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Messages - Sega Chief

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3126
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-18 21:04:11 »
Whoops, I must have overwritten the clipboard when I sent that to a pal. Updated it ^^

3127
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-18 20:40:59 »
I'm not sure, the release of this update was a week late so it depends if Alyza is busy or not. If she is, then I'll be having a go at making an IRO for this tomorrow. I've got a week off work starting Monday so plenty of time to try and get one made :3

3128
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-18 19:41:32 »
Alright, so tentatively going to say the 1.35 update is complete and uploading it now. I've liked how the rank-up builds turned out, each character felt like they had a key strength to make use of and the innates are background enough to not be distracting but still useful for an extra edge. That being said, I went with the 'default' rank ups for each character (option 1) so be interesting to see what kind of builds people come up with.

\\Major Changes//

-) Rank-Up has been implemented. It's advised to start from a new game to get the best benefit of this as each character has static starting stats now and the vars being used to track their SP for rank ups has been implemented. That being said, current save files will still work fine so if you're currently midway through the mod then no worries. A fix was also added to prevent Rank-Up from triggering during the Nibelheim Flashback.

-) Enemy Overhaul: To better cover the extensive changes in character/equipment strength that have arisen over time, every enemy was given a once-over in their stats + attacks to make them a better fit with the new progression curve. Arrange AI was also added to certain monsters and bosses; another feature of Arrange enemies is that they have a higher level but also give 1.3x the EXP which should make for a slightly tougher but faster game. Lv.4 Limit Bosses and some others were given a slight nerf to HP and now give appropriate EXP; Soldier: 1st's AI was also reworked to eliminate a glitch that could occur with one of his DMW results. Variablis has had his elemental shift AI removed while an oversight in Vorpar's AI which caused him to become tougher, rather than weaker, when his allies were killed was also corrected.

-) Weapons and Armour were given a once-over. For weapons, the 'cap' on weapon power is now 50 instead of 100, to prevent high STR builds from being trivialised by hitting the 255 cap (easy to do when a 70+ weapon is equipped), while weapon accuracy was also made more consistent across each weapon type. Armour was given a slight increase in defensive capabilities, with the evasion values re-worked.

-) AP Requirements for certain standard Materia, such as Fire, etc. were lowered to have them unlock faster. Outside of using 2x AP Growth Armour, Tier 2 spells should be considered 'standard' all the way up until Disc 3 (and will deal roughly 2000 damage from an 'average' stat caster when hitting an elemental weakness).

-) In order to curb early-game nuking, Summons had their base power lowered but as a pay-off will now ignore Magic Defence.

-) Aeris' weapons now restore HP on strike and are set to target allies by default (meaning they will target enemies instead when she's confused). However, some weapons were intended instead to give a status buff but the rate of this doesn't appear to be 100%. As a last minute fix, every staff (with the exception of Guard Stick & Umbrella) now restores HP on strike even if not explicitly mentioned in the weapon description.

-) The Date Scene, due to the vars now being used for Rank Up, is now a much more even race and the player should be wary of the following if going for a specific date:
#1: To make up for her absence in Midgar, Yuffie gains a significant boost to SP when completing the Wutai sidequest + the Da Chao segment; be wary of completing these before the date scene.
#2: If one of the four characters is a higher Rank than the others, it means they're in the lead. Use this as a rough monitor to see if you're on track for the date you're gunning for.

-) Remove Materia was disabled; thje option is still listed in the extended save menu but will now not do anything. It'll need a bit of work to either remove/replace it with something else so I'm leaving that for the 1.4 patch that'll be focusing mostly on the game's flevel.

-) Various Bug-Fixes
Quite a lot of these, from misaligned text boxes to small script errors. Also, Ultimania Espio gave permission to let me use her Disc 2/3 Aeris animations for the train, para jump, etc. resulting in a nice improvement there. I've also shrunk down a lot of superfluous formations in the Glacier and some in Junon which were major drags for time in the past. Cloud's field model also has his sword back for certain scenes, which is nice.

Upload nearly done, I'll update the main page when it's finished.

3129
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-18 05:21:51 »
The suspense is killing me D:

Sorry for the wait, folks. A stitch in time saves nine D: (also seems that Ulty's HP is now OK from what I can tell; not sure why he jumped ship early in Mideel but behaviour looks normal for 'the chase').

3130
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-18 00:36:30 »
Last thing to fix now is Ultimate Weapon's HP; for whatever reason, he flew off after one hit in the Mideel event but I've not been able to spot any key differences in his AI. Going to check the vars he uses for HP and see if I've made a mistake somewhere.

3131
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-16 20:08:31 »
I implemented the 'fix' for the Mystery Ninja encounter; now Ziegfried will be encountered randomly in the world map's forests, and defeating him will net you an early MP Absorb Materia.

