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Messages - lakecityransom

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Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2019-09-18 15:16:39 »
Hello again, just wanted to say I played thru FF8 after FF7 NT merely due to the timing of the remaster. I was completely oblivious it was coming (lucky lol). I found myself respecting it much more than 20 years ago, but holy cow, its pretty broken. By about halfway thru the game I was annihilating everything with ease, save for omega weapon. I figured you might make this game shine. Are you gonna bring it to the remaster or just the original PC version?

Seems like if you could put a lower ceiling on spell quantity and scale up over time + pullback on limit break abuse (including with aura) it could make a lot of difference.

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FF8 Tools / Re: [PSX/PC] Save editor - Hyne (1.9.3)
« on: 2019-09-14 09:55:41 »
Just used this to get some missed GF draws (argh), I wanted to say this is program is thorough and cosmetically amazing. What is your background in comp sci skills to make such a thing?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-09-09 03:55:07 »
also wanted to ask about that one room when you're on the way to the junon reactor that has a dog blocking the way. is this just permanently blocked? I thought I recalled it becoming accessible in vanilla afterwards.

I found one oversoul shard after fighting yuffi's lv. 4 limit boss on disc 2, then got another one from completing a Junon league. I think you are correct that they are for sale at the battle square, but I've yet to go double check to confirm

Hey I can answer these, if you fail the submarine mission and have to get torpedoed back to the town under Junon, the 'dog door' opens so you can steal the red submarine instead. The oversoul shards are definitely at Battle Square prize redemption in Disc 3.

That also reminds me that while stealing the gray submarine, its very easy to miss the chest for Leviathan Scales which is one of the only forever missable items and completely kills Yuffie's quest. Maybe that should have a fallback? Is it possible to add to bone village or something?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-09-09 03:49:38 »
I think quad ultima breaks if an absorb hp/mp is also being used on multi-part enemies; it's an engine thing unfortunately. No idea how you got 4x-cut to work with command counter, that's not ordinarily possible. Added effect thing is potentially related to 60fps mod or something else, not sure; it was to do with Frog status. Big Brawl I think is busted on PC as well depending on the version.

The documentation, both in and out of the mod, is out of date/missing info in places. That's completely on me for not staying on top of it.

I'll keep a note of the stuff you've found + suggestions; thank you for a job well done o7

Oops, I think you're absolutely right about the softlocks. Late game I was like, "I never use these HP/MP absorbs dangit". I don't think I ever got 4x cut properly working, I just probably didn't realize it was additional counter attacks going off before the freeze. It would probably be a good idea to put this in a 'common known issues' ingame so people don't blame you for it. Also a good idea in FAQ to mention that running as admin might need untick/retick on exes or 7thHeaven to get around run error popups (I'm on Win 10). That is highly unusual, but glad I figured it out. It almost stopped me from playing.

Interesting about big brawl not working, I thought it was at one point for sure. Hmm, wasn't paying close enough attention. About the documentation: I understand its hard to expend energy constantly documenting an ever-changing product, no worries just trying to help. I think your mod got some good coverage on Twitch and there is probably a whole new wave of people playing it. Echoing what the other guy said, there are quite a few other non-descriptive things that could use elaboration in equipment/items such as the deadlier curse ring, hero drink 2, Mako Bomb, Yellow Wave, etc. The other guy said something very important I forgot to note: Cloud's mission isn't in the info menu.

Something else: Junon league really gave me the wrong impression. When I first get to Junon and try it I got wiped by 1 massive punch by the Jessie robot and decided its endgame material. Then I came back endgame and found my way stomping thru almost the entire thing without paying attention. I saw one streamer who did the same thing.

o7

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-09-08 07:49:36 »
Potential improvement feedback on the mod. I realize there is 'arrange mode' so some balance thoughts here are maybe being too stringent.

Spoiler: show
Here's the most important ones first:

- In the special 'dark cave' at the end you can go out the top door and end up exiting out of ancient forest on the world map and being trapped!

