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Messages - Sega Chief

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3326
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-07 13:43:16 »
Aeris: RVAA (all character-based models start at RSAA (Character under Frog status) and end at SMAA (Chaos)

Dyne: EHAA

Barret has four separate battle models that correspond to the different attack animations he has with certain weapons:

-) SBAA: Melee
-) SCAA: Bullet-based Ranged
-) SDAA: Cannon-based Ranged
-) SEAA: Microlaser Ranged

3327
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-07 04:19:54 »
I think the problem with text space might be a bit exacerbated by the custom windows + font. DLPB's Reunion is optimised to use this font + window style but it's likely that problems will spring up when using it with default FF7 dialogue/NT. That being said, there's still plenty of dead space in FF7's text boxes. Hopefully I can improve it a little when I'm working through the text, though I better double-check how much space Reunion fonts need; if it's less space then no problem, but if it needs more then I'll need to leave some space to keep it compatible.

The drawback of having reflect on everybody is that you can't use most restorative/protective magic while it's up, making it tough on item supply. A streamer tried to set up for Reflect on most boss battles but found it to be a bit cumbersome in most cases.

The game has the option to toggle battle music on the Highwind through an NPC, but I could maybe set that up at save points instead with a button prompt that appears along with the save point message. Be better for people who don't like the choice they made as a few don't understand initially what the option is doing.

Elena's reaction isn't really a bug, it's just an oversight. In the original game, none of the Turks use support abilities on each other but there can be instances when healing items, etc. could be used on Elena either by accident (mis-selection, Confusion, etc.) or intentionally if trying to take out all three Turks simultaneously/keep them alive for stealing items. I'll probably just remove it or change it to something more neutral.

Victory fanfare only on boss fights technically happens with the field music option (I think the fanfare doesn't play for random battles when that's active, could be wrong).

-) KO’d party members get revived after battle
I made a mistake responding to this; I copy-pasted all your suggestions into an empty post and then started working through all of them but I must have missed this one. What I meant to type was, this is the same issue as having the party fully restored before the boss battle; a strategy might rely on them being KO'd or low HP. I'll maybe do this with boss battles that are in dangerous spots though, like Schizo; it'd suck to get killed on the way to a save point due to low HP after taking out the boss.

3328
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-07 02:21:48 »
I said before that if you've got a big chunk of text to put down, it might be better putting into a notepad or similar instead of making four separate posts.

-) Aspect Ratio & Visuals
The NT Mod doesn't handle any of these, it only concentrates on gameplay files and leaves it up to the player to install any additional mods that change the way the game looks (DLPB's Menu Overhaul for instance). I can't offer technical support on something I didn't make or package with NT, and I'm not going to take their mods and integrate them into NT either; stuff like that killed Tenko's N7 mod when updates broke it's dependencies.

The only thing relating to visuals that'll appear in NT are field & battle models built using in-game parts. I'm leaving additional graphical mods up to the player's discretion though I intend to update/release NT files that are easier to combine with graphical mods for people who want them.

-) heal HP/MP at save points ala FFX
Nope; that's what Tents are for. It's easy to do, I'm just not doing it.

-) Autosave and the removal of manual saves:
That'd probably require a serious amount of coding to get working, but removing manual saves altogether sounds like a terrible idea. I tend to use every single slot during runs so I can revisit certain areas/fights either for testing or practice.

-) Reduced encounters and disable run away options
I'll start the player off with Enemy Away and Enemy Lure instead; then they can decide. As for disabling escape, I don't really see the point + it'd be a pain to implement.

-) Text colour change for spoken character
I don't think this'll work too well with FF7. I think part of the reason they did it in FFT

-) Auto targeting phoenix downs
Targeting is quite rudimentary in this game; I don't know if anyone has ever tackled it, but it'd likely require coding to fix (assuming it's even feasible).

-) Wasted space in dialogue boxes
That'll usually be to make space for additional text when the window is used again. Some of it will likely be caught when I go over the game's dialogue for a tune-up.

-) Magic order:
You can change magic order to some extent based on the criteria of Restore, Attack and Indirect. A fourth category exists however that will always appear at the bottom regardless of sorting. I've tried configuring that before but it resulted in missing spells. As for hiding/showing certain spells, that's not happening.

-) Large gaps in menu for magic/summons
Not much I can do about that either, I'm afraid. Each spell has a set slot it needs to appear in. Newer games are much more dynamic with how spells are ordered.

-) Overworld map toggle big and small
Are you sure? The default game and a standard NT installation allows you to do this already; it toggles between small, large, and off. Has a graphical mod you've installed disabled this?

-) Memory for targeting:
Memory is out of my hands, but I can shuffle enemies in certain fights so that important targets are the initial placement for the cursor. I'm not sure if his Row position will affect this though, so no promises.

-) Bug – all ability lost when magic not cast.
That's another coding problem. Might be fixable seeing as W-Item had half of it's problem solved by DLPB, but I don't know.

-) In game explanation about All
I guess it can happen. I'll add it to the text when you pick up the first All Materia from Beginner's Hall.

