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Messages - Fauve

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1
How do I get adamantine in this mod? High level adamantoises are only dropping orihalcons for me. And also what GF has no encounters? I just obtained the ragnarok and have not seen it yet.

2
I am at my wits end trying to get the Kiros card in Winhill. I gave the QoC my Quetzalcoatl card and when speaking to her in Dollet she says the card is in Winhill. So I know my progression on the quest is there. But I've been playing the woman for over an hour straight (at least 50+ games at this point) with no Kiros being played. Is there maybe something I'm missing? This is very frustrating 

3
Is this mod the same between the regular steam release and the Remastered version?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
« on: 2020-07-28 06:01:09 »
Should be in the documentations download, on the front page; the document 'balancing' has a list of them. In-game, Beginner's Hall in Sector 7 and Junon also lists them. I'll post them here too:

Spoiler: show

Cloud: Set up by using the Defend command, then continue fighting as normal. The next time Cloud is hit by physical damage he will counter it with either a single physical attack, a Deathblow, 2x-Cut, or 4x-Cut. This works in addition to any other counter materia.

Barret: When hit by a physical attack, if in the front row he gains Strength (up to +40). If in the back row, he regains 1/16 of his HP.

Tifa: Once per battle, she will survive a KO with 1 HP (or ignore a insta-KO attack) and retains any queued actions, buffs, Limit Gauge, etc. However she also retains negative statuses so Poison or Dual-Drain will undermine this innate.

Aeris: Activate by Defending, Aeris will absorb most elemental damage and HP while she defends.

Red XIII: Over time will gain strength and magic up to a max of +35 for both; is useful in longer battles.

Yuffie: If attacked physically while in the front row, she will counter with Mug. One enemy in the battle will have their given Gil doubled (or set to give a small amount if Hard Mode is enabled where Gil gain is 0).

Cait Sith: Regains MP slowly over time; when Defending, the entire party will regain MP at a faster rate.

Vincent: Starts battle with Wall; will intermittently recover HP equal to his current MP.

Cid: After some time has passed in battle, a message saying 'Cid Mix is Ready'. Using the Defend command activates Mix with the cascading series of effects:
If Cid's HP is below 50%, he will use H-Potion and recover 25% of the party's HP.
If Cid's MP is below 50%, he will use I-Ether and recover 25% of the party's MP.
If Cid does not have Barrier or MBarrier he will use G-Curtain and gain Wall.
If none of the above conditions are met, he will use H-Mine which is a physical attack with 24 base power (standard physical base is 16).

Oh sorry, I meant a list for the level up options. In the balancing doc, I see the options for Cloud:
Spoiler: show
[{CLOUD}] - Rank Up
Choose Upgrade:
{CHOICE}Ex-SOLDIER: Str+15{, }Mag+7{, }Vit/Dex+8
{CHOICE}Mercenary: Str/Vit/Lck+15
{CHOICE}Makonoid: Mag/Spr/Dex+15
{CHOICE}Duellist: Str/Mag/Dex/Lck+10
{CHOICE}COMMANDO: Str/Vit/Spr+12{, }Mag+6
{CHOICE}{PURPLE}[Check Character Stats]{WHITE}

Is there also a upgrade list for everyone else? 

5
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
« on: 2020-07-28 05:34:46 »

It should proc from Cover, it behaves like other counter Materia. Vincent's Limits had an adjustment so that they alternate between the physical and the magical attack, with some base power adjustments.
Sweet.

I'm also happy to see that Cloud has a well rounded option again. Is there a list that shows every character's rank-up options?

6
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0)
« on: 2020-07-28 04:12:04 »
I just skimmed over some of the 2.0 documents and I'm really liking some of the innate changes. Does Cloud's new innate work with Cover? And were there any changes to Vincent's Limit Break?

7
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-04-04 10:13:58 »
tl;dr - Is there a way to confirm that I'm actually playing in Arrange Mode?

