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Messages - PotatoHandle

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-12-05 02:08:06 »
Actually I've had a few crashes recently all after windowing out. So I doubt it's related to the Alexander fight, might be something funny with my install, but yeah, it's only been recently.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-12-05 01:36:03 »
Quick bug report; the 3rd Battle Arena has a back-attack in it. I think the 4th fight, looks pretty weird and does some really confusing things to your row, hehe.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-12-03 22:22:25 »
'Ello Chief! Finally got back into playing the mod last night, got to the airship, really enjoyed the new fight at Jenova-Death. \o/

Couple of things to report; a friend of mine has been routinely mastering Exit materias before I've even got my first Transform mastered, it seems it masters at about 7,500 AP despite displaying as 190k. (Haven't got one to 7.5k myself yet though.)

Also I'm trying to breed some chocobos, and the Vlakrados' don't have anything to steal. Am I supposed to get the 500GP reward from the Gold Saucer instead?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-11-10 03:25:49 »
Thanks for the very detailed information. I'll continue without Tifa for the storyline stuff, but I'll still use her for stuff like the Junon leagues as needed. (Which I'm trying to beat Amateur before I move on towards the great glacier with some level of success, hehe.)

As for Sadness/backrow; it's an awkward thing because the mod, while it isn't a total RIP-fest like the mods made purely for difficulty, it's still challenging enough to warrant general carefulness. My general method for bosses on the first attempt of other mods (Usually on the assumption that I will almost certainly be killed on my first try. :P) is to 'survive and learn' and while your bosses are by design, not as brutal as previous mods I've done, they still often require a lot of learning and testing.

Even with Sadness though, I've found nearly all the bosses until Rocket Town at very least adequately challenging, usually moreso. So I will probably keep generally using Sadness as a first point of call, but I'll try and be more weary of the potential of needing to level limits.

And for back row I'll be using this situationally, I've been trying to set up characters in 'roles' for the whole game, but I keep changing people's 'jobs' so to speak, so I haven't gotten very far yet. As I go through the glacier though, I'm hoping to set up Cloud as the support/tank with cover/barrier/haste in the back row, Yuffie in the front row as physical damage, eventually with Mug and/or 2x cut, etc as well as various independent materia and Aeris as the token omni-mage in the back row. That said, the early availability of reflect rings may lend itself to an interesting triple-mage/triple-reflect destruction squad for some fights, but usually when I try and set that up it doesn't work very well because of the lack of healing. (See: Palmer, haha.)

I'm happy to wait until the weekend for the Alexander fight; got to catch up on other streams, so if it's done by then I'll give it a go, thanks for the heads-up! \o/

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-11-09 23:43:52 »
So I finished disc 1 last night, some amazing bosses in the latter part of the disc, haha. Really awesome job, loved every bit of it.

One question though; is the game balanced for powersoul use from Nibel onwards? After smashing the last two bosses with it without any real trouble, my chat is suggesting I ban the use of powersoul in my playthrough to make the fights more interesting; which I'm happy to go along with, but if the fights are going to get tougher to accommodate the use of powersoul, I may keep using it. I'm used to pure difficulty mods where they just assume you'll be using powersoul and adjust the bosses accordingly, so I'm just deciding the best course of action to make for a fun stream, hehe. \o/

Thanks for any advice. \o/

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-11-03 08:17:59 »
'Ello Chief; quick bug report. The Sea Worms near Mideel seem to have a move which softlocks the game. Really enjoyed the new Battle Arena 2 boss btw. \o/

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-10-31 00:34:12 »
Was in the Area getting Mythril, and had a few minutes to try the Junon league this morning. I can *almost* beat some of them, haha. I'm impressed by the amount of content there though, all new bosses; I'm excited to get a bit tougher so I can try for reals. \o/

I have run into the big mounted dude in the arena before and beaten him there (Wondered why he had dialogue, now it makes sense, hehe.) but I got berserked before I could slow him this time, so he kicked my butt, hehe. A few were way too hard though so I'll prolly try again after Rocket Town. Gunna try and smash some battle arena tonight, but I snagged 2 reflect rings with my remaining GP so I was getting the old version sussed out, but some encounters were nearly unbeatable so it's good to see a change, might be inclined to grab some Curse Rings now as well.