-) Auto Battle
It might be possible to do this, but it'd require a weird set-up in character AI that may or may not work. Alternatively, equip three Fury Rings.

-) Instant kill button
As above, or you can soft-reset. It should be CTRL + R.

-) Memory not carrying over between battles
Whether FF7 should or shouldn't have this, it was programmed without it. Due to the game's structure as separate kernels, I don't know if it'll be possible to get it to remember between battles.

-) Default names only
While that can be done quite easily, people like to rename their characters so that's definitely out.

-) Disable Yuffies side quest
Absolutely not.

-) Easy Yuffie to join party
This might be rendered moot if a new mandatory recruitment scene is set up. But it'll remain as-is for now.

-) Elena’s Reaction at the return to Midgar (end of chapter 2) bug
I could change the response. I think she says that when one of the other Turks casts Wall or curative magic on her too.

-) Reflecting offensive magic on all party members
Nah, I think it's quite cool and there's some drawbacks to it that round things out slightly. I probably couldn't change it even if I wanted to, anyway.

-) Full recovery before fighting a boss fight
Can't do this, as certain strategies involve having KO'd party members such as Yoshiyuki's power boost.

-) KO’d party members get revived after battle
Edit: This is the same issue as above, but I'll maybe do it for bosses in locations where random encounters are still present.

-) HP regenerates by walking
Interesting idea; I think it can be done but again some strategies depend on low HP like Powersoul/Masterfist.

-) Auto arrange items set by your preference
I can't have it auto-arrange (I think) without some kind of coding hack. It only takes a second to arrange it by type anyway...unless you have MO installed and the menu takes several seconds to open, that is.

-) Ability to have overworld music in battle only.
Yeah, I think it can be done; I accidentally did this through the Mythril Mines once. I'll see if I can set that up again but make it specific to the music option.

-) Pausing game while Tifa slots
If people want to manipulate Slots in any way, then that's fine by me. Same thing with save editors, exploits, etc. Some folk play with a mod that converts every Reel outcome to Yeah! for instance.

-) One victory screen
I think that's beyond what I could ever do.

-) Victory fanfare only at boss fights
This might be a good option to give people especially if we make the victory screen a one screen entry.

-) Lower kill rate needed for limit breaks to level
That's planned for the next update, I might go back to the original values or something close to it.

-) Memory on limit breaks
Another short-coming with the game's engine, but very minor in the grand scheme of things.

-) Classic battle HUD
This one confused me. The NT Mod doesn't make any changes to the HUD, so it's already using the 'classic' battle HUD. Unless there's some kind of hi-res version of the classic HUD kicking around? I'd leave that to the player's discretion again.

3329
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-06 21:01:00 »
Could you tell me the name of it? I'll search for it in NT's scene.bin.

3330
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-06 19:54:38 »
A quick way is to search for the enemy name in PrC to get the scene(s) it appears in and then check the Enemy Management/Enemy Stats tab to get the Model ID (the lgp code will be written in red next to the hex number). If you can't find some, let me know and I'll track them down or if you don't know the name then describe it to me/where you fought it.

3331
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-06 18:23:08 »
Ah right, thanks for letting me know; just had a look, Sweeper Type-5 is setting the target to LocalVar 00F0 but looking for 00C0 when attacking. No idea when that happened.

3332
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-06 17:07:32 »
Wasn't aware of that one, I'll revise the AI. Usually what should happen is they select a random target if none with the desired criteria are present. As for the Materia, I removed the Enemy Skill from there because Red now starts with it equipped (and I want there to only be 1 E. Skill Materia for balance purposes) but it must still be popping up, at least visually, through the script. I'll amend that too.

3333
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-06 15:08:48 »
What Arrange would do is change up certain bosses, unlock different enemy attacks, reorganize item placements, and maybe add a few twists into story events for new encounters (provided it doesn't cause too many problems). Original is scaled back in the sense that I've cut certain things or scaled them back to maintain a balanced difficulty curve or to keep the story events (largely) intact. Arrange would just be a different take on the mod. This'd be 1.3 still, there's a lot of features I want to get done before I make the jump to 1.4.

It could be all the bosses, I was just thinking in terms of time. A handler would need to be added to each one which might interfere with certain scenes. The ones I want to do for now are the tricky fights, but I could roll it out to every boss in the future if need be.

Good idea with adding the version number, I could maybe do that with the opening text box.

3334
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-06 04:32:18 »
ROTDS is maybe going a bit too far as a comparison; it's very heavy on story modification and references (I'm aiming more for what FF6 BNW did with the game). Cool idea for certain fights causing a unique 'game over' scene, but I was thinking more along the lines of an option to re-try certain bosses instead of going through a lengthy cutscene again. The ones on the list just now are:

-) Motorball (might be tough/unstable)
-) Red Dragon, Mural Room
-) Jenova Life, Altar

Those tend to be 'problem' bosses that appear at the end of a long sequence. There's others that appear at the end of such scenes, but they don't seem to cause as many problems.

The current 1.3 version, 7H's 1.2, and all previous versions should be considered Original. Arrange will be a little different; not necessarily harder, just different.