I'm certain that I picked Arrange Mode when I started my game. And various boss encounters like double Air Bombers and having to fight all three Gunners at once on the Shinra HQ elevator seem to confirm that selection. But I noticed a sharp drop in difficulty after leaving Midgar. At first, I attributed it to unlocking the Rank Up system. Then I got to Jenova VECTOR and was very alarmed when she never summoned her two Vector Node adds. I found an LP of the fight on Youtube that was supposedly using Arrange Mode and v1.5 of the mod where the boss did indeed summon the adds and also seemed to have much more HP than in my own playthrough (15k instead of 10k in mine). Although I noticed that the video I was watching was three years old which makes me wonder if the boss has been tweaked since then in some minor revision that the patch number wasn't incremented for.

So is there any way to be certain that I am indeed still playing Arrange Mode from within the game? Anything at all that would definitely be different? The only theory I have regarding how it could've gotten switched is related to the fact that I initially started playing on normal mode, decided I wanted more of a challenge, started a new save on Arrange Mode, and then shortly after leaving Midgar was right when I saved over those original normal mode save slots with my Arrange Mode playthrough. I have no idea how the mod tracks which mode each save is supposed to be so that's just the only wild guess I have about how a switch might have occurred assuming that the Jenova VECTOR behavior I'm describing isn't normal.

Besides this weird difficulty curve that may be the result of a bug caused by my own actions, I've been mostly loving how the mod makes the game feel fresh and even more polished than the original ever was. Based on what I've seen of Remake, I don't expect half as much out of that, especially given that it's gonna be a trilogy that won't be finished for years.
Yeah the difficulty curve for arrange mode is kind of weird. I’m still not fully sure why, but I think limit breaks might be part of the reason. I literally one-shotted the Cave of Gi boss with Cloud’s Climmhazard. And Tifa trivialized a lot of midgame boss fights because her limit breaks hit like a freight train. The hard fights were mostly at the beginning of the game (when limits weren’t developed much yet) and at the end of the game (when bosses finally had enough health pools to compensate for the high limit break damage). That all being said, most of the end game boss fights are really great. I don’t want to spoil too much, but a lot of them had awesome mechanics that you couldn’t just brute force your way through and made for really interesting fights.

8
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-30 01:32:40 »
I had a look into it and seems that the song set up for it doesn't loop midway for a little bit like the PSX version does, but DLPB's R06 has that loop added in to make it last the correct length of time. I've added that track to the Main Installer + IRO.
Awesome thanks!

9
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-29 12:44:57 »
I'll sort those two things you mentioned in the current 1.5 build, I'm putting a patch together in lieu of a 2.0 release (had to delay it, was rushing it and things have been disrupted a fair bit with everything that's going on).
Sounds good. And in regards to the Mideel memory sequence, will this update have the correct music play when Sephiroth gets thrown into the Lifestream? Square messed that scene up for the PC version.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-18 23:13:51 »
That's not quite right; what I've done is change it to use a combination of stat growths from level ups and the Source upgrades. In the current build you get a flat +5 to every stat regardless of the upgrade but that's been replaced by the Level Up growths coming back. The SP system itself was retired so that upgrades now come at fixed intervals (after beating a boss/story milestone). I also revamped the menus for it so that you can pick which characters to upgrade and leave others until later + see what everyone's current rank and the max threshold is at any time.
Ooh nice. Sounds similar to Chrono Cross star level ups after major events/bossess. I imagine it'll be easier to maintain a sweet difficulty curve with this system as well. 

Newbie question: when morph-ing I only do damage in the double digits (start of the game, just reached Costa del Sol). Is this normal damage or is there some way to make morph more effective? Because as it is, I have to waste several turns to whittle down about 100 damage as about then every attack outright kills. I have not tried it yet but if gravity is percentage damage (of *current* hp) it could help, the problem is that so many enemies are immune to it.
I believe the weapons you get from Temple of the Ancients give full damage morphs, so that should help a bit. They have limited Materia slots however.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-02-01 09:52:39 »
Hello everyone!

I know I've mentioned this a couple times in the past, but the time has finally come...

To be clear, this document is still a work in progress and is not nearly as complete as I'd like it to be. This only covers Final Fantasy VII - New Threat 1.5!