Thanks again for all your work on the mod Sega, it's a really fun experience. \o/

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-10-30 00:37:52 »
Haha, the battle arena is alright, but it takes a very particular setup which took a while to nail down, including the Wall Ring from the speed square which itself needs some not-well-known-strats (Or actual skill, I guess. >_>) to get the maximum reward from, hehe.

With the extra levels and materia from getting up to Nibel I've got a setup which works quite reasonably now, gunna grind away for those reflect rings over the next couple of days, hehe. Something to consider would be adding in a 'nicer' way of getting GP at this point in the game. Not that playing Super Dunk with a metronome isn't extremely exciting or anything. :P

EDIT: And yeah the actual fight against Lambda seemed basically the same as normal, it was just the eject and the dialogue which made me think I missed something.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-10-29 23:41:56 »
So found a few interesting things last night to report in:
 - Peace Rings from the first version of the Battle Arena are listed at 4,000 points but actually cost 8,000.
 - Those goblin dudes at Gongaga are little bastards. >_>
 - Lambda Calcule is confusing. I imagine this is by design, but I'm worried I screwed up and missed out on something.
 - Vincent... Well... http://www.twitch.tv/potatohandle/c/5394779 (Warning: Nibelheim spoilers.)
 - I believe the new items I mentioned last time are still un-useable. (If you just haven't had time yet, that's cool, just a reminder.)

Had a lot of fun yesterday, was very surprised a number of times, hehe. \o/

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-10-23 00:16:04 »
Oh, there was something else I was going to ask too, there's a few items I've picked up which don't seem to be use-able, the Cactuar Gun and the Syncher are the ones I can remember, I'm not sure if I'm missing anything, but they don't appear to work with either Item or Throw.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.2)
« on: 2014-10-22 05:23:52 »
Just thought I'd more 'officially' post on my thoughts on the mod so far, I'm just about to get to WinWaker Cosmo Canyon.

+ Charming little in-jokes, like the battery in Midgar and chest in Corel.
+ Extra boss battles; added in liberally, but sensibly.
+ AI/Balance/skin changes to existing bosses. The "Feel" of each original fight is still there, but with new challenges.
+ X-ATM Scorpion. Makes me smile every time.
+ Boss Balance, damn near perfect. Challenging, but not gimmicky like a lot of pure difficulty mods.
+ Dirty Bombs. :P

- Battle Arena version 1 is very unforgiving; requires consumables or really good luck. (EDIT: I have something worked out now which works quite well, requred the Wall ring from the speed square though, 8th battle is still hard though.)
- Learning Big Guard is a bit strange, when you manipulate something and use it it targets the whole party, but only hits one random person, made it tricky to learn.
- Morph at the start of the game didn't seem to be too useful, usually did about 3-4 damage, for average items (At least what I tried it on.) Maybe some initial equips or early weapons with 50-100% morph damage to help out?
- Frog Song MP usage; my way of cheesing my way through the entire battle arena is ruined. Curse you, making me use my brain and stuff. (I'm kidding, it's good, keep it like it is, haha.)

Should be continuing on the weekend, I've been told that Gi Nattak should be an enjoyable experience. \o/

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
« on: 2014-09-29 06:17:17 »
Thanks for the updates. I had the idea I was going to play/stream this since April now but been really busy this year, so I'm also super excited to try it out. The more I hear about it, the more amazing it sounds. \o/

Can't wait. \o/

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
« on: 2014-09-23 05:39:12 »
I'm waiting for the 1.2 release to patch my game now as well. As with Alyza; I'll also be trying to give the mod some exposure as I stream my playthrough. I did FFVII hardtype last time and got a stack of viewers, so I should get a good amount of people checking out your hard work as well. \o/

Keep us updated as best you can though. Thanks a bundle. \o/

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
« on: 2014-09-01 02:04:35 »
Ahhh, I misunderstood then, thanks for the info! I'll prolly start in the next week or so, and by the time I get towards the end of midgar the new content may be out. Thanks again. \o/

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
« on: 2014-08-31 23:48:07 »
Sorry to parrot basically the exact same question, but I'm just hoping for some info on v1.2 as well. Looking to start streaming my playthrough in the near future, but the NG+ option sounds really cool, so I'm deciding if I should wait or not. Will v1.1 saves work on v1.2 if I was to start early? If not, any news on the patch's progress, for better or worse, would be appreciated.

Really looking forward to trying this mod out and sharing it with the internet at large, thanks for all the effort you've put into it, and thanks for any info. \o/

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