3335
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-06 02:07:22 »
What I mean with Original is it would be standard NT; not the actual default game. I'll maybe call it Standard instead.

I've got all the suggestions filed away, and ordered in priority. A retry option for certain bosses that are at the end of lengthy scenes is high on the list as it's an inherent problem in mods like this.

3336
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-05 23:39:27 »
I'll maybe set the tranq gun to be physical damage again, that way it won't 'lock' the character if they're last man standing.

That's an oversight on my part, I think he's trying to use a spell like Poisona but several were re-purposed to add some end-game elemental attacks to the player's arsenal, like Hydro. I'll change/disable it for the next update.

That Tifa model in her house is like a ghost; every time I remove it, it comes back a little while later. Not sure why; I'll definitely get it this time. (definitely)

I can fix that I think, but it means setting something up that'll be running in the background which might interfere with certain scenes. I could use the current set-up for rain instead and code in a separate switch for time of day. Thanks for letting me know.

Seems that a number of summons have been set to have 75% accuracy instead of 255 (which is problematic, as level also affects magic accuracy). Might be I started changing that to experiment with it then forgot to restore it. I'll set it back to 255.

I'm not sure if it's possible to have it in the actual menu, but what I could maybe do is have Save Points display an option to change it (maybe a button prompt like Square) to switch the music option. Whenever a save point is touched by the player, it displays a message so I could have it display a second window with the prompt.

Cheers for the feedback + error reports, I'll have these corrected fairly soon.

\\Edit: Plan for Next Update//

Currently, I've been reviewing the difficulty settings and I think I've approached it wrong (saw a stream of AA; it wasn't pretty). What I'm going to do is condense it down into two 'difficulties' as originally planned, but instead of calling one 'harder' than the other I'm going to instead put both versions of the mod together: Original and Arrange (not released). This'll kill two birds with one stone, and I'll only have one set of game-files to manage rather than two. Arrange fits more with what I wanted to do with another difficulty setting anyway, which was more about re-shuffling the game about a bit rather than just upping stats (that and AA difficulty has proven to be very poorly optimised; there's likely bugs associated with both that need to be turfed out as well). Both modes will be compatible with the pending .exe patch in any case.

I'm not 100% convinced about the changing time of day either (it needs to be re-done anyway to get around the menu problem). I think I might disable that for now and instead go with the rain. I want to start with expanding the NPC scripts in any case, starting with the player party and then working on the actual NPCs themselves at a later date. There's a subtle script revision going on too, just fixing up certain things here and there. While I'm doing that, I'll be keeping an eye on how things are laid out for potentially making party leader swap available much earlier.

3337
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-04 06:21:51 »
There seems to be a text bug in Fort Condor, after you beat the Shinra at fort condor and talk to the old man that gives you the Huge Materia item Cid says "Lets check on the little fella" (he means Cloud) but when the other 2 team members reply one says
Sephiroth: You mean cloud?
when obviously Sephiroth isn't talking

That's odd, but it's probably I added a name for the text box and clicked the wrong one.

For the party leader swapping option on disc 3, is there any plans to make it possible for anyone to be the field leader? Just curious.

It's possible, but the problem is the world map as it's only designed to show one of three party members (Cloud, Tifa, and Cid). It could be added for 7H, and maybe even for the regular installer depending on how stable it is. It'd need a tonne of work to navigate around scripts, but it's on the cards. Maybe even possible for much earlier in the game so it's not just an end-game feature.

3338
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-03 14:04:03 »
Here's how battle numbers work; there's 255 scenes, but each scene contains four formations and they each have a hex ID. Problem is, Makou uses decimal. To find a battle in the scene as given by Makou, you need to divide it by four (so Battle 1000/4 identifies the battle as being in Scene 250). This'll give you the number of the Scene in which the battle appears.

For the actual formation itself: If it's a whole number, then it's the first formation in that scene. If it's #.25, then it's the 2nd battle, .50 for the third battle, and .75 for the fourth/last formation in that scene. For an example, if the battle is 1001 then it'll resolve as 250.25, which means Scene 250/Formation 2.

3339
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-02 21:59:37 »
But RemoteFX vGPU isn't an NVIDIA card.  I installed the 0.7 version of Aali custom graphics driver and the game locks up whenever a spell is cast in battle (Icicle Area turks Elena fight when she casts the initial attack).

EDIT: Also whats with the level 41 70.000 exp required to lvl up?  Its usually around 10-15 thousand to lvl up

I'm afraid I've not got much experience with graphical set-ups. Not sure why Aali's driver would cause a crash either; I could make a special scene.bin patch to skip you past that battle if it's causing trouble? The animation she uses for the first attack is the Fascination one (used by Jemnezmy, etc). Are other battles working or is it just this specific fight which is causing the crash for you?

