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Messages - deha0002

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26
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-06-29 20:18:48 »
I think they're staying as-is, though if something better comes to mind for Cid that can fit into the kernel (I'm at the hilt for AI space) then his might change.

Ahh thats a shame, since i personally think Cid, Cloud and Vincent need an overhaul on their innates.

27
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-06-29 14:58:57 »
Putting the flevel patch together for tonight. I've been fixing things over the last few weeks but not keeping a note on it;

-) Prior to Junon Raid, player can equip Barret, Cait Sith, and Yuffie altogether so they don't need to do it later.
-) Added proper Save Point + Shop option (instead of Rank Up for this specific save point only) to Junon Raid when Yuffie joins.
-) Fixed the Rocket Town cutscene skip options (options had opposite intended effects)
-) Lost & Found NPC on Highwind updated with correct battle (to activate Cloud's Innate) + key items
-) Various typos fixed in scenes
-) Adjusted volume on sound effects on Mako Cannon scene
-) Fort Condor Teleport NPC's money check script (finally) fixed
-) Ziegfried encounter on field screen
-) Game no longer softlocks when visiting Priscilla with Tifa or Cid as party leader on Disc 3
-) Requirement to start Kalm Traveler sidequest returned to original
-) Various text alignments using max-length names to avoid text-box problems with long custom names (likely more to be made, but all reported instances should be fixed now)
-)  The scorpion has finally been eradicated from the church, for real this time
-) Micro Engine drop added to Love Buster; is also available from Lost & Found NPC on Highwind if enemy was already killed
-) Gold Chocobo script enabled
-) Unequip party member options removed from late-game to prevent loss of Materia
-) Changed the Fort Condor 'all battles won' prize to something worthwhile
-) Item checks for crafting Ultimate Weapons scoured and should be working now

That's what I've done today anyway + could remember from before. If I've missed anything/not mentioned it, then let me know so I can check if it was fixed or not. The patch will be generated and uploaded a few hours from now to give people some time to report unmentioned bugs/make quick suggestions. I'll be trialing some early access to Materia like Added Cut and Slash-All to see if a hybrid build can be utilised earlier in the game; I've an idea for how it could work.

Plan for the scene.bin/enemy patch
-) Implement Morph plan for North Crater enemies (if this fails, I'll re-work it so that one weapon is a drop and the other is a steal).
-) SP Gained text removed from all Midgar enemies (done)
-) Hojo overhaul (in progress)
-) Various boss overhauls/tweaks based on playthrough; Lambda Calcule, Gi Kattan, and COMMANDO squad affected (done)
-) Adjust enemy strength of Junon League Bracket #1 so it can be challenged properly on Disc 1 after getting the buggy (rewards will be adjusted accordingly, with something from each enemy as well).
-) Adjust SP script for all enemies above Lv.44 so that they can work with the Level Synch
-) Corel Train adjustment
-) SOLDIER & COMMANDO enemies had their AI and attacks overhauled so they have some consistency/more attack options
-) Wrong attack issue on Hungry enemy
-) Final Battle (alt) tuned for a solo character, rather than 2 like it was originally.

This might be a couple of days, the 2nd and 3rd Hojo scripts are being rewritten from the ground up. Again, if I haven't mentioned something then let me know.

Just a random question; Were you going to change Cid's and Cloud's innates? (The barrier for Cid and changing STR/MAG for Cloud)

28
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-06-19 15:26:34 »
Probably a technical issue because of the spoiler tag or something. The Fort Condor prize is a p

Yeah the P%&ยค"#was awesome! didnt known you could even make stuff like that in the kernel. Anyway GJ with providing us with an amazing reward.

29
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-06-11 16:31:40 »
I can change Limit Break kill/usage requirements and the HP% damage needed to fill them at each level through the Kernel; the actual damage/effects of the Limits themselves are stored in the .EXE so I can make these changes if needed. As far as kills go for a low level run, I could help out by adding an enemy here or there that gives 0EXP; Mango Fangs on the Temple Area (wasteland areas on the tip of the isle) already give 0 EXP for instance (I think). I'd be reluctant to just lower the kills needed specifically for low level games, as there was another player on ID saying he had Limit Level 3 for Tifa by the time he reached Junon or thereabouts (though that might have been a grind heavy run).


Adding mobs that die in one hit and deals no dmg (or i dont know, nothing to time consuming atleast) might be a good idea. Maybe even just add it to Arrange since (from my understanding) Arrange will most likely be the second+ run, where normal could cater towards fresh NT runs.