I've worked with Sega Chief on validating the data and will continue to validate as I work on this. Please take the time to review the document, see if you like the formatting, and if you spot out any errors or have suggestions, shoot me a message either on Qhimm (personal message works best to keep the forums on topic) or on Discord (my info is in the doc). Alternatively, you can use the comment feature on Google Docs to point out an error/suggestion to me as well.

If you see any text in red, this indicates that I need to confirm the data is accurate, or I have found something that needs to be changed and will get the info over to Sega Chief in bundles to prevent a ton of mini changes being made. Much more productive to make large scale changes!

The tabs that are complete, but can always use more sets of eyes to validate are as follows:

  • 1.5 Changes & Features
  • 1.5 Passives/Base Stats/Source Point Options
  • 1.5 Limit Breaks
  • 1.5 Weapons
  • 1.5 Armors
  • 1.5 Accessories

https://docs.google.com/spreadsheets/d/1X1sQP1Q6MVrxt1E7ytniaG_OEhN8XqlAH2Srv3iHjLc/edit?usp=sharing

There is still a lot of work to do here to get everything ready. Need to add locations for items/materia/enemy skills/etc...Expect more to come in the following weeks.

Thanks!
Awesome work. One thing about Cloud’s innate. I remember reading that he gets +50 STR/MAG when a Limit is used, and then that boost slowly deteriorates over time. Is that not the case anymore?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-01-23 06:24:00 »
So Pulse Ammo wasn’t in my inventory but I still got Death Penalty which was a relief.

I also got Barret’s Missing Score. How does it work exactly? It’s only got four slots and doesnt seem to be doing much damage, so pretty sure I’m misisng something.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-01-22 20:40:25 »
Yes it is!
X-ATM Core is gotten from fighting the X-ATM Scorpion thing over by the Corel Reactor if you have Barret in your party.
Micro Engine and LuvLuvG are gotten by going through the Dark Cave
7777 Needles is gotten from the Kaktuar in the Purple Materia Cave
Pulse Ammo is won from Tseung when you fight him in the main story in Disc 2
Dark Matter is won from Cait Sith's sidequest boss

Pile Banger and Pile Bunker are the same thing
Awesome thanks. And I beat Tseng a while ago, but I don’t think I saw Pulse Ammo in my inventory. I’ll double check when I get the chance.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-01-22 04:48:32 »
Dark Cave was a sidequest scripted to take place in Midgar. It's a bit rough around the edges.
Sounds cool. Is it a dungeon to explore?

Also, I’m trying to make everyone’s final weapons and was wondering how to get the following:

X-ATM Core
Micro Engine
7777 Needles
Dark Matter
Pulse Ammo
LuvLuv G
Pile banger (I have Pile bunker, is it the same thing?)

15
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-01-12 04:43:58 »
I’ve gots some new questions:

1) What does the Hero Medal do?

2) What’s the Dark Cave sidequest exactly? Is it like an extra dungeon?

3) Is multiple parties required for the Bizzaro Sephiroth fight? And are all 9 characters used when fighting the different parts?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-01-09 07:50:37 »
No.

Yes.

Guidebook, Morph a Ghost Ship in the Underwater Reactor tunnels (the ones where fish are visible).
Gotcha. Any tips or items I can use to make morphing easier?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-01-08 11:23:01 »
1) Is there still a stronger version of Safer Sephiroth that you can unlock? If so, how do you fight him?

2) In disc 3, is the Dark Cave side quest unlocked by visiting the bottom of the northern crater?

3) I’d like to visit the materia caves. Is there a way to obtain the golden chocobo without breeding?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-01-07 22:15:56 »
Yeah could probably do that.
Thanks, that would be great. That scene is one of my favorite moments in the game and the music is a big part of why.