About the EXP, I use a custom EXP curve that has 'spikes' built into it every ten levels. 11, 21, 31, 41, etc. each require a lot more EXP to push through than before; the idea being that randoms give enough EXP to reach these spikes while bosses help cut past the spike itself; it helped me a lot with balancing enemies because I could better predict where player parties were going to be, level-wise. When you hit a spike, the best thing to do is push on to the next bosses; the Crater (on 1.3) has been set up to help blast through levels, so has the additional content.

3340
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-02 15:22:04 »
Righto:

The main installer patches the following files:

-) Char.lgp (field models)
-) Flevel.lgp (field screens & script)
-) Battle.lgp (battle models)
-) Scene.bin (Enemy Data & Formations)
-) Kernel.bin & Kernel2.bin (Equipment, character stats, spells, etc.)

The files that see the most changes are the Scene.bin & Flevel.lgp, so to cut down on bandwidth for people playing NT these have their own Hotfix patch whenever something needs fixed quickly. That saves people from downloading the main installer over and over, and also preserves mods they might have applied to the Battle.lgp and Char.lgp (the installer is quite robust and overwrites everything).

Hotfix patches are applied in the exact same way as the Main Installer; select the data folder and patch. They have a high degree of compatibility and can be applied regardless of how old the NT installation is, and even if other changes have been made to it on the user's end. Save files should remain compatible, but if the NT installation is very old (say, 1.2 or earlier) then you might notice some oddities with the EXP bar; these tend to iron out on a level up.

The current patches contain the latest features; no level cap, etc. If you're worried about screwing up the files, then make a copy of the following folders and restore them if something goes wrong:

-) Field
-) Battle
-) Kernel
-) Lang-en (if Steam version; the 'en' may change if playing from a different language)

3341
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-30 20:36:47 »
So replacing the master file isn't enough? I was hoping it was like field models; oh well.

3342
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-30 19:31:46 »
That's probably the source of the random crashes; I found the original 1998 game to be very unstable when running without Aali's driver. As for the white-head issue for Barret's field model, that's probably related to using an NVIDIA card; I remember there being a tonne of trouble for people following an NVIDIA driver update with white/missing textures about a year or two ago.

3343
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-30 14:34:03 »
Its the original version of the game, not steam so idk what the battle issue is.  Could it be something to do with my graphics drivers?  Barret's head appears white too in the field (unsure if this is a bug with the mod or game).  Without NT it appears normally.   However I don't get what graphics drivers have to do with switching in and out of battles

It could very well be drivers if Barret's head is missing, and the random crashes could be a result of some kind of instability. What graphics card + version of Aali's driver are you using? FF7 tends to run much better from integrated on-board cards rather than dedicated cards if you can set that up (it's easy for certain cards to switch which is used to run the game, but maybe more awkward with others).


@Rufus

I forgot on some points that you were playing on 1.2, so some features I talked about aren't actually in your game yet. The multi-target status-healing items for instance weren't added until a little time after 1.3's release (I'd clean forgot that I'd added 100GP when Cait Sith joins, though). As for compatibility, I understand what you mean now; X-ATM Scorp uses about 5-6 battle models to show the progressive upgrades/damage it takes over the course of the game, so only the first one would be replaced if a HD model was applied.

I think the cleanest solution would be to decompile NT's LGP and then take the HD Scorp model's 'AA' file, this is sort of like a 'master' file that pulls the rest of the model together, and then copy-paste it to replace each of Scorp model's AA files in NT. If this file was copied several times, and they were renamed to each of Scorp's other iterations (UGAA, UJAA, UKAA, and TAAA) then the HD files would be pulled by these 'master' files to construct the Scorp model in every fight.

3344
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-29 22:49:39 »
Not really sure what's going on there, I've not had any reports of random crashing outside of actual problems in the fight (say, an attack not being set properly). Steam had an issue now and then with alt-tabbing out, but that was a problem with FF7 in general.

3345
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-29 18:46:08 »
That's what I was aiming for; if the last few story bosses are scaled below everything else then it can make the finale of the game anti-climactic. Bizarro was also a great opportunity to make a uniquely tough fight using his vanilla mechanics that often go unused either due to high player damage pushing through the torso or some other factor creating a 1-2 party fight instead. Glad you enjoyed them.

3346
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-29 02:57:08 »
So much feedback  ;D

Alright, let's work through this. You are definitely on 1.2 though, the music option has been present for a while now and some of the bugs/problems I've noticed in this feedback relate to that version. I think in future though it might be easier on the thread to compile it all into a Notepad.

-) Elmyra's Flashback Skip
There is actually a skip for this already in the current NT build. It was designed to blend into the dialogue, unlike older skips.

-) Sleep Adjustment
I think it'll take an .exe modification to do that, and I try to avoid those if I can in order to keep the mod compatible with others.

-) Sewer Save Point
Sometimes I miss possible problems like that because I've been working with the game quite a lot. I think that was my first ever additional save point, but it has a small harmless problem in that reloading from that save plays the jump down/falling into sewers segment again. I'll see what I can do.

-) Iron Bangle
Up until the current NT build, defensive stats are quite poor in making a huge difference to your set-up. Iron Bangle's defence seems high, but in practice it won't reduce damage a whole lot; the reason it was buffed so high here was to make it a viable 'defence' option over the Materia slots given by Bronze and the STR/MAG stat gains given by Titan and Mythril.