Got some end-game bosses to re-spec and then we're good to go. But another night-shift looms :l

3132
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-14 17:55:47 »
Quick heads-up, almost there. I get a day off on Wednesday so my aim is to wrap it up for Thursday evening before I'm in work again.

3133
Troubleshooting / Re: FF7 Glitch after Yuffie runs away
« on: 2015-07-12 21:29:19 »
Never heard of that one before. All I know about it is that there's some checks and whatnot around the Mythril Mines entrance to ensure that you 'keep' the chocobo you caught in the event that you've not been to Kalm yet (so players can back-track there easier). Could it be that something from this has interfered with the jump from that Wutai area field screen to the world map? Maybe it sent you back to the last known coords of the wild chocobo, sorta like what the game does with the Highwind? (just spitballing for anyone who might be able to shed some light on this)

3134
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-12 16:00:43 »
Quick heads-up, I came down with some kind of virus on Friday night but feeling a little better today. I'll see if I can't get this update wrapped up over the next couple of days or so.

3135
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-09 06:13:28 »
The saves will be compatible, but you might see a visual glitch on your EXP gauge (this goes away once the character levels up once). There's the alternative Arrange Mode for a 2nd playthrough if you're interested.

3136
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-08 20:45:37 »
Yo Sig! Yeah, unless something drastic happens then we'll be seeing 1.35 land sometime over the next few days.

3137
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-08 19:31:22 »
Yep, almost done. I'm doing extensive bug testing/fixing at the moment to get rid of as many potential headaches as possible.

3138
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-08 00:22:39 »
Night shifts suck I remember doing those for 7 years hated them.

They're not great; money is better than day-shifts but a lot of stress because the store is very disorganised and we have no night-duty manager either.

3139
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-07 01:19:36 »
Cheers, bud. It'll be sometime this week; if it's not done by Wednesday, then it'll be staggered back to the weekend because I've got another two nightshifts in my rota this week.

3140
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-06 23:17:49 »
Hey sorry for my absence I've been super busy with company and I have been employed for a couple months. I'm finally getting back in the spirit to wrap up my 1.3 stream though, a little late perhaps but the show must go on. Heads up: I'm down to one monitor now so my chat feedback will be lacking.
All that is left: Clearing final bosses, Nemesis (I hacked in a hero medal), Dark Cave.

About the dark cave, while it's possible to leave without finding either Vincent or Yuffie it can result in them becoming absent from the PHS (I think visiting the bottom of the Crater should fix it, but I'm planning to add a special handler to fix it up for anyone who has already encountered this oversight).

Welcome back, scotian person ;I

The system is a very interesting concept I like the ability to build the way i like! Yet, would it not be possible to give players the freedom to earn sp through battle because earning at specific points throughout seems a tad limiting and static?

Looking forward to this update has it any other new features excluding abilities (have they been finalised and implemented?) and the ranking system?

SP is also earned through story events, dialog options, etc. and who you take into those boss battles will gain a small bonus of it. I've got it set up that Junon Leagues + Battle Square also give SP to participating characters. Getting SP in random battles would need some battle variables set up that are added on at a later date, could be a bit tricky to organise.

As for new features going into this update (besides Rank-Up and the Extended Save Point Script), there's not too many but the 2nd gameplay mode called 'Arrange' will (hopefully) be complete and ready to go for the release as well. This makes enemies slightly tougher, unlocks some new attacks/AI for them, and I'm wanting to expand that to the field screens as well with some event changes to keep people on their toes. I'd say that everything in the kernel, equipment, spells, etc. is now finalised; currently working on doing the same for every enemy.

3141
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-06 22:36:08 »
hey Sega chief

will the ff7 gamesave editor break your new Rank-UP script if someone uses the max states option on it

If you go into the Rank-Up screen with either maxed items or maxed stats from a save editor (or anything else that makes it impossible to use all the sources in your inventory) then you'll get stuck. That can be avoided by not visiting the Rank-Up screen, but to be honest it kind of defeats the purpose of the feature if people hack themselves max stats to begin with.

3142
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-06 20:54:24 »
So how it'll work is, you'll still gain levels as normal and higher levels = more HP/MP and more damage (level is used in damage formulas and more besides). Where Rank Up comes in is with the character's actual stats like Strength, Magic, etc. These now stay static and won't increase when leveling up, instead players boost these stats through Rank-Up.

Whenever a boss is defeated, or certain story events are completed, each character gains SP. When SP passes certain thresholds, the character gains a Rank and when you next visit the Emporium you choose which stats to improve for the character.

There are 8 ranks per character and they each give the same three options to boost that character's stats. So for instance the options could be:

1) Strength/Magic/Vitality +10
2) Strength +20, Dexterity +10
3) Magic/Spirit +15

You can take any option at each Rank, so you could pick Option #1 three times and then Option #2 five times, or you could just pick Option #3 eight times, etc. The idea is that you can build a character in different ways, either pushing certain stats all the way or rounding out weaknesses, etc.

