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Messages - Cyborgic

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-02-02 09:03:34 »
A warp doesn't really seem necessary in most cases; you're usually only 2-3 screens away from the world map. A few areas are 'deep' enough to warrant it. North Crater is a good case, and it has one currently.

When dealing with a sidequest you're probably going to benefit from a warp. These areas are fairly deep: Mt Nibel (depending on which entrance was used), Cave of the Gi, Great Glacier, Gold Saucer, maybe some others. I'll think about adding it where it might be beneficial.

I want to make the Final Battle vanilla again, but I think I've knocked something out of whack (maybe the formation AI?) I'll have it sorted out in the 2.0 release.

Lot of NT enemies/bosses were removed over the years; they still sit in the files but are unused. By my count there were 141 models added altogether, about 3/4s of which are still used. There will be cuts from 2.0 again, but also some new additions. But overall there will be less again.
Great glacier definitely is one such spot. I considered going there to see if you'd made Gaea's cliff revisitable, but realized how much walking I'd have to do and skipped it. Although now that I think more about a warp like this, you could possibly lose your colored chocobo by using it.

Fwiw I had the Hero's medal going into the final bosses. I can't remember whether having it would change the final battle into vanilla or add the other boss.

So long as you don't remove Lich GT, I'll be happy. One of the most fun final fantasy bosses I've played, period.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-02-01 10:29:02 »
Sure thing.
Thanks =) I'm also positive that you've been asked many times to add a Warp to Highwind feature to save points. Is it possible and if not, why?

Anyway I just finished my second playthrough of this mod - last time was in 2018. The things I noticed and mentioned here back then are long gone now. No major glitches this time around spare my bringing a sneak attack + barrier into the final fight made the game softlock, neither me or Sephiroth were allowed to get a turn.

Was surprised to see that you removed quite a few bosses (
Spoiler: show
Dark Cave Proud Clod, Dark Cave Bottomswell, King Bub, Master Materia, Jenova & Sephiroth,  probably more that I can't remember right now
) but I'm sure that you had good reasons.


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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-01-31 13:28:26 »
Hi Sega Chief, a QoL suggestion for the next patch. There are no save points in the ancient forest and the boss is at the end of all the puzzles. If you lose, you currently have to redo all of them before getting a new shot at the boss. A save point close to the boss, or a retry function, would help people stay motivated.


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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-06-06 00:50:01 »
Hey SegaChief, thanks for making an excellent mod. I've been playing on and off for a few months and finally got around to beating the game tonight. I have very few complaints; at some points I would die really quickly but trial and error tactics often led me to dominating the boss soon after.

A few things however:

* What are the steal chances for weapons in the north crater? I spent the better part of an hour trying to steal from the behemoth and dragon enemies to no avail. It was so bad I contemplated getting the sneak glove...

* Which leads me to my next point. At some point during disc 3, I think after the dark cave sidequest, I lost the key to sector 5 I had already dug up from bone village. This means I have no way to get back inside midgar again AFAIK.

* The status changes you get from the battle arena reels are incurable. I don't remember it being that way in the original so I thought I'd bring it up to see if it was intentional.

* In the same vein I was not able to do anything about the dark cave boss that casts confusion/peerless. That character essentially became lost to the boss's side. Also all of the statuses it could inflict seemed to bypass protection.

* Jenova-Juno went into countdown mode and became seemingly immune to physical damage, but she stopped counting down (actually counted up) when I drained her MP. The arms never revived and she didn't do anything besides count so the battle just turned into a process of me figuring out what I could hurt her with.

Overall it was a great experience and much more fun and rewarding than I remember the original game being. Thanks a ton!

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