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Messages - deha0002

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« on: 2020-09-07 16:47:25 »

*) Added patched .EXEs for the Installer version.

Was the Drain change added in this new patch? Just tried it on low lvl save. Red did 24 dmg and drained 3 hp.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« on: 2020-08-31 15:21:51 »
So i have been trying with the no lvl ups + hard mode run and i am at Seph/Jenova DEATH atm. Looks like a new roadblock for me with Jenova. I can beat Seph with Dazers and zerg him down with Gravity dmg (T/S Grenades) but cant fight him prop since he deals to much AoE dmg in a sustained fight.

Problem is I only have 2 Dazers left and cant seem to do dmg to Jenova in 2nd phase. Tifa with Holy + Element deals about 250 dmg no crit on Seph but only deal 30 dmg on Jenova, same with spells. Combine that with Iron Summon that 1-shots all members and can be used 3 times in a row makes it feels like this is the end of my run since i cant go back to farm Dazers (at this rate i would need like 60+ Dazers counting all misses and the dmg needed to do anything).

Any tips Sega or is this the end of my run?

More over i can update on the other bosses and challenges up to this point. Schizo took 1 hour to beat (not joking) with Aerith being MVP with Geostance. Low lvl run can not be done without Aerith since you take way to much dmg if you are not absorbing some of the attacks + the final attack killed my whole team apart from Aerith in Geostance.

Further back i had trouble with Icicles and the annoying bats, but figured out if i stack all MP UPs i can find, makes it possible to get Caiths MP to be over 70 for a Odin summon. From there you just pray that he KOs most bats. Rest i mini:ed or Manip.

Nothing else gave me trouble, and i have not even considered going to Wutai since i think its just gonna be a slaughter tbh.

Lastly, how is the latest update coming along?

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« on: 2020-08-24 16:28:04 »
Yeah, I think with any low-level run the first thing to be plotted out is: how can the attacks hitting the whole party be navigated.

Think I am stuck atm,
Spoiler: show
Demons gate
on a low lvl run.
Spoiler: show
 The main problem is that the Gate spams "Cave-In" which i have tried to protect myself against with water resist. Also noticed that you cant 3x Trine bounce with 3 Reflect rings on, so that was a wipe aswell. Any ideas how i can survive that or alter the AI with my actions?

Further i can point out that the Pincer battler with the two Dragons is pure RNG if you start with Sneak attack + Manipulate and pray that MVP Cait doesnt get attacked, since that might be something to look at. Other then that all bosses from Corel to the TofA is manageble

Spoiler: show
 After about 20 min of using Geostance, 30 Poenix Downs and keeping up with the dmg i managed to get him down to 2000 hp. Ofc he has a Almagaest (or whatever its called) and kills all my chars in one go. Looks like (for the time being) my low level run has ended :(

F*** YES I MANAGED TO BEAT THE DEMON WALL god damn it was tough. Aeris was MVP with Geo stance and Cait on a close 2nd with that large HP pool.

It feels good doing this challenge, I can assure y'all!

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« on: 2020-08-22 13:43:04 »

Sorry to bother you again, but did you check the drain % in the main installer? I think its generally underpreforming. Though at endgame it might be too strong. So maybe keep all drain weapons at low attack (like Force Stealer)?

Edit: Is no weapon "morph" weapon anymore? I just got the umbrella expecting Str build on Aerith to be my morph char ... ;(

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« on: 2020-08-21 16:52:14 »

What version is that, installer or IRO?

Are you going for a 0 EXP run? Let me know how that goes or if you get stuck.

Its the 2.0.92 with the Installer, havent used the IRO in a while so not sure if its the same there.

Regarding Hard mode + No exp. The problem (or part of the challenge?) is getting gold for consumables since you are dieing or losing about 80% hp on each attack from enemies.

Can update progress;

Spoiler: show
Midgar was fine regarding all bosses, aswell as morphing everyone was hard but not unfair. The only problem i might see is the elevtor boss with the big AoE since i had to rush it down or else it just 1-shots my team.

Outside of midagar i had to farm all EQ i needed aswell as a few Ink's to even have a chance against Bottomswell since he hits way to hard and fast. Further i got a few Vamp Fangs to sell to keep up my expensive choice of low lvl + hard mode.

In mythril mines i had no trouble with the Turks but ofc it was a challenge. Fort Condor became an annoyance since i had to grind about 15 Bomerangs to sell which just took a while.

Then i came to Bottomswell, and oh boy is it a RNG fest with the 1-shot Tsunami + the fast and hard Phy.attacks. This is the only one i can think might be a bit overtuned unless you know what you are doing 100%.

Further the Jenova fight was waaaay to easy due to Sleep being an option. If possible would lower the durations from Dream Powder since it made the fight a cakewalk (or its intended i dunno).

Now i am right outside Corel and will probably have a rough time with Dyne, peharps. But what will i do with it?

