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Messages - Mr.Nona

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Hi Tirlititi!

I recently started a new game with your mod and I've got a question. I saw you changed some of the bosses' steals so I was wondering if you somehow changed the rare items you can dig within Hot&Cold. I was farming some items and I got a Diamond. A F* DIAMOND LOL. Since it's not on the lists for vanilla prizes, I thought it may have been part of the mod? I'm playing the psx version, if it helps shed some light on the mystery.
 And great work with the mod. I'm trying to stay low level to raise stats as much as I can later on and it's quite the challenge!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-09-21 12:10:12 »
Wizard Staff will be corrected in the next update, but that won't be for a little while due to FF8 NT; but I might cobble together a quick patch just to iron out quick issues like these sometime in the week.

I actually encountered that enemy skill thing myself recently, but it was while playing Gjoerulv's Monomod (where enemy skill is made available early on). I'm not sure why, but it seemed to correct itself after a few screens.

I'll need to track down the spells in the .exe that are used in menus and adjust their effects; it slipped my mind.

For the Aps battle, I think one of his Tsunami variants inflicts Sadness status on both the party and himself. That'd account for the 30% deduction in damage; I think that innate stat gains are also reset between rounds, but not sure.

Oh, I see then. That would explain why I was doing less damage.
No need to trouble yourself if you are too busy as these issues have almost no effect on the playability and surely they can wait to be fixed in the next update.
Thanks for the answer. I look forward to seeing what changes future releases bring.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-09-17 22:13:39 »
I've finished my playthrough on arranged and I found some more minor issues.
  • The 'Wizard Staff' descriptions says it restores hp but it's actually mp.
  • For some strange reason, the 'E. Skill' option won't appear in the 'Magic' section of the menu. Thus, the only way to check the skills you have is either in battle or in the 'Materia' section. I'm not entirely sure, but I think this doesn't happen in the normal NT playthrough.
  • Also, 'Renew's' reviving effect won't work if used in the menu, only in battle.
  • And finally, it seemed as if the strength of my characters decreased during a battle in certain occasions. Specifically in the battle arena. For example, I was fighting the 8th round just attacking because I had no materia and Cloud started dealing less damage as the battle progressed. So, maybe I was attacking 'Aps' for 120 damage and a couple of rounds later it was 85-80. I don't know whether that is always the case because I didn't delve too much into it, but it also happened in a couple of random battles this time. Not much of a problem, but I thought it was a bit rare.

Oh, and I would like to ask a question. Is the .txt file with the characters stats up to date? Are those really the stats they should start with (and if so, with or without their initial equipment)? Or have these been modified? The reason I'm asking is because I noticed that Cait Sith's stats were lower than in the file (some of them reduced by 10 or more). But I'm not sure about the rest because I forgot to check them and I haven't kept a record of their rank choices.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-09-11 19:15:24 »


The materia bonus/penalties were altered recently to have more of an impact, but there's likely fine-tuning needed to be made.

Yeah, I noticed. I started playing through 7th heaven and then updated the .exe and realised they had changed (luckily I was just in sector 5). I think independent and summon materia are OK, it was the rest that I thought did not fit that well (at least to me). Magic materia is now less harsher while command and support had some important reductions. Yet again, it may be the best option to avoid using the same strategies through the entire game.


EXP was an issue in the original builds of the game, so I built in some 'soft-caps' to every 10 levels (11, 21, 31, 41, etc.) to try and help with that, increasing the EXP given by enemies in later areas at an exponential rate to boost players through the caps; it sort of works, but not for everyone. A potential alternate solution is maybe setting it so that enemies give reduced EXP once the player party is higher level than them.

As you said, it could work for some people. That would be nice if you're trying to 'semi-force' people to play on certain levels in order to maintain the challenge. However, if you were trying to keep underleveled, it would still be the same problem. Maybe there could be an item/option that prevents you from gaining exp at all? Anyway, don't worry too much about that. The exp system is fine for the average player as it is right now .


As for Destruct, I think it starts equipped on Red XIII. If Sample HO512 made use of some grand ability that gives statuses like Peerless or Shield, then some text claiming Destruct/Debarrier will work against it, then that might keep it in player's minds as something that can turn a fight around for the future. I've seen a lot of runs where Destruct is usually shelved and forgotten about.

That's a great idea.

I'll probably start a second playthrough sooner than I expected as I got some days off. If I find any bugs or problems within Arranged Mode I'll be sure to post any feedback that you may find useful.

Edit: One important thing that I forgot to mention is that the new E. Skill 'Transfusion'  is unobtainable from the Death Joker enemies in the North Crater. They seem to be impossible to manipulate (there is no 'miss', as if they were inmune).

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-09-11 00:34:04 »
Hello everyone. Newbie on here.

I've recently played this mod and I've got to say I enjoyed it from beginning to end, so congrats for your work Sega Chief. I am a seasoned player of FF7 myself and there were a couple of times when I died because I didn't set up properly. I'd like to share some of my views on the mod if you don't mind.
  • Somehow, this new rebalance of materia increasing/reducing stats felt a bit odd, especially during the first half of the game. I was not interested in equipping various materias just because they would reduce a character's stat to 0. It wasn't much of a problem later on, though, since you had more options to compensate.
  • I love the idea of not having to grind in game, but I was leveling up too fast for my liking. I was receiving a bunch of exp from bosses already so I ran from most encounters unless I wanted to morph a certain solo enemy, but these awarded a ton of exp as well. This led me to end up with lvl 1 limits for most characters on disc 3 (which I'm not too worried about) even though I tried switching them from time to time. I'm aware that you reduced the requirements to get new ones but since exp plus is obtained rather early, it could be a good idea to reduce exp gained in battles a little.
  • Also, I know it has to be difficult to make the game more balanced and I understand why you modified certain wepon/armor/accessories to try to make the game challenging. But just like with materia, after trying some I felt reluctant to use certain ones. For instance, ribbons are almost useless now (imo) because you would want to be able to cast barrier/mbarrier/shield in those few fights that truly require overall stat protection and you'd be better off using added effects and other accessories. Plus, it seems that some enemies override their effect (and the same goes for resist), though not sure that is intentional (which would make them pointless) or if it's some kind of bug. Or sprint shoes, which won't grant you haste anymore after a character is reanimated.
  • Finally, there could be a blatant message to emphasise the importance of destruct materia. Just a suggestion, as I've seen some people do not realise that dispel is your best friend here and they start cursing the mod and criticising it.

As a side note, I noticed that Cait Sith triple weapon is actually wrongly adjusted. The slot type is fine, but the growth says 'nothing' (and I checked you don't gain AP). Also, is vincent's triple weapon missing? Or am I just to blind that I cannot find it in the Genilka?

Anyway, I'm thinking about starting another playthrough when I have time, but on Arranged mode this time. Is there much of a difference apart from changes in enemies AI? And will the spreadsheets still be useful or have items changed completely? There isn't much info about it on the documents. Sorry for the lengthy post, and congrats again for this great mod!

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