30
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-06-11 15:39:34 »
This, I think, is a really bad idea to have built into the mod for everyone.  As someone who does a bit of grinding when he plays, lowering the kill count for gaining limit breaks will mean access for super-powered lvl 3's way early.  Like, it wouldn't be difficult to have access to Meteorain, Meteodrive, or Angermax before I left Midgar with those kill counts.

I personally feel the same way the FF6 BNW guys (and I'm sure a number of others) do about this--balancing a mod around LLG's basically makes your mod a LLG mod and kind of ruins it for everyone else.

A potential solution to this problem is making an item causing 0 XP gains accessible from the beginning, and then LLG players could grind kills for limits and level where they felt they needed to.  This is what BNW did (they actually eventually instituted a "No XP" switch in the options menu), and it's worked fairly well from what I understand.

Yeah, thats why i talked about the exe patch, not the NT mod itself =). And by applying it to the EXE patch, Sega can actually balance the limit breaks for utility across the different levels and not just have straight dmg boosts. So gaining early Lvl -3 limit breaks might not be that OP.
Another thing is, after playing FF7 NT like 7 times until the end, i am not a fan of 0 XP items just so i can keep my lvl low, we kinda have the no encounter setting already. And am not a fan of grinding +100 mobs at midgar then another +100 at choco ranch and ano... (you get the point) if more limit breaks offer variety to combat.

31
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-06-10 16:10:29 »
One thing that crossed my mind regarding the EXE patch.
If possible, i think it would be better to adjust how you gain each limit break. Personally i think you should lower the amount of monster kills (pretty low 10-20 kills) and increase the limit break usage needed for receiving new limit breaks. This will allow low level runs to actually have limit breaks past Cross Slash.

32
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-29 06:49:16 »
None that I'm aware of; I just checked and there's a donation that's come through from you on the 27th (much obliged for that, by the way). Maybe it stops you from you making too many consecutive payments to the same person for security.

Keep up the good work more are to come!!!

33
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-28 20:43:04 »
Hmm i am trying to donate again but this time it doesnt work? Just says the amount is "protected" and waiting confirmation. Any changes on your part Sega?

34
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-22 18:41:15 »
I think just throwing Double-Cut earlier in the game would be valuable enough. I feel like Green+ALL is the AoE advantage that magic gives you. While physical attacks can help you focus targets down. In my current run, to really be able to take advantage of physical power with people like Tifa. I am having to load them with Cover/Counter materia. If she had double-cut, ti would make her more effective than just a beat-stick and returns the hits

One problem arises thou, what should be then be striving for in the end game? Since 2x-Cut and Slash all seem to be the endgame phy materia, adding them early makes STR builds even more deprived of good endgame materia. The thing that people seem to forget, is that Physical attacks are free and magic is not. I do agree that magic becomes the go-to for many situations, but a simple increase in both MP cost and MP drain from Osmose should fix it quite nicely.

Edit: What i mean with that is that casters should waste turns both casting spells and draining MP, while phy attackers do it for free with no downtime. What could be done is giving an extra mastered Steal materia for Mug + Added Cut. Then you have the 2x-Cut some might need early.

35
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-21 05:34:25 »
I can bump Added Cut into Midgar with an MP penalty on it or something (or set up to take a MP penalty if the optional .EXE patch is combined with it). Elemental is available fairly early, but again could be moved back. An issue might be having Elemental + [Bolt], Added Cut + [Bolt] together for a 2x effective elemental spell followed by a 2x effective physical attack...but that would also make a hybrid build viable and make a case for melee/front row spell casters to make better use out of the Added Cut follow-up. Hmm.

Slash-All might have to be left where it is though; I don't think it imposes a damage penalty/split damage on the attack. If I can make that happen though then I'd have no issues with making it available on Disc 1 so I'll tinker with the flags. If it does work, then it might also be possible to toggle between single target and multi-target like with spells but won't know until I try it in-game.

What do you guys think? Would it be more interesting to have options like Added Cut, Command Counter, etc. available from Midgar or am I front-loading the game too much?

I like the idea of "hybrid" builds early on, but i dont think adding "Added Cut" or "Slash-All" will really do anything. Just as it was mentioned before, if i am to put my char in the front row for Phy damage, it has to be worth it, and since Added Cut doesnt really have anything to combine with except spells, i can just as well just stay in back row and cast spells. Going from 150 bolt dmg to 150 + (25-50) dmg is not worth the extra materia slot used and the row change.

When it comes to slash all, same principle applies, low dmg that is getting split. The only time i can see end-game command type materia yearly in the game, is if there was a way to make completely new yellow materia from scratch.

On the otherhand, if we were able to have one materia with Boltstrike,Firestrike and Icestrike that somehow benefits from phy and/or STR then the hybrid front row build might work without to many materia slots used and a reason to mix str/mag on gear/rank up.

