cloud as lead though.

- After beating Masked Man and leaving that screen then going back to where you fought him, it plays the Aeris' Church music instead of that panic music or whatever it is.

- The save point right outside that little town that has Aeris' house is also not an extended NT save point.

- The save point outside the Shinra HQ is also not an extended NT save point.

- The same bug with the Turtle's Paradise poster in the Shina HQ happens again. This time though it's even more broken as the " .-. " message is also trying to display.

- The save point on floor 59 in the Shina HQ is also not an extended NT save point.

- Floor 59 and the Item Shop on Floor 2 have the regular Shina HQ music playing. With the way Dark Cave is now I don't think that's intentional.

- On Floor 64 one of the NPC's is still there. The guy on the treadmill "trying to get rid of his love handles".

- The save point on Floor 64 in the Shinra HQ is also not an extended NT save point.

- On Floor 66 there's the effect of the NPC's still going through the door's and being "in the way" so to speak. The door's will turn white indicating someone is there and I got caught behind a ghost NPC for a moment. Cool effect if intentional, a bug of some sorts if not.

- Cloud can interact with the Jenova pod saying the same thing he does on Disc 1. "Jenova... Did it get away...?"

- The save point on Floor 67 in the Shinra HQ is also not an extended NT save point.

- I think the Hojo's need a buff, they were way too weak to be any real threat. Masked Man too though a lesser one.

- The save point on Floor 69 is also not an extended NT save point. (I'm starting to wonder if that was the point or if the two or three NT Extended saves are the bug ???)

- After Mirage dies, and the screen switches back to the President's office, Cloud and Tifa were missing as they should be but Red was still there. Not sure if this works for other characters or if they were in a different order things would change, but there ya go.

- In the Respectable Inn the NT tutorial guy still talks about the level 70 cap and "Scorp back there" and Long Range and Plus materias not being in the mod anymore. Kinda funny when the guy right beside him is where you go to get said Plus materia that's now there.

When you are selecting a League in Junon League, if you manually select the Cancel option, the Trooper says "That League isn't available yet" and forces you to make another selection. The only way to escape the menu is to select a League then say "No" on confirmation.

- I finished a Fighter League and when Wave 2 was over, no screen came up telling me I had won or lost and just took me back to the Inn. I am guessing it was because there was a tie but it didn't say anything? Not sure

- When you defeat "Gun" Tseng's death line appears: "Ugh... I got careless..." or something to that effect.

24
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-25 01:02:22 »
Boss HP was dropped by a chunk before the mod went up so the fights are likely faster. If you're familiar with a boss' weaknesses beforehand as well then that'll drastically cut down the length of a fight.

Gil has become a little too liberal considering that everything has been set up to be found or comes pre-equipped + reductions in fees like the Choco Lure and Gold Saucer tickets. I'll see about changing that for arrange at least.

That was a 1.4 thing reduction? Oh, well there you go then.

As for Gil, I don't think I would put it as Gil being "too liberal" rather than I would put it not having a ton to spend it on. With the way stats and Rank Up's work in this mod it's not a guarantee that you're going to rush to the Weapons store to upgrade when you hit a new town like you would in vanilla. For example, take Cloud and let's say you're going to make him a Mage in your play through. Well before you ever get out of Midgar, if you know where to look. You can have Cloud with either a Mythril Sabre which increases the Magic stat or a Hardedge that increases both defensive stats by a good chunk, a piece of armour that has sky high defenses for the start of the game in the Iron Bangle, and a Star Pendant to push his Magic higher and protect against Silence. That's pretty damn good. You won't have a ton of Materia slots or links but it won't be needed so early. Getting Materia that is powerful enough to always have on is much fewer and further between in New Threat compared to vanilla, so it's not a stretch at all to just take that Mythril Sabre/Hardedge, Iron Bangle, Star Pendant combo all the way through the first Disc alone. I did just that. It works the same for physical fighters too. My Red only changed weapons once on the entire Disc because it was more about stats than it was linked slots for Materia, because he basically only needed one link. He wasn't going to be casting anything besides the odd support spell or the Summon he was using for the linked Elemental attacks perhaps so I just looked at stats. So in the end, you're right. Between Gil not being spent on Materia and rarely on Weapons or Armours, there's not a ton to do with it. Items will always be bought off course, but other than that, yeah that's it. Adding more things to buy instead of reducing Gil amounts may not be best indeed now that it's been put that way.

I dunno, knowing this mod from 1.4 I knew to save the Gil as much as I could, so I never had troubles coming up with anything if I truly needed it. Arranged is certainly geared towards the experienced NT player, so you could reduce Gil amounts a little if you wanted. I suppose I just miss the feeling of hitting a new town and seeing what it has. "Kid in a candy store" type deal, you know?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-24 21:22:53 »
I am by no means done the mod as I've been on a bit of a break from it, but in regards to the two major questions there, I do have some thoughts.

Materia Placement: I think by and large, it seems pretty on point. Everything that you gain, when you gain it seems fair and balanced. There were a couple of times when I was a little disappointed but that's probably due more to my play style than it is bad balance. The only real "issue" I suppose we could call it I could raise is more philosophical than anything else. I'm not even sure if this is a negative or a positive but between the Materia you get from finding new teammates and the Materia you find on the ground throughout the world, I don't think there is ever a single time in which you can buy Materia in a store that you don't already have? Again, I don't even know if I would consider this a positive or a negative, especially since this is considered a "poverty mod" as you put it, but I suppose something is lost if you never find new Materia in stores when you first arrive there? Of course if you are low on funds perpetually throughout the first Disc buying new Materia seems like a stretch to fit in there, but you could counter argue it makes what little Gil you do have on hand all the more valuable. There's a good point and counter point either way and I really don't know where I fall on this personally, and I'm sure most people don't care either, but it is something to potentially think about.

Difficulty: As I said I am not finished the 1.5 Arranged play through quite yet, so this is by no means a full picture. However, one thought has been ringing through my mind so far. Other than a few moments here and there, by and large... uhh, has the mod gotten easier since 1.4? Looking at my video times so far, the time of the fights have gone down pretty substantially almost across the board. Other than a few fights that felt the same or harder, Lich being the best example for me specifically, the bosses have felt easier this go around. I'm doubting that's because I've somehow improved my game that much from 1.4 to 1.5. I'd actually go so far as to say there have been some regular enemy encounters that I've been more threatened by compared to their boss. The bosses feel like they have less health, but they feel like they deal more damage. So what's the story here? Has this mod become easier overall? Did I really change it up that much? A combination of both? Something else? Curious about the thoughts on this one.

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