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Messages - Gizzy

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-11-02 01:07:54 »
if you goto menu > limit break  > check. you can view what each limit break does. braver for example will show as 5% reduction defence/mdefense. (vit/spr) think the assist key will give aa wee box, might be target button assigned thou which will also show what actions will do which is really useful for in battle to know what various item dmg etc will be.

I would like to plan in advance since there is no respec option :)

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-10-30 13:47:41 »
Is there any documentation of the characters Limits? Would be kinda handy to have since you changed the Limits of every character quite a bit!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-12-04 20:38:41 »
How do we find the ultimate weapons in 2.0? (And which is it for each character?)
Its in the docs but in case you dont have them or dont want to spoiler more than you want:
Spoiler: show

Ultima Weapon - Ultimate Weapon(D)

Premium Heart - Wall Market Automated Shop, Disc 3

Missing Score - X-ATM Scorpion(D)

Limited Moon - Gi Django(D)

Princess Guard - Ancient Forest Cave

Conformer - Shin-Godo(D)

HP Shout - Wonder Square, 10,000GP

Death Penalty - Lucrecia(D)

Venus Gospel - Battle Square #3 (48,000 BP)


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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-12-04 19:22:54 »
You can meet him after Nibelheim Mountain. The game will tell you when your first SP upgrade is available.
Thank you very much  ;D

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-12-03 20:25:51 »
Where can i find Mr. Smile in NT 2.0?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-09-11 11:04:16 »
And here is my opinion on making a hard mode.   It is difficult to balance while the character can just use an unlimited number of items. In particular ether and healing take away from strategy. The moment you don't have ether potions, you need to be more strategic in your use of magic. And healing potions just feel like cheating.

I had the most fun, and the most challenge when I played with restrictions on the number of items characters use in battle.I treated it instead of having access to this dimensional space that allows for unlimted items, they could only carry a few items on their belt.  It work best when I said the party could only use each type of item once in a battle. So they could use at most one potion, one ether, one grenade etc .  It really forced me to be more strategic with magic, and items. Barriers in particular I had to limit as they use a lot of mp.And I was using items which I had  never used much before such as spider web etc, to help get me through battles. It made me more reliant on items, while also limiting their use.
I know the above is immposible to implement. But I don't think you can make a hard mode,  without limiting item use. But the following should be more doable:
- potions and ether are only usable on save points, forcing carefull conservation of resources as you try to make it from save point to save point.This can also encourage use of different items such as grenades you wouldn't use otherwise.
- If this is possible have it so that each character can only use the item command once  per battle. After they use an item, it dissapears as an action command in their menu. You could also have some special  materia that gives more uses of the item command per battle. (an extra use to begin with, and more as it levels up.) But potions have to be removed as battle items for this to work, or else that one item will always be potions.
- and phoneix downs should count as a potion too. So they only can be used at save points.

How about reducing the effect of items in combat? Lets say potions heal 300hp in field and only 100hp in combat, ether heals 50mp in field and 25 in combat... Something like that. Just make it less profitable/exploitable early game. I second the idea of pheonix feathers being removed as field/battle item to make revive magic more valuable. Or make them a rarer item to counter the spam.

I dunno about the idea of restricting item command to single use tho... I feel like a big part of the strategical possibilities would be erased this way. Item usage doesnt consist of healing items alone. Just remove the w-item bug and tweak some of the items in general for hardmode imo

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-19 10:47:49 »
Thanks :) I already knew the vanilla ones besides Yuffies Conformer, always thought it deals more damage with command materia  ??? This will come in very handy  :lol:

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-19 01:35:49 »
Hey Sega Chief! Your mod is AMAZING! I really have a blast playing it :) Just one quick question: Since every weapon got revamped does that include the ultimate weapons for each character got their hidden ability changed too? Like Vincent's Death Penalty getting stronger with every enemy killed ect.? Im currently planning out my character builds and this info would help me out a lot!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-03-06 22:44:12 »
Found another bug (not 7H IRO version, if that matters) in Aeris "Flowergirl" rank-up: It says +10 MAG / +5 DEX +5 LCK... When i choose this rank-up i get +5 SPR instead of LCK, guess its only a mistyping  ;)

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-01-30 13:02:48 »
I could imagine that Cloud's innate just seems broken in the beginning of the game, since you use a lot of Lv.1 Limit's... Later on it will become more harder to get those 3 stacks with Lv3-4 Limit's (considering you will make use of the "Sad" status to get those extra def for tougher fights)... So dont get me wrong: I like the change of Cloud's innate to something stackable rather then some flat bonus that will perish in longer fights, its more relateable and useful in the end ;)

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-01-29 21:03:44 »
Quick posting a few minor bugs:

- Cloud's innate procs at every Limit, resulting in him getting stacks when others use their Limits (dunno if its intended, but seems broken to me)

- Barret's innate doesnt seem to proc on certain enemies melee attacks (for example: claw attack of the green sea horse enemies at the second reactor, forgot the name :-\)

- Field music playing when entering a battle at the bridge before the screen with Cloud's flashback (Tifa at Mt. Nibel reactor) at second reactor (where the save point stands)

- Plasmabuster (2nd bombing mission) facing wrong direction after turning/counter, resulting in getting "backstab" damage up front

- Aeris innate tutorial text first says it WILL absorb poison then say it doesnt cover poison

Thats it! If i encounter more bugs i will post them here ;)

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-07-30 12:36:07 »
Hi@all! I have downloaded the FF7 NT mod 1.4 quite a while ago. Now how do i patch it to 1.5: Do i have to download the main installer and patch it like i did with 1.4 or just the hotfixes?

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