On another note, I just fought with the Turks at the Gelinka ship. After Reno died, his death sentence triggered on two of my party members. However, they didn’t die for some reason even though the animation played out. Not sure why.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-01-05 08:06:38 »
So the Steam version has a music error during the sequence where Cloud regains his memories at Mideel. Right when Cloud throws Sephiroth into the Lifestream, it’s supposed to continue the world map theme. But it starts playing the standard reactor theme instead. Is there any way to fix this using mods or something?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-12-24 11:40:15 »
Thought this mod was cool but OP is a bad person. I just spent 4 hours at the battle arena in the middle of the night with only 60 gp on disc 1 because I COULDNT GET FREE GP FROM MOG HOUSE and the other games werent awarding gp fast enough for me. I won the first round and got 11k battle points. I then proceeded to lose 3 rounds to status lock(theres a round where theres 2 mps who inflict stop and a robot who inflicts sleep and they all use magic attacks for some god awful stupid reason) only win 3k bps in 1 round and then ran out of ferning healing items and couldnt leave the battle arena, so of course with no remedys or echo drops left I get silenced in round 1 of my last attempt while wearing a touph ring.  GIVE ME MY CIRCLET! I STAYED UP ALL NIGHT FOR IT! I EARNED IT YOU F@!$%^! ALSO REMOVE ALL THE STATUS SPAM AT ONCE! ITS  INFURIATING! I was waking up my neighbors screaming at 3 am at how often the status procs were happening in the battle arena. Im not coming back to this site, just had to let mod author know I want to punch him in the face right now for this multiple hour 15.7k bp BULLSHIT! RESPECT PEOPLE's TIME d*ck! MAYBE DONT PUT CONSTANT STATUS EFFECTS IN A MODE WHERE YOU CAN LOSE YOUR ITEMS AND MAGIC randomly! WHY WAS I ALWAYS LOSING ALL MY MP RIGHT BEFORE THE STATUS SPAMMING ROUND? WHY WERENT THE MOBS ROTATING? YOU ferning RIGGED IT! fern you apricothole. Was enjoying the mod til you pulled this stupid sadistic bullshit you fuckstick. Now it's uninstalled and I'm making sure people know this mod is rng-infested cheating trash. I hope your christmas is awful for this. Ruining my christmas eve with your bs.
Dude take a chill pill. And you realize what you complain about is in vanilla right?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-12-24 05:58:56 »
So were Limit Breaks buffed a lot? Tifa just destroyed Palmer with a 12K damage slots combo. And earlier, Cloud hit the Cave of Gi boss for a whooping 7.3K damage Climhazard. And Cloud was only Rank 2 at the time with 118 STR.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-12-22 07:04:48 »
A few questions about Cover.

1) Does the Defend command still appy for a character that’s covering a party member?

2) Does Yuffie’s evasion boost from Perfect Dodge still apply with when she covering someone?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-12-22 03:56:48 »
Elemental, in the Armour, does this for each level:
1 Star: Halves elemental damage of the paired Materia's element
2 Star: Nullifies elemental damage of the paired Materia's element
3 Star: Absorbs elemental damage of the paired Materia's element
4 Star: No additional effect (Master)

Unfortunately stars have no bearing on the weapon, so a 1-star elemental in the weapon has the same effect as a 4-star in the weapon; it adds the paired Mareria's element to your physical attacks (does not affect Limit Breaks as these are like a 'spell' with their own attack data).

You can, however, stack Elemental Materia in a weapon. So if you had Ifrit + Elemental and Shiva + Elemental your attacks will have both Ice and Fire properties. Bear in mind though that resistance overrides weakness; if the enemy Nulls Fire but is weak to Ice, then your attack will deal 0 damage. Even worse, if an enemy Absorbs Fire but is weak to Ice then they'll not only absorb the attack but absorb it for 2x what they normally would.
Ah gotcha. So stacking a bunch of elements on a weapon may not always be the best idea. Thanks for all the info.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-12-21 06:42:37 »
I’m really loving the physical stat boosts from summons. I also have some questions in regards to the Elemental Materia:

1) What does leveling up the Elemental materia do exactly?

2) Can multiple Elemental materias stack? For example, if I equip Ifrit+Elemental and Shiva+Elemental on Cloud’s sword, will all his attacks have both Fire and Ice properties?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-12-20 04:01:44 »
When you touch a save point, SP accumulated to that point is allocated to the active party. Other characters not in the party get half. Characters that join later in the game have 1-3 ranks 'free' to catch them up. Level affects damage dealt, HP/MP, and steal/manip success rate. It also affects magic accuracy but there has to be a wide gulf between character and enemy level for it to really matter.
Sweet thanks. Do bosses also reward SP? Or just normal encounters?

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