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Messages - Bowser9

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1
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-04-08 19:45:46 »
When did it break? When I completed the game on 1.3 and then again on 1.4, perfect dodge was working fine.

2
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-04-08 10:33:39 »
With the planned changes for Rank Up, and the return of per level stat gains, I guess the concern of Yuffie's Vitality or Spirit deficiency will be less of a point. You'll likely be gaining enough to make her options more comfy. Though, I don't see the point in complaining about building her for full Vitality when she has a passive specialized vs physical attacks.  ???

Also, just want to say take care, everyone.

3
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-11-04 07:27:07 »
@CodeZeta

The Ultimania similarly doesn't care about that weird translation.

Buuuuut, given the way you've typed so passionately about the dialogue and dark themes, I advise you to keep playing with that caution you've displayed. The impact really is minimal like people who've completed the game claim, but we also just had so much fun with the mod that sharing the experience just feels right. If it ever becomes an issue again, for any reason, it's okay to stop. The whole point is to have fun, and if there's some tidbit from the original localization you've taken a shine to that has somehow been lost, it's understandable to be upset.

4
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-10-05 18:33:26 »

--I love most final weapons (especially Missing Score + 4 Osmose materia), but I have to echo some folks' complaints about Vincent's and Cid's. With your new combat balance they do respectable damage, but will almost always be outdamaged by the big hitters (Cloud, Tifa, Barret) when holding strength constant between them all. This is especially problematic for Cid--his weapon doesn't ignore defense, and its special skill is effectively useless by the time you get it (draining HP is really only useful for longer fights, of which there aren't many left after the Dark Cave). Since Cid was one of my rotating main physical damage dealers, that's a problem IMO!


If Cid's weapon changes, it would need to be completely reworked. As it is, it is utterly broken. If you combine his weapon with master command + HP absorb, his weapon will absorb full damage as HP and MP. Paired with counter attack, added cut, magic counter, and command counter, this easily made Cid the most powerful character late game as a physically biased magic knight archetype that could recover to full from any attack that didn't instantly kill him. Even then, his magic damage was okay with MP Turbo abuse, which he could use without care because he's always at full MP. Cid's ultimate weapon is no joke.

5
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.2)
« on: 2019-02-24 23:29:28 »
Out of curiosity, once you advance into Disc2, should we be worried about chocobo world? A and B rank items from that are pretty busted (Rosetta Stone, Ribbon, etc), and that's not mentioning how powerful Boko can be. Summoning him with some greens can net big damage right away, assuming you're crazy enough to play chocobo world for that long or happen to have an existing save backed up from 2007.

6
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.2)
« on: 2019-02-24 21:45:27 »
Chiming in on Elemental Atk&Def.

Elemental Atk&Def available early makes sense given that you can't get them to that high of a % without much better spells. Almost all % have been nerfed. Grievances with enemy HP have nothing to do with Elmental Atk&Def, too, since GFs and Limits use their own damage calculations and that's where a majority of damage comes from. Well, at least in early Disc 1. Overall a nifty quality of life change.

7
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.2)
« on: 2019-02-22 22:04:46 »
Will do. I'll get the screenshot to you when I can. Gotta dust off the fold-out case and the ol laptop.

8
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.2)
« on: 2019-02-22 07:20:22 »
@SegaChief
Thank you for updating people on social media.

I noticed SB Gamers is streaming/capturing their playthrough of the early build on youtube. Would having more people stream/capture their playthrough be helpful? I can also stream to youtube via simple OBS.

Also, I noticed a couple changes were similar to Callisto's Ragnarok. Would you recommend playing Ragnarok as a precursor to New Threat? Both for balance ideas and the player/user experience?

EDIT: I actually own the old PC release of the game. I could test the mod's compatibility with that version if you'd like.

