To add to the soft lock at the crater Aquarii mentioned, I just got there myself and the same happened to me. When the scene first loaded only Cloud, Aerith, Cait Sith and Red were visible. As everyone walks away Yuffie and Vincent jumped into shot but that was it. Tifa wasn't there at all. If memory serves, it's her line at that moment (after the white flash and Cloud stops walking). Dunno if that's a possible cause?
Yeah, I made a mistake when I was tuning something in that scene. I forgot to restore some of the character's set position coordinates after I was done working on it. I've fixed it now, but I can't update the patcher until I've got these extended save points sorted out. They've been implemented, but I still need to run up to each one and make sure I've set them up properly. Once that's done, I can update the patch; it'll likely be tomorrow.
I like the idea so far. I'm not so worried about what the innates do because I know you'll do a good job figuring out the balance. What I really like is "how" the innates are activated. With the exception of Cid, I'm seeing abilities that fit the three basic roles of offensive, defensive, and support:
- Abilities that are activated by dealing damage (melee or magic).
- Abilities that are activated when receiving damage.
- Abilities that are amplified support (buffs, debuffs, heals).
This helps balance class roles among the characters and would give me an opportunity to choose other party makeups based on what enemies I'll be facing rather than who has the best weapons/limit breaks (because we know those are PERFECTLY balanced in vanilla game ). I don't think Cid's fits the mold though because there is no RNG/Turn-based element involved in it. Having the ability work straight from the start of the fight and automatically double something would almost lock him in place as first party member for most party makeups I might want to play.
I would aim for all innate abilities to have some kind of %chance to activate if possible, with a maximum that it can stack. So for instance, Barret's current suggestion could be 10% chance on hit to gain a +5 Vitality/Spirit stack, up to 5 stacks. Offensive abilities could stack offensive stats, or simply perform a critical/double hit. When anything stacks though, I would like to see them wipe if the character dies and revives in combat.
No idea if any of this can be done. I'm just letting my excitement ramble on
I think any stat alterations are, handily enough, wiped when the party member is KO'd but if not I could add it to Death Counter AI where the original stats are restored (stats tend to be stored in variables so I can just push them back in, hopefully).
I figured Cid's innate wasn't too bad because most characters only have about 20-30 Luck anyway, but even if it didn't apply to his own high Luck then Cait would still be sky-rocketed to 200+ or thereabouts. I can make them trigger to a %, sure. Should I add a quick text string showing when it triggers? Would that be too distracting?
Edit: Alright, the new flevel patch is up. It brings in extended save points and fixes an issue with the ending scenes not playing out correctly. As for the extended save points, they have an option currently to visit the Rank-Up screen but this is currently disabled because it's not complete yet. Pressing that button should do nothing, but if I've missed one then expect to be teleported to the Rank-Up screen and then unceremoniously dumped in the Nibelheim Reactor :p