3143
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-06 06:57:25 »
Leveling up is still there as normal, it's just that character stats won't change when you go up in level; these can only be raised through Rank Up.

Level itself is quite important in formulas though, so in addition to the increased HP/MP you'll be dealing more damage, enjoy better success with Steal/Manip, more likely to hit/evade with magic attacks, etc. if you raise your character's levels.

3144
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-02 17:03:58 »
Well, if you're sure. As for Shield, remember to talk to the NPC wearing a blue uniform standing close to the Extra Battle NPC; after you beat an Extra Battle monster, he dishes out the Materia reward for it. Actually, it might be time to revise that and consolidate all the script into the one NPC. Be a lot neater and saves confusion.

3145
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-02 14:50:41 »
Yeah, the Unequip Materia function on save points doesn't account for remaining space which can lead to lost Materia; it's going to be replaced with something else for the update. What I can do is make an emergency patch that'll add the missing Materia back to your inventory by way of a 'debug' NPC if you like, otherwise a save editor can do the trick (just watch for Steam's save verification; if you modify a save file while the game's launcher is open it should be fine though; make backups before making any changes with Black Chocobo).

I think the Vincent thing is an oversight on my part. At some point I think I removed the requirement for him or Yuffie to be found in order to advance because they were optional characters and might not be present at all, but it looks like I forgot to re-add them via PHS following the sidequest's conclusion. What I'll do is add a discreet handler that checks for Dark Cave's completion + a variable that's critical to Vincent's recruitment and if both conditions are met he'll be re-added to the PHS; I'll add this to one of the Highwind screens.

I'll check the Floor 66 elevator, but was it an actual freeze or did Cloud get stuck walking on the spot? Those elevators have always had this problem where Cloud could become stuck if the confirm key is hit too many times, or if he tries to enter at certain angles. That being said, I'll see if I can't add some kind of 'unstuck' button or maybe a script could run parallel to the 'entering elevator' script that counts down and then auto-warps the player into the elevator after a pre-determined amount of time. If it's an actual freeze/crash though (error message), then let me know.

Edit: Ragnarok should be obtained by morphing the Iron Giant enemy, which can now be encountered randomly on the Left-Down path (the path where Mega-All used to be acquired in the default game).

3146
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-01 21:40:08 »
I'm aiming for sometime next week; I got a few days off so I made a good bit of progress over the last couple of days.

3147
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-01 05:11:43 »
If I recall, both those areas contain save points and there's been some teething trouble where the script isn't closed down properly due to an oversight on my part (it's easily fixed, but it's a tricky time to release a patch at the moment). My best guess is that their scripts are interfering with Cloud's other scripts (the inputs used to trigger the different options are stored with his field group), that would explain the sewer ladder problem. Reloading the save and then avoiding the save point should provide a temporary solution.

The NPC with the Membership Keycard is a different story, as no scripts are triggered with Cloud for this but the NPC does have an oddity of some sort with his scripts; he seems to reset the window he uses to talk with. Maybe this is the cause? I'll do some experimenting with it.

3148
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-30 18:34:00 »
The Mystery Tank can't be Morphed, but Vorpar morphs into a Grow Lance.

\\NT Update//

I got a few days off and have been making some good progress in getting the time-consuming/soul-destroying stuff done. The Rank-Up system is now complete, with all the script in place and functioning. I boosted the number of ranks per character from 4 to 8, and they now display as '1/8', 2/8, etc. so you know how many ranks remain.

SP comes from defeating bosses, and every single character gets some regardless of whether they have been recruited yet or not. Additional SP is accumulated from several sources, including dialog/event choices. The Junon Leagues sidequest has also been given a repeatable SP bonus for the participating character, so that Ranks can be maxed out for every character no matter what.

3149
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-29 17:40:31 »
I'm gonna have a shot at making an IRO for 1.35; I've got 7H working so I'll be able to test it at least, unlike before when I tried (unsuccessfully) to make my own IRO  :cry:

3150
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-28 20:42:33 »
Hello Sega Chief,

First of all, thanks for making such an enjoyable mod to play.

I would like to report a couple bugs/potential oversights I've encountered so far throughout my normal gameplay (if it matters, I'm playing with the standalone game downloaded from SE's store):

Returning to Wall Market in CD3, Tifa as party leader, the conversation with Barret seems to be missing a few dialogue lines
Everytime I'm doing the fight for Cloud's limit break, my opponent uses Mog Power, nothing happens and I am locked in the fight until I restart the game.
Also not sure if it is intended or not but on several occasions the witch in the Junon Leagues (I think?) did not block my cures with Hrimfrost.

Thanks for the bug reports; those are two new ones. Should be easily fixed. The Mog Power one is known, I'm planning to correct it when I overhaul that fight. I'm aiming for sometime in the week after next for releasing 1.35.

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