-) 69th Floor NPC
That NPC was added because the current save point takes place before you equip your party to deal with the imminent boss. I also wanted the player to be able to fight some battles and gather items, so she has a Inn function as well to restore HP/MP. It was just a convenience thing, just in case.

-) Rufus & Dark Nation
This fight was changed for 1.3, but it's still quite genteel. The reason for this is because Cloud fights it solo, and there's no way to get more items + EXP if Cloud isn't strong enough. I basically wanted to avoid people getting stuck here, seeing as it's sandwiched between Gunners + Motorball.

-) Model Compatibility
I actually want NT to be as compatible as possible, so it's disappointing to see that happen. Not sure why the camera would be off, I didn't make any changes/adjustments to Motorball's position or the camera data (same with the other bosses, for the most part).

-) Nibelheim Flashback Skip
Yeah, this was a very early skip that doesn't integrate into the scene at all. I'm going to look at a way to make it blend in a lot more.

-) Mythril Mines Merchant
Could do, I actually wanted to bring in a pseudo-revival for the travelling merchant that was allegedly cut from the game (it was something to do with the 'letter for daughter' sidequest, and started in Gongaga I believe). Could have him pop up here as the first instance.

-) Mythril Mines Turks
Could add AI when the other gets KO'd, I suppose.

-) Under Junon Store
That guy actually never sold weapons to begin with; he sold Grenades I think, but his inventory was terrible so I replaced it with one that was selling Echo Screens for the upcoming boss fight. I'll change the name of the store + dialogue though. As for Materia, could maybe add somebody else to this store to sell that.

-) Dirty Bombs
These replace the Eye Drop item, the effect for which was moved to Echo Screen (renamed to Echo Drop). I changed it to an attack item because Eye Drops were far removed from the other status healing items in the index, positioned instead next to some attack items so I turned it into a 100% Poison-dealing item and fixed that particular problem with poison-status RNG at the same time. And as PotatoHandle says, it's always a good time to get dirty.

-) Tifa's Slots: Targeting
It's one of those things I'm not sure I can fix, I'm afraid; Tifa's Slots select a random valid target and have no actual targeting interface like other attacks do (the waterpolo thing is a problem in vanilla/default too). I did seriously consider removing certain fights that make use of guest fighters for that reason, but then I figured what the hell.

-) Illuya Wave
I might be able to add a warning of some kind, I'll see what I can do.

-) CPR Skip
In the latest build, this minigame was set up so that one breath, regardless of how long it was held for, will resolve it. Because it's a waste of goddamn time.

-) Jenova Birth's Holy Weakness
One thing I did was 'future-proof' enemies against changes made later, so I made sure elemental weaknesses/resistances were consistent regardless of which part of the game they appeared in. I then consider what the player has in their arsenal and spec for that on top of it, to make sure there's weaknesses to make use of. While there's no Holy attack at this point, there might be one added at a later date so I'm covered.

-) Mamatolis' Petrify
There's an item store in Costa Del Sol. When talking to the proprietor, he specifically tells you to buy Softs, which are the town's specialty (this is the game advising you to carry Softs to deal with the impending Soft-Numb & Petrify statuses). Not something I added either, this has been in default game too. Enemies up on North Corel, like Cokatolis, also carry Soft for steals.

-) Barret's Flashback Skip
I wasn't aware of an issue here if choosing to skip the dialogue. I'd better investigate.

-) Cait Sith GP
That's a very good idea, that would let players tackle some of the Gold Saucer stuff without spending gil/time beforehand; I usually skip Saucer's minigames on the first visit due to that.

-) Dyne Boss
Yeah, a lot of people have said he's too easy. I was a bit too cagey with the 1v1 fights.

-) Mystery Ninja Fight
Originally, Yuffie would cause a crash if she successfully escaped from the battle (opening the menu afterwards or getting into a battle triggers it). The new remove from battle thing is a 'fix' for that, ending the battle safely (the fight is trickier, which makes her escaping a dangerous possibility). Hopefully we won't need this once that event is done.

-) Gongaga Turks
This fight is getting a bad reputation for being very tricky, but heavy on RNG due to the Wire attack used at the beginning. In the latest build, it was made more predictable (Wire goes for highest HP party member) and Berserk/Confuse was removed from their attacks.

-) Stingers
I'm fine with them being a push-over, or for items like Molotovs being effective against them; so long as some use is coming from those items. Never liked Stingers.

-) Powersoul Keeper
This guy is slightly ahead on the curve as he's carrying the Powersoul weapon; a very effective weapon for Tifa that can decimate a lot of enemies. The weapon has since been nerfed slightly for the latest build though, so maybe Keeper could be placed closer on the actual progression curve. I don't think I'll make him mandatory though.

-) Palmer
Forcefield is basically the Shield status, the name of this 'attack' and the others coming from FF6 Lore/Blue Magic spells. I basically set up Palmer to be a joke fight, but still with a bit of an edge of danger (Blowfish for instance). I could maybe change Forcefield so that it only gives Wall instead.