36
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-19 14:40:42 »
While we are on the subjects of enemy skill and arrange mod, i thought i might add a few thoughts.

Enemy skill:
Even though i know this might not even be possible ( from what ive seen by using ProdClod and Wallmarket) but having spells be affected by both STR and MAG would be awesome. Then you could finally go caster with lets say, Tifa and Cid.

Other then that wishful thinking, there are a few things;
Frog Song doesnt really feel good since we have Lagomorph. Not sure how to "fix" it but it feels like Frog Song need some love.
Big Guard feels too weak (used it twice since it was changed over diff NT versions), but if it could go through resist, now that would make it awesome for many fights. Ofc this would probably mean a large increase in MP.

Arrange mode:
So Sega, whats the plan? Are you going with the straight up increase in stats or adding more depth to it? I know my opinion might differ from the rest of the NT players, but i personally feel that Arrange boss fights should be in line with what we had at the start of 1.4.

I am talking about the Rude and Elena fight, where Rude was Berz immune, and you had to use you newly acquired Choco summon (+ Added effect) or stealing Conf item. This i thought would be amazing for Arrange, where you probably have already played normal and know in general what is waiting for ya, while forcing you to think both before and during fights.

37
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-06 14:29:53 »
Edit: Put in an all-nighter (getting too old for that  :'() and Dark Cave is almost done. It's a lot closer now to how I originally envisioned it; not 100%, but closer.

Dark cave almost done? Looks like ill have to prepare my bank card for a donation =).

I have not even tried Dark cave when it was first released, but am excited for the "remake"!

38
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-30 05:15:30 »
Edit: So I made the changes suggested (Reactive Guard for Cid and Mimesis for Cloud), and space-wise it was within bytes of being too much. Maybe that's a sign.

So the way they'll work is:
-) When Cid is in the front row and he takes damage, he gains Barrier. If he's in the back row, he gains MBarrier.

-) After a story point, Cloud will gain +25 to Strength or Magic based on the last player command used. If Attack/Limit/Deathblow, etc. are used then he gains Strength. If it was Magic, etc. then he gains Magic. He can't have both boosts at the same time.

One thing forgot to mention for Red, the total boost he can get now is +50 instead of +30; that change was made when 1.4 first released I think.

I actually like this alot ( in regards to the limitations ofc).
Cid being a dmg dealer already has the dmg needed from weapons and stats, thus giving him barrier when he needs to be in the front row makes it perfect for safe dmg dealing, and Mbarrier when u want to build him as a tank! Just one thought, does barrier go through Resists if its applied before Cid gets hit?

As for Cloud it might work really well, since he could be amplify whatever strat you are using. Alot of casters? Well he gets stronger cause of it, alot of physical? Same there. And if it changes depending on previous action, order of commands make a bigger difference for achieving better results.

Also kinda fits with the story a bit, he "identifies" himself with other people , thus gaining "their" benefits. So anyway well done Sega, I (atleast) am satisfied with the innates atm  :-D.

Edit: When i think about it, this innate (Clouds new one) might need slight buff if its possible to add more stats being affected. Since adding more then 25 Str/Mag might make it to strong when it comes to pure dmg, adding 25 Str and Vit when physical command is used and 25 Mag and Spr for magics might make it quite good in terms of balance but not pushing any aspect to much in one direction.

Ofc only if its possible to add more lines for the stat gains in the code. Just a thought.

39
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-29 18:18:52 »
Random opinion on innate changes;

*Cid getting Auto-Crits makes his stat choice from rank ups and gear (aka alot of luck) mostly obsolete.
I suggest that Cid gets luck and str over time that he loses when he uses an attack command. This way you can make sure that build him either as a burst damage dealer (where you dont deal that much dmg if you are too fast) or luck tank (if you let luck build up).

*As for Cloud, the starting +10 is fine since its not supposed to be "activated" properly. But the +30 for me is kinda Red XIII's territory. I suggest a few things 1) If possible Cloud could have limit fill from magic and attacks by a little amount or 2) the opposite of Yuffie (maybe) in the sense that he gains STR when using magic and MAG when using physical attacks. This brings a bit of "all-rounder" aspect to Cloud.

And 3) Cloud could get a "charge" each time he gets hit by a magic/physical attack. Magic increases his Mag and SPR by +X and Physical increases STR and VIT by the same amount, making him still gain something as a caste/physical dmg dealer no matter what benefit he gets.

40
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-27 20:03:46 »

Here you go, It might not be user friendly since i just did it for myself + a few number are written in swedish. But i think you can get a hang of it.


41
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-27 19:08:56 »
Can someone post the rank 1 (or zero? dont know) stats for each character please?
I might change the stats of my characters, i chose the first rank option for everyone but i guess i want to try other combinations.