EDIT 2: I was surprised to see the likelihood of Limit increase. 50% HP to influence crisis level as well as the earlier introduction of timed afflictions like slow-petrification really shift the feel of the game based off what I see in SB Gamers' playthrough. I'm also pleasantly surprised to see how this was balanced, with Squall doing markedly less basic attack damage but making up for it with a limit that often rivals a fresh GF attack (with elemental bonus). That's just nifty and I can't wait to jump into the mod myself later.

9
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-05-08 08:53:54 »
It's also important to note that elemental Materia will create more favorable damage comparisons for physical attacks. Be on the lookout for machines, beasts, and humanoids, as they offer very consistent weaknesses to exploit.

10
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-05-05 11:20:33 »
@Sega Chief
Ah yes, I was referring to the issue with X-Cut. I just don't know if the problem is that move for sure since I haven't encountered the issue again.

Also, the Aps Dragon Scale feels great. It reminds me strongly of FF5 where you can break elemental rods to nuke any early game boss. Good times.

@zbrown
Rufus and the Turks do not morph into anything. Same goes for Palmer and Hojo. You can try it on pretty much every other boss outside of endgame bosses.

11
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-04-13 19:33:48 »
Hello¡

I´m spanish and I am playing this fantastic game with this mod that I love it right now, but there is a problem. There is an error when I try to snowboard for the first time in the history. When you go to try it, after you defeat Elena and get the board, there is a black screen and you cant do anything. If you exit with the "window" botton, there is a message that there is a error, and after that, ffvii is not responding or something like that and the game stop. Can you help me please?

If this is still a problem, please let us know if you are playing on the Steam version and if you have other mods besides New Threat.

12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-04-13 02:14:32 »
The buggers are hard to find I've only found like 2 in about 12 battles and no drop yet... Thanks for the quick reply, appreciate it as always.

Edit: 0/8, received Hi Potion and Deadly Waste four times in a row, don't think it still drops anymore :(

Hi Potion is the drop of SOLDIER: 2nd. SOLDIER: M-Class is different. Slalom will drop Deadly Waste. The scene.bin file lists SOLDIER: M-Class as only being able to drop Yoshiyuki. They are nearly identical save that M-Class also absorbs Gravity, but M-Class should appear somewhere. I'll need to back track to a different save to figure it out.

EDIT: Only save I got for Underwater Reactor is on normal, not Arrange. I'll have to work up to there to figure it out.

13
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-04-13 01:33:10 »
SOLDIER: M-Class should still have Yoshiyuki as its only possible drop; Steal T/S Bomb; Morph Edincoat.

EDIT: Soft lock might be the same as SOLDIER: 1st, where they try to use 2x cut once or twice but then there's some kind of error as the game waits for the enemy to act. Until Sega Chief has time to check back on this thread, you'll have to rely on Paralysis status to ensure SOLDIER: M-Class doesn't do anything.

14
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-04-12 00:54:49 »
I picked up e-skill " ?? ?? ' and it is not a non elemental damage e-skill, rather a gravity based attack. I saw a post earlier about Calamantra in the ancient forest, and also Ultima Weapon later, where non-elemental damage is key and this skill is not that in my latest 1.5 arranged play through so I'm wondering if there are any other sources of non elemental outside of Shadow Flare and summons

? was changed to Gravity a while ago. Shadow Flare (and Pandora) does hidden element damage and as such can be absorbed.

Non-elemental damage can be dealt with Throw, Coin, Vampire Fang, Cactuar Gun, Ultima (Planet materia), Comet 1&2 (by extension the Stardust item), Mustard Bomb (E-Skill), Matra Magic (E-Skill), and summons like Ultimate End.

15
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-04-11 22:26:31 »
About the Fort Condor battles - do you have to win the mini game to win the prizes or will killing the enemy at the end of a 'fail' net the rewards? And, are the prizes worth it? (vague I know) It's maybe the one thing I have yet to still explore in the mod but my gut has said that this early in the game it can't be anything must have or spectacular to take time off the main game from. Thanks as always team -

You should still be able to defeat the enemy commander in a mini-boss fight to get the rewards. This is slower than just rushing the bottom side, though.