-) Possible Titan Boss
I'm not sure, Titan is quite close to the other summons and there's already a boss fight just before it with the Turks.

-) Skip Date
Could do, but I've already got a clusterfuck of code in the Saucer so I might not be able to do it safely. I'll look into it though. Could be as simple as a dialog option as to whether or not Cloud answers the door when the date knocks.

-) Brass Dragon Fight
There's no issue with restoring X-ATM's MP; I don't think he uses any, but I might be wrong. In any case, maybe an extra line of dialogue could help there.

-) Demon Gate
Lv.21 is very low for that point of the game, most people are hitting that at around Junon. Are you running from every random encounter, or are you fighting now and then? It might be something to do with low EXP yield in the 1.2 build. In any case, most people tend to go through Gate without mentioning it or saying it was easier than they expected. I'll review vids of 1.2 playthroughs to see what he's like.

-) Targeting
It is quite bad in FF7, I prefer more modern games that follow a list of available targets; FF7 is based on where the camera and actors are, which can make it cumbersome to find the right target. I'm not sure there's anything I can do about it though, outside of optimising enemy placements, camera, etc.

-) Jenova Life
This boss was a nightmare in it's hey-day, but suffered from two crippling problems. 1) The unique feature in this fight is 'blind' for the player and will likely catch them out the first time, and 2) She was sitting at the other side of a lengthy event + FMV. Not fun to sit through for repeat attempts. Jenova was nerfed down to using %-based formulas and status ailments as a result; she's quite easy now, but the fight still retains some uniqueness.

-) Remove Disc 2 Message
I developed this mod using the 1998 version 9which asks for Discs, despite not actually needing them on a full install aside for verification), but I clean forgot that these messages would still be there for Steam, 7H, etc. I'll edit the message to something more appropriate as a catch-all.

-) Aeris' Weapons
She's a tricky one, because she has less weapons overall like you mentioned and most of these are tied to 'tiers' bought from stores. I tried to compensate by having Jenova WAR drop her renovated end-game weapon Fairy Tale going into the latter half of the game to try and have her keep up at Costa/Mideel weapon tiers, and I renovated Wizard Staff to be a MAG-boosting end-game weapon though that's harder to find. Boosting existing weapons could work, but with the danger of making other magic users obsolete.

-) Icicle Inn Turks fight
This depends on a lot of things, so I'd say the difficulty here is relative. The effect being given to her and the soldiers is Shield, which will last a long time on slower speeds with Wait ATB but will wear off almost immediately on higher speeds with Active ATB. It also depends if the player brings in Destruct/Holy Torch or some kind of non-elemental damage-dealing/status magic. It's more of a mid-boss than an actual one and it gives some people trouble, while others breeze through it.

-) Icicle Fights
You know, you're right. The Icicle fights were never too hot; maybe something interesting can be done there. I've had an idea just now for it, so that'll be changed up for v1.4.

-) Schizo
They actually used to have different attack animations, but due to glitches that could occur with them I swapped over to 'safe' ones instead. I could change them up again.

-) Seph/Jenova War
I didn't want the first part of it to drag on too long, which is why he has relatively low HP + no gravity immunities; originally, he had a fair bit of HP and the fight as a whole could drag out as a result, as War's AI was already quite heavy with multiple attacks + the supporting allies' attacks. The Relic Ring was specced as an alternative Curse Ring; it boosts stats and provides some immunities to certain elements + statuses, but at the cost of absorbing the Restorative element and some other penalties.

-) Cait Sith Airport
I can change the script and add that dialogue, sure.

-) Tifa vs. Scarlet
I think someone requested that before. If I can make a Scarlet battle model then I guess so. Maybe I could steal appropriate Kalderasha's field model...

-) Where to go next? > Game Script
I left 99% of the game's text and overall story-flow unaltered, but the game has proven over the years that it has fundamental problems (not just the localisation, but the way it was laid out too). At the moment, I'm taking a slightly bolder step in making small tweaks and enhancements to the way the story plays out and the dialogue. There are several key moments in the game where it does a very poor job of directing the player so I'll look into (subtly) improving these instances.

-) Making Remedies available/the norm earlier
I'm not sure, one thing I tried to do was make the regular status-healing items more competitive with Remedy by having them heal the entire party of the status (and have them double-up on certain statuses rather than just the one, like Echo Drops covering Silence + Darkness), rather than being single-target like the Remedy. Also, if Remedy isn't available until later then I can make use of it as a valuable item for drops/chests for the earlier parts of the game. I'll look into status healing balance though; the way I've got it set up at present could likely be improved.

-) Airship Merchant's field model
Could change it, but I kinda like it. I had a black cape dude selling items in the Whirlwind Maze to prevent a possible long-winded back-track to the shop in Icicle Inn, so I moved him onto the Highwind after that as it's onboard merchant.

-) Phys Attacks vs. Magic Attacks
The relationship between these two is a goddamn nightmare. Magic scales early, but physical attacks (at higher levels) leave spells completely in the dust for the vanilla game. I always felt spells should have an edge though due to their longer animation + MP cost, but I also want to keep physical attacks viable. Tough to juggle.