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« on: 2020-08-21 14:33:50 »

Yeah, I've updated it now in my current files for v2.0.92.

The Drain raise from 12,5% to 25% doesnt seem to work with v2.0.92. Kinda waiting for that since I am doing a Type A, Hard mode, No exp run and kinda need the sustain from drain weapons xD.

Super fun trying to beat everything at lvl 7/8 and i managed to get to Corel atm, lets see where my run ends:).

Edit: Might even work with 33% drain since it effects Osmose, Drain and various items that become less useful with low drain %.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.2)
« on: 2020-07-30 16:37:54 »
Hi Sega, my game freezes when Aps uses the Tsunami attack. I have re-downloaded and installed FF7 and used the installer (2.0.2) instead of 7th Heaven. Any idea what can cause this?

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-07-01 13:11:42 »
I know you might already decided/implemented stats on lvl up, but i would suggest against that. Reason being simply; its harder to fine tune the game if every level has significant impact on how you balance monsters/bosses.

By having only Hp and Mp increase with levels ypu can finetune encounters to what you envision them to be, aka hard or easy. And not to put word/thoughts in other peoples mouths/minds but i do think many of us already know the story by heart (apart from the tweaks) and are searching for a "tight balance" and gameing experiance. I want to use most mechanics implemented and not just "grind it out" like i did with the OG FF7.

Its the same reason i want innates, to use most characters and not just the most visually pleasing/best limitbreakes for damage.

Just my two cents.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-05-19 15:25:44 »
Been a while  :).

Some time ago you (Sega) mentioned that you had started the last update process for NT 1.5.
I now see that you have updated the regular link but the changelog doesnt really say anything about the changes you started on.

Is it the final version? If not do you have an idea of when it could be out? Not stressing anything, just wondering since the first page was updated.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-06-17 08:36:56 »
Cloud's Limit stacks proc for Limits, and technically every command used by Vincent's beast forms are Limit Breaks. It was an oversight on my part, I might set up the AI to exclude the range of his abilities if I have the space. Otherwise I'll call it a feature.

You could simply make limitbreaks give Cloud a burst of 30 STR/MAG (Var.0000 > Var.0030) which then every action or something removes 1 STR/MAG untill its back down to 0 (Var.0000) where you can use a new limitbreak for the 30 stats again. This will prevent Vincent and Tifa from "cheating" the system aswell as making it like a direct opposite of Red's innate.

Not sure if its possible but i think it could be (and it would also be pretty cool tbh).

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-04-13 15:18:39 »
Sorry if i am boring with the innate, but its my favorite part of NT.

After Bowser9 told me that Tifa (and Vincent might have similar) trivialize Clouds innate by adding to many stacks too fast, my idea goes out the window. If the stats are max after one limit break, might as well just give it passively, right?

BUT since i more or less think innates on my way home from work, I might have something really good in mind.

Since Red and Cloud are supposed to be the all rounders of NT, why not make their innate "opposites"?
Red gains 50 (if its still the same) STR/MAG over time, Cloud could get, lets say, 30 STR/MAG when someone uses a limit break, then the stats slowly declines over time until he is back at 0 bonus stats, from where the cycle repeats.

So when someone uses a limit break (Or Tifa uses more since every hit count as one) you get the message "Overcharged". Now, during the stat decline, no matter how many limit breaks are used, his stats do not bumb up to +30 (might be to hard to limit it). But instead when he reaches +0 bonus stats we get the message "Cloud is no longer overcharged", a new limit break might be used to gain +30 stats again. Wording aside, this could be a cool concept for the two all rounders, like Ying and Yang of each other, but also incorporate play style since you have/can juggle between when to go offensive and when to go defensive.

Of course this has to be handled in the scripts so that i cant be stacked into oblivion, but i think its possible. Might even check it out myself.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-04-11 19:50:15 »
Cloud and Red share potential roles as all-rounders, with Cloud leaning more towards defenses and Red leaning towards speed. Having their Innate overlap isn't an issue because we want 1-2 characters to excel at any given role (all-rounder, offense, defense, speed utility), especially since Sega Chief lets you choose your lead character in Disc 2/3. It also helps that the .exe now alters Limit effects, so lower level limits are more valuable throughout the game.

Depending on whether you are playing on Arrange and whether you have Tifa in your party, reaching max stacks during boss battles will be unavoidable no matter how defensive you play. The battles where Cloud wouldn't stack much will be quick battles, in which case Red will also not get many stacks. This isn't counting post game where it's possible to end super bosses without taking much damage (thus not getting any limits) and have 255 for one or two stats.

Though you are correct, avoiding overlapping as much as possible is good i think. And the change i suggested makes Cloud innate go from "it will happen when it happens" to " I want the huge stat boost fast, thus i can afford to go all out-aggression". In my opinion it adds a bit more