- I've noticed loading up lots of counter attack, cmd counter+deathblow, added effect+hades is causing a soft lock when hades succeeds sometimes. Dunno if that is the mod or just a FF7 glitch. :(

- I kept getting soft locks with multi-target enemies using w-magic + quadra magic + ultima, maybe just a FF7 bug.

- I kept getting soft locks on multi-target enemies with command counter + 4x cuts linked, again maybe just a FF7 bug.

The rest:

- A lot of documentation says LV5 suicide which is now renamed quarry fuse, could be confusing

- Alpha & Magnitude8 are still listed as enemy skills, chronocure is missing

- Chronocure could be explained a little better that its based off gametime (I think?)

- Seems like this mod tried hard to make MP valuable since ether is 1500 and you get osmose as a primary way of MP by syphoning from enemies. One trick I realized was once I get Cait Sith, I can use osmose on him as his MP regenerates and get two strong MP pools.

- Since Fort Condor battles are emphasized and it says like 'you need at least 3000 gil', it would help to clarify that you don't actually give funds to the dude at the lookout shack. I never understood that.

- It would be nice if Fort Condor mentioned upfront there was nothing unique to lose, I grinded thru all those as I wasn't sure if anything good was there.

- Where is the thing list - "MP Plus: Ziegfried Encounter OR Temple of the Ancients" < Could be more descriptive to say where Ziegfried is found.

- Before temple of the ancients after cait sith betrayal theres a fort condor alert but the quickwarp guy isn't there

- If you could get a 'quit to main menu' feature in the game that would be amazing instead of quitting/relaunching the game or trying to suicide.

- You tried super hard to fix the storyline disaster that was Cait Sith's sacrifice XD Thanks

- Chocobuckle could probably use some elaboration on the document too, it just said "feed greens" which didn't work. I researched: it has to be 3 mimett greens first then do L5 (quarry mine) and that did it for me.

- I feel like Midgar zolom could maybe be stronger, I found I could break the game wide open after temple by grinding thru Zolom quickly with 300 AP + double AP equipment + using gil plus after Temple of The Ancients.

- The special fight in the temple was great. Also I was surprised demons gate was much easier than I anticipated, maybe I am just a good preparer...

- A condor fight right at disc 2 swap but before the big battle isn't announced by the special messenger popup, I know b/c I went to Fort Condor anyway, or maybe I pre-empted a notice

- The sunken gelnika engine room has a yellow orb showing that you can't pick up (?) I thought this is because its double cut pickup which was moved... should put something there if the yellow orb can't be removed. Another joke like the W-Item bit? :)

- I found myself digging up infinite copies of Bahamut Zero from bone village disc 3, maybe because I went from v1.4 to v1.5 after Midgar though.

- Maybe I missed the note, but couldn't figure out how to change party leader for sidequests without doing a lot of searching for answers out of game. The New Threat NPC guy should say something about that like the README.

- On crater right path, the spiral going down shows a treasure chest on the next screen until you get there and it turns into a save point, kinda confusing.

- In Cid quest the Tiny Bronco backyard shows a rocket in background. Unavoidable I'm sure. Maybe a bit of funny dialogue explaining that.

- Dragon force enemy skill caption says "trade defence" >> "trade defense"

- For some reason Cid's hyper jump just showed him standing still with animations coming out, tried equipping different weapons. This was crater at endgame I was grinding out limits so I just wanted to see it.

- Somehow I broke Cid's big brawl at some point. I think when I gave him slash all. Ever since, I just see him running around the enemy and no damage numbers come out, although it does damage. It image skips enemies dying and shows fight won too.

- When I do the Yuffie partyjoin fight, near the end she says something like 'I'll have to use THIS' and the ground turns into a massive hole, but I never saw anything else. I felt maybe the animation broke. Not quite sure what that is.

- At the ultimate weapon smith it says you don't have the items needed if something required equipped, should note that maybe?