-) Corel Train
This is a very tough segment to balance for time due to it being 'blind' the first time. The timer is long enough, but likely only if the player has a rough idea of which elements to bring in with them. What I could do is have some new dialogue that mentions something about the security detail on the train, which would act as a heavy clue as to which elements will work best (Lightning & Water in this case, due to all but one of the enemies being mechanical).

-) North Corel: 50,000gil Rock
I think I moved Comet to this town, replacing Ultima (which is now called Planet Materia in the latest patch and is won from Extra Battle in Battle Square). I'll check the scrip to see that Comet is actually given, although there is a high chance that I've gotten up to mischief and actually made it a useless rock that he sells :I

-) Fort Condor skip
That would be for the Huge Materia? Could do that, but no promises.

-) Ult Weapon = Camera-Hog
I know what you mean just by description; there's a moment when he blocks the entire camera and I think he turns around (though it's tricky to see with him being so close). I'll look into it, depends how the script is laid out.

-) Cutscene Skip: Mideel
I was thinking about that recently, that the old cutscene skips are maybe a bit too abrupt. The newer ones are integrated better into the scene, like the Midgar Train monitor and the Promise scenes. I'll definitely look into re-doing these so they mesh better.

-) Carry Armor
This guy was a sight to behold back in the day, but he's been progressively adjusted to try and account for the RNG of having a character being grabbed. It should be doable with tier 2 spells,

-) Submarine Mini-game
I could skip it, but it'd be a bit awkward as it determines whether or not you sink the red sub + get the Huge Materia. Dan has been working on fixing this minigame but if you ask me it's always going to be pretty bad.

-) Gelnika
No, you're right about the imbalance here. Originally, the Gelnika is quite tough but has some great gear sitting around as a result. However, in NT a lot of this equipment was moved elsewhere so it has a fairly normal progression as far as item acquisition goes but the enemy strength is still sitting on the same 'spike' as the original Gelnika, so they're disproportionately tough as a result (same with the boss). I'll revisit the place and see what I can do.

-) Last Rocket Battle
Yeah, the solo Grunt enemy. I'll see what I can do about removing/replacing it.

-) Highwind Merchant: Sword
He stocks Mideel equipment, should have weapons for every character (except Aeris). Unless he had something else on him? I'll double-check.

-) Fight Diamond Sooner
Risky, this is a world map event which might not conclude correctly if his fight is triggered from the Highwind instead. That being said, I think his script is actually triggered from a field screen (which I can edit/copy) but I'd need to be careful of any operations happening on the world map when running into him as these can't be viewed as easily.

-) Limit Levels
I set the kill requirements a little higher; I set them lower again, but it seems they're maybe still too high?

-) Bugenhagen's Observatory
I'm guessing this is something to do with me messing around with the text boxes on this screen (it's likely misaligned). I'll investigate this and get it corrected; do your characters have custom names, and if so are they longer than the default ones? That's a potential source of trouble I found out about recently.

-) Turks: Berserk/Confu
A theme of the 'red turks' that's carried over since the very early builds (before the mod was even called NT), was that they use Berserk-inflicting attacks. However, things have changed a lot since then so there's been a problem with players not being able to protect themselves from aggressive use of these statuses (Peace Rings are tricky to find in current NT builds). One thing to remember though is that Added Effect + Mystify Materia will protect against both statuses, if accessories aren't an option.

-) Proud Clod merchant
That's a good idea; the only shop is awkward to get to (up in Shinra HQ). I'll maybe add a vendor beside the save point that goes into the train tunnels and have him relocate to the next save point once Clod is defeated.

-) Goin' South for W-Item
But if I block that off, how will people get the shiny Sense materia I left down there for them :I

-) Hojo
I'll have a look for that attack; I'm guessing it's Absorb, the Drain HP/MP flag is a tad buggy (I think). If that's not the attack, then I'll root around until I find it.

-) Jenova Synthesis, Bizarro, & Safer
These bosses are actually the hardest in the entire mod, and were designed to be tackling parties that had completed a lot of the other content added for Disc 3 (so a Lv.60 party isn't actually far off what I specced it against). But with an artificially leveled team, there's a good chance you'll be missing quite a few things like Equipment & Materia. The stat trees are also different in NT, but these aren't read by the save editor so you might have been fighting with 'default' stat characters (until they level up in-game that is, then it corrects).

It's not recommended to go for these bosses right after reaching Disc 3; Jenova Synthesis was supposed to act as a 'gateway' to the last two battles, which is why the two additional enemies were added behind it to test the player party's ability to juggle with dealing damage, handling status ailments, and keep themselves healed. This is because Bizarro, being a three-party fight, requires a lot of preparation and equipment to match properly. That being said, I'll ask some of the other long-time NT players about these fights and get some specific feedback from them. Bizarro can be a big time-sink if even one of the three parties aren't on par.