I have made an excel file for all char with indepth Rank up options, as well as the stats that weapons (+ ultimate weapons) provide, so that i can decide everything before i play Arrange mode for realz. If its possible to send it on here (or via google doc), i can do it if you like?.

42
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-26 20:03:04 »

Alright, then; I'll sort it out.


I mean, activating it in the last Hojo fight would be cool. The whole party dies and the Cloud gets his innate + revs party. This might give you a cool way of "fixing" the Hojo fight. He may add reflect or something when everyone rezzes to force dispels and whatnot. Another way could be in new game + or something.

I actually like that it's hidden and that it can be unlocked on the 3rd disc. Not a big fan of learning it right before you beat the game (if that is the case atm).

43
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-26 14:25:56 »
hmm. dunno what to think about a hidden passive like that xD having power is more fun if you know you have it imo :) havn't noticed anything special about him but im only just reaching junon so got plenty of time left to figure it out before i'm able to ditch cloud and use 3 passives i know :)  will post if i come across anything.

Sorry to break it to you, but it appears Sega has hidden it quite late in the game. I have beaten alot of the endgame content and i have yet to find it. I agree that it makes Cloud (not really bad) but boring.

44
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-25 18:21:59 »
Does Cloud have a hidden "Character Innate" bonus ? from what i can tell he's the only one who lacks it.

He has one according to Sega, but i havent found it yet.
If you do find it, PM cause i really wanna know xDxD!

45
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-21 14:40:27 »
I was going to wait for Arrange before i started playing NT again, but damn it i have to play anyway.
Just a few questions:
* If i start a new game now, will all keyitems (and such) be placed on the right boss/event?
* Is there a way to grind Rank up at "endgame" if i try to go for a "no rank up" run? Would be kinda lame to fight 545 goblins for the rest SP if need be.
* Is all materia that are supposed to be "copy-able" fixed? Such as contain.

Anyway keep it up SC, and who knows, another donation might come you way when you introduce Arrange + .EXE  ;).

46
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-17 13:35:52 »
Quote
That's really disappointing that it broke; might be the adds not being cleaned up properly or maybe an attack that wasn't set. I could set up a secret backdoor so you can get the KOTR Materia rather than fight it again? I'll get it fixed ASAP in any case.

Nah its fine, you don't need to do that, i'll just wait for Arrange + .Exe and start fresh when it arrives.
Have fun bug fixing and whatnot =)!

47
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-16 14:07:35 »
How much HP does each Goldberry have? I'd like to test a couple of things out on these guys and knowing how much HP they have will let me know if it's worthwhile or not.

Now I've been doing a No-Rank up run of the game so I'm not sure what kind of stat defecit I have at this point. I imagine most other people wll have significantly stronger characters.

52 000 each.
A tip is to get ProudClod.exe and you can check the stats and drops of all enemies.

48
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-16 11:20:51 »
So the battle script for Netzech, how does it work? Sometimes he does one magitek bomb, sometimes 3 in a row even without his minions up (guess what, 3 in a row mostly kills my casters even with Wall up, wierd huh?). Same with the other abilities, what triggers all of it?

It looks like i got to take a break from NT for a while, Netzechariah made me so mad. After countless of strats and tries i manage to find a rhythm to fight him (involving wasting a lot of megaelixirs, luck and whatnot). Around 30 min later with "intense" combat i manage to beat him.....but wait there is more. The last challenge showed itself just as i though i was dealing the final blow.

The secret ability that the boss hasn't shown up until then was a last resort attack that was sure to put a kink in my plans.No matter the preparation i could have not prepared myself for the ultimate ability called.....wait for it.....

Spoiler: show
"Soft-Lock" of Mechanical Doom!!!


Any tactics i can use to beat this hidden deadly attack?  ;)

49
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-16 05:20:06 »
So the battle script for Netzech, how does it work? Sometimes he does one magitek bomb, sometimes 3 in a row even without his minions up (guess what, 3 in a row mostly kills my casters even with Wall up, wierd huh?). Same with the other abilities, what triggers all of it?

50
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-14 18:06:47 »
I would like to add a thing to the missing items list. I did all lvl 4 limit "quests" and have only received 6 Oversouls. I think Cid, Tifa and the last one i don't remember (maybe Aerith). If its intended, i sure wouldn't like to grind 81k battle points for the last three.

Also the Turks fight in Gelnika disappeared for me when i returned there in disc 3. I went there when i received the sub, lost to Reno and Rude to just try the fight before sleep => moved on with the story the next day and returned in disc 3. And "POOF" they were gone. Not sure if its the same in vanilla but hey i missed a boss battle nevertheless.

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