The prizes are extremely helpful in all difficulties. Rewards range from good accessories, X-Potions, Remedies, etc. That said, you can ignore the side-quest and do fine on the main story line.

16
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-04-11 22:03:13 »
As was noted earlier, I was disappointed to see no Trine cast from Armour Keeper in arranged (3 tries). By the time you reach North Crater, there are 10x better options for a turn than choosing to cast Trine. Bummed to see it essentially scrapped in arranged, one of my favorite spells all time, from Vanilla :/

You can manipulate a Thundercracker for Trine. It's on the mountain path before Keeper.

17
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-04-11 20:24:54 »
I've noticed some weird things during my current Arrange run:
  • Hell Houses are practically impossible to morph because of Bad Plumbing spam.

Went back to test the solution in the current build. Use two Quakes, then let Bad Plumbing go off 3 times. This will put it at ~8 HP assuming you stacked Magic optimally.

18
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-04-11 19:11:36 »
Cloud and Red share potential roles as all-rounders, with Cloud leaning more towards defenses and Red leaning towards speed. Having their Innate overlap isn't an issue because we want 1-2 characters to excel at any given role (all-rounder, offense, defense, speed utility), especially since Sega Chief lets you choose your lead character in Disc 2/3. It also helps that the .exe now alters Limit effects, so lower level limits are more valuable throughout the game.

Depending on whether you are playing on Arrange and whether you have Tifa in your party, reaching max stacks during boss battles will be unavoidable no matter how defensive you play. The battles where Cloud wouldn't stack much will be quick battles, in which case Red will also not get many stacks. This isn't counting post game where it's possible to end super bosses without taking much damage (thus not getting any limits) and have 255 for one or two stats.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-04-10 01:11:16 »
Anyone know where the Guidebook is located or obtained? I seemed to have missed it but have completed most everything in the game at this point - thanks as always

Still with the Ghost Ship; Junon - Underwater Reactor. Use Morph.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-04-09 07:23:40 »
sorry if someone said this already but when you first talk to aeris in the sector 5 slums about the sick man in the pipe there is a misspelling of "this guy am sick" i just noticed it now XD

It's a feature of the mod. :D

Spoiler: show
The Playstation translation had "this guy are sick." This was later fixed in the PC release, but because of how funny and memorable some of them are, Sega Chief has restored a few for the mod.

21
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-10-18 22:36:48 »
Quick question: do you need to do something to trigger Ruby (I believe it's called Viridian in the mod) Weapon to appear in the desert? I just beat Hojo, but did not venture into Northern Crater at all.

You need to corner Ultimate Weapon in a dark alley. The usual.

22
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-10-15 08:34:50 »
Oh yea, before I forget.

Spoiler: show

Dark Cave's quest; Sector 7 pillar.

After completing the event and getting 2 party members back, you can still walk through the fence and enter the sequence again. This doesn't really do anything to break or lock the game as far as I could tell.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-10-14 09:05:57 »
Loving the mod so far but I've been wondering- every video I see on youtube of fights I'm having trouble with, everyone has deathblow already. I'm in the temple of the ancients now and have still not found it. Are the videos just from an old version where deathblow was placed differently? And if someone knows where it is the current version I'd love to know.

That's an older version where you'd find it in the usual place, on the path out of Gongaga. If memory serves, Deathblow is somewhere in Gaea's Cliff.

24
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-10-09 01:00:27 »
Spoiler: show

Sega Chief, would you be able to update Shera's dialogue during Cid's Limit Quest to remind players what's needed to fix the Branco? That or allow us to talk to the Branco mechanic for the reminder.

I forgot completely as I was doing other things, but it should be helpful in case there are other players as forgetful as I am.

25
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-10-03 08:49:20 »
Spoiler: show

Valiant Clod's defense does not become compromised after destroying its armor.

EDIT: Nevermind, it's working as intended.

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