- If you could somehow make Golden Saucer prize redemption include batches like 5x 10x etc. for the smaller items it would be nice. Something like ethers, x-potions, turbo ethers, elixers, or rarer utility items like sun curtain would be nice.

- Maybe best for a separate mod, but someone should really tone down that Ultima sound effect with something else

- Nemesis can be frogged!

- Emerald / Ruby / Endgame was crazy easy with Yuffie's final weapon and Cid piling on counter attacks & cover with his final weapon.

- Kalm traveler says hes giving you a gold chocobo and its actually gray, could maybe add some funny dialogue explaining that. I checked the farm and it was gold as promised in the text.

- Oh, lastly, I realized in the 'dark cave' re-run that I DID miss the sense materia early game lol. Gahhh!

...and in the immortal words of the Highwind conference room guy: "Thank you for a job well done!" *salute*

p.s. Long live the immortal X-ATM Scorpion XD


BTW here is an updated list of Enemy Skills to utilize:
Code: [Select]
Frog Song Quarry Fuse
Magic Hammer White Wind
Big Guard Mustard Bomb
Dragon Force Death Force
Antipode Laser
Matra Magic Bad Breath
Beta Aqualung
Trine Magic Breath
???? Goblin Punch
Chocobuckle Deathcharge
Death Sentence Chronocure
Shadow Flare Pandora's Box

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-09-05 12:12:44 »
Hey there Sega Chief loving the mod so far but I’m currently having a issue. At the moment playing through 1.5 and I’m trying to do Tifa’s Lv4 LB quest but when I’m on the high wind to change her as the leader the NPC is no where to be found. I’ve checked in the command and turned off all my mods to make sure if that was messing with anything but no luck. Any ideas?

Did you go to the bottom of northern crater first? A phone call happens down there first. I just talked about that on 2nd to last page.

Another q... about these lvl 4 weapons, not sure what the descriptions mean.
"HP/MP/Limit = Atk. Str", so is this saying attacks are somehow greater/equal/lesser proportionate to percentage of these numbers?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-09-03 16:25:08 »
I think Dragon Force went through a few changes from Mag8 to time flare and then back to Dragon Force again. Alpha was changed into Chronocure which is on the Death Jokers on the right-path of the Crater. That last boss is related to turning in the Desert Rose to the Kalm Traveler and is used at the end of the fight (blocking Hidden element attacks is recommended).

TY chronocure was it, never even heard of that one in my readings... enemy skills list really needs to be redone by somebody. I would but I've already forgotten which deviated from the readme.

I made a list of thoughts that I'll share after I get done playing, incase you decide to keep polishing this up more.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-09-03 15:06:21 »
It sounds like Dragon Force has the wrong animation ID set; that'll be setting Berserk, Auto-Crit, and Haste I think. I don't think Time Flare is a skill anymore but I'll need to check. In any case, the skill you want from the Crater Dragon is Dragon Force.

Yea, I was able to manipulate and get dragon force out of crater dragon. That made me suspicious that it would ever cast the other thing. I know for sure it got cast on me once @ cliffs, its that super rare tonberry attack re-purposed right?

I got 2 things left and this is the possibilities in readme:

read this is now called Time Flare > Magnitude8: Gaea Dragon, Gaea's Cliff (or Crater Dragon, North Crater)
gone now? > Alpha: Midgar Zolom
some boss I've yet to find > Pandora's Box: Chokhmabo

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-09-03 14:14:14 »
Is Gaea Dragon the only one to do Time Flare? I've limit breaked Nibel & Crater dragons till the cows come home and they always counter with the playing card that says "The Sun" that casts berserk... and I can't go back to the cliffs the game forbids it. I remember the Gaea Dragon casting it once, but he was too dangerous at the time and I had no idea it was an enemy skill. Can't believe I have a bricked enemy skill materia. =/

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-09-02 18:01:32 »
At the end game now, I can't figure out how you change party leader. The crew doesn't give the option. I assume its done on the highwind, but I can't find any information or videos to explain what I'm missing.

edit: nvm I finally found uncut video, so this guy appears if you goto the bottom of the crater? I missed that memo.. https://youtu.be/xuFLpwswDBM?t=1186

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-08-26 21:32:53 »
Ah okay thanks. Anyone know where it is or does it not exist anymore?