-) Boss Names
I've nothing against the original boss names, they were only renamed to accompany the change to their attacks, AI, look, etc. It's something that's carried over from the original focus of the mod, which was remixing boss fights. I didn't give them new names because I thought the old names were bad or anything.

-) End-Game bosses (NT)
There's two long-standing problems with NT's end-game content. 1) It can be unclear where to go or what to do, and 2) The fights aren't scaled for coming straight onto Disc 3 and looking for them, they were scaled for Lv.50-60 parties that have gathered a modest arsenal of the end-game equipment and Materia (from Extra Battle, the Crater, etc). Problem with that is, players don't know what's been scaled for when and they're naturally going to go for new content because it's, well, new. I didn't take these into consideration at the time, which is why I want to revamp the way end-game works in NT. That'll take time, though. If you're playing 1.2, then I suspect these problems (particularly leveling up) will be quite difficult.

-) Yuffie Recruitment
A good suggestion, but the problem is we're on the world map and we need to prevent this encounter from appearing twice. I can't produce script for the world map as there's no dedicated editor at present. For the time being, I need to go with making an actual event on the field.

-) All Materia/Spell-Specific targeting
I could implement something like this, actually. I'll maybe run a prototype of it and see how it goes.

-) Adding New Spells
As of 1.3 (main installer, not in 7H yet) there have been some new spells added but they're mostly attack spells. Combining Debarrier and Dispel into one spell is definitely an option, but I quite like having a cheap spell that removes all protective magic (in 1.3, it also removes Shield and Peerless in addition to Barrier/MBarrier) instead of Dispel which costs a bit more. It'll be on the cards though. As for Blink, I think that would require some somersaults in character AI to get a new 'status' working but could be done. NulBlaze, etc. might be a bit trickier, but same thing; could be done with some AI; spells like that could kill Fire Rings, etc. though.

Whew.

3347
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-26 14:28:30 »
It's the way the game was programmed, not an NT thing (low level runs usually have to plan around it). The only time it doesn't give passive EXP is if the party member in question is 'unavailable' (Aeris is a good example, Cloud & Tifa also don't gain passive EXP while they're in Mideel). Problem is, you can't swap Materia, etc. when characters are unavailable which would make things a tad clunky. I'll ask around about it.

Flevel patch is up: https://mega.co.nz/#!S80n3JaZ!_s0qOI02C9o9Fhw5CgmHfslu3XN7EHMudXXnYfdbNEQ

3348
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-26 13:55:37 »
Absolutely not.

Edit: Another flevel patch is uploading. Sorry for these being so close together, it tends to be like this so soon after a major update. But in addition to the broken field screen, I took the opportunity to repair a few other issues:

-) Fixed Venus Gospel item requirements
-) Changed text from Echo Comb to Howl Comb
-) Made the mute green-shirt NPC in Fort Condor invisible (for now)

3349
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-26 13:37:45 »
I read somewhere in the thread that you intended to change the chocobo's levels to multiples of 5, but I sensed one near the farm and it was still at 16, hence my question.

And another thing: could you stop other party members from leveling up? I've been dreaming about something like that for a decade and half.

I just checked the scene; what I've done is, I've made every chocobo around the ranch area a multiple of 5 (with one in Junon); I thought I'd done that with every single one but it seems not.

As for party EXP, you mean the passive EXP they get? That's likely a .exe thing but you never know, might be something that could be dummied out or reduced to 0 in some way.

Edit: Fixed the issue with the broken field screen, but I'm a little worried about the actual integrity of the file now if something like this could happen. I'd recommend saving often, just in case any other screens have given up the ghost.

3350
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-26 13:14:00 »
Hey Chief, just a dumb question: if the birds need to be down to 1/32 of their HP, and L4 Suicide is now L5 Suicide, does this mean we have to randomly hit every bird until we, by chance, leave it at critical to get it to cast Chocobuckle?? The only chocobos I know to be at a level multiple of 5 are near Wutai.

I changed every Chocobo to have a level which is multiple of 5 so any of them will do. Hopefully.

There seems to be an issue with the Forgotten Capital area at the end of disc 1.  After you sleep and it turns to night time when you try to enter the giant seashell then continue the game soft locks, the screen goes black while changing fields and the music is still playing in the background but the new field never loads.

I'll have a look at it. Sounds like there's a logic loop somewhere that prevents the screen from displaying properly.

What's a guy with a green shirt doing at the entrance of Fort Condor? The bastard won't even talk to me.

Also, the prize for the first battle is the Echo comb, although in the menu it's called Howl Comb.

That NPC was supposed to be invisible until I finished a feature that would make it so you don't need to back-track to Fort Condor for the mini-game (an NPC in a town would teleport you there, and that green-shirt guy would teleport you back). As for the text, that's an old mistake I keep forgetting to change. Howl Comb used to be called Echo Comb but the effect was changed from Silence to Berserk.

Edit: The field screen in Forgotten City may be a serious problem. No changes appear to have been made to it recently but it's suddenly non-operational. I'll be trying a few things to get it working again.

Edit2: Got the field working, but it's visually corrupted. Good thing I keep back-ups :I

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