Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4898745 times)

Bowser9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1600 on: 2015-07-11 06:49:31 »
My body is ready for Arrange.

RedManMark86

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1601 on: 2015-07-11 12:12:48 »
waiting for these release is like waiting for Christmas lol

Doully

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1602 on: 2015-07-11 15:32:44 »
My body is ready for Arrange.

Indeed. Really looking forward to the update.

On standbye until then!




lappers84

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1603 on: 2015-07-11 15:40:09 »
You guys aren't the only ones waiting on the edge of their seats.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1604 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.

Bowser9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1605 on: 2015-07-12 18:22:13 »
Yo, thanks for working so hard, but get well soon. Your personal health always comes first.

MetaSieg

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1606 on: 2015-07-12 22:42:27 »
Get well soon Sega Chief.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1607 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.

Yuffie1983

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1608 on: 2015-07-14 19:07:29 »
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.

Cheer Chief, hope you are feeling better now.

Bukharin377

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1609 on: 2015-07-14 22:48:22 »
Can't wait to get into FFVII again when this comes out

Bowser9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1610 on: 2015-07-15 05:34:05 »
What a beast.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1611 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

Rukenu

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1612 on: 2015-07-16 20:15:31 »
So, we won't have the update tonight, the wait is killing me xDD, thank's for your effort on the mod o/.

MetaSieg

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1613 on: 2015-07-16 20:23:18 »
More waiting... Curse you night shift.

selius

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1614 on: 2015-07-17 07:23:03 »
But another night-shift looms :l

sadface

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1615 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.

chaos447

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1616 on: 2015-07-18 05:14:34 »
The suspense is killing me D:

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1617 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').

MetaSieg

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1618 on: 2015-07-18 10:46:15 »
C'mon, c'mon I'm getting the shakes. Seriously though take all the time you need Sega Chief. Better to wait and have a good update.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1619 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.

kitchen_pwns

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1620 on: 2015-07-18 20:37:50 »
Can't wait to try it.

Any idea how long till 7H gets 1.35?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1621 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

MetaSieg

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1622 on: 2015-07-18 20:55:49 »
Yes, yes!! All of my yes! Gonna download now. (I'm excited in-case you couldn't tell :3 )

Rukenu

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1623 on: 2015-07-18 20:57:53 »
Now wait to the 7th update/file, thanks mate, can't wait to play it.

EQ2Alyza

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Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« Reply #1624 on: 2015-07-18 20:58:59 »
I'll look
Can't wait to try it.

Any idea how long till 7H gets 1.35?

I'll be working on it tonight. It doesn't take long to do gameplay updates :)

The download link is a very...interesting image lol. Is that an error or are we still waiting on the upload?
« Last Edit: 2015-07-18 21:01:16 by EQ2Alyza »