Ah, so that's why I could not find L5 suicide... ::)

Yea this was actually my sign to know that v1.4 was changed to v1.5, L5 Suicide became Quarry Mine.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-08-26 08:32:55 »
Is there some trick to getting Midgar Zolom to cast Alpha on you? I've fought it at least 6 times and no dice. It always casts beta which I don't think is supposed to happen. :( According to the readme that is only gotten at the Temple of the Ancients, which is what reminded me to come back to the zolom. I migrated v1.4 to v1.5 early on right after Midgar. Maybe that messed it up?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-08-21 16:01:52 »
Quote
Steal is in its original location in the sewers, by the hatch leading from the Aps area to the second area. Perhaps mods make it less distinctive on the ground?

Wow, I'm like 100% certain I picked that up. Even 10 years going by wasn't enough to keep me from looking for it haha. I must have glitched it out or something. Oh well, small price to pay in the end. That reminds me, I did have a odd moment where I was messing with materia swaps and caused 1 materia to converge the information of 2 and leave 1 blank then I reloaded to be safe. That was probably a game bug or something.

Very interesting if that text wasn't you haha. Yes, I did check a PSX video on YouTube to reference the "original" dialogue.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-08-21 13:31:19 »
Hi, just stopping by mainly to say I appreciate the work! I'm 1/3 done and it has been challenging in a fun way. This mod has motivated me to come back and play my favorite game 10 years since I last touched it. The game actually did a poor job of utilizing the complex system it had and vanilla is quite easy if you study. I've seen a couple popular streamers play, Calebhart42 and now Maximilian_DOOD.

Does 7th Heaven only support v1.4? Everyone I see is playing that. The "Gameplay - Difficulty & Story" section on 7th heaven is doing v1.4, I found v1.5 only digging for more info. As a guy who makes stuff, I just hate seeing new work go to waste so I'm mentioning it here.

Some feedback:
- Unfortunately there are some brutal FF7 launching issues as I'm sure you're aware, where I even have to untick/retick run as admin & apply on the .exes to fix sometimes (very strange).  [Edit: Actually sometimes its 7th Heaven .exe itself I have to untick/retick/apply run as admin to, maybe its the manager or other mods doing this)

- Did I miss steal materia? I found an Excel file outlining steal/morphs that stretches back to Midgar, but I got it post-Midgar. I think I bought at Kalm IIRC. I'm a little apprehensive of missing things and its hard to come by information such as where all the enemy skills are to be expected. I realize you didn't write down a comprehensive changelog and I realize how difficult that is to stick to.

- I bugged out the Scorpion fight where it guards the elevator inside the Shinra building. I got cute and morphed it. It triggered the entire fight again, I thought it was intended! Then it said "What's this?" and Keycard item pickup. I then went to save and it said "What's this?" and pulled up the menu and I got a softlock.

- It would be helpful if the character special abilities are re-iterated somewhere, maybe the place with the 3 dudes flexin with all the other info (maybe it was, I should check when I can)

- It would be nice if you could squeeze a version # somewhere visible like the save point screen or something. I realize there are some subtle queues to figure this out and maybe you don't want to forget about changing the number on a release. :)

- I've noticed you've buffered out some of the annoying things in the storyline that are tedius or annoying (like forgetting the 1st enemy skill materia)

- The Yuffie bit was a riot

- I have managed to notice some of your funny text additions to the game. I had to double-check that this wasn't canon, good one: https://i.imgur.com/3hAZHAq.jpg

That's all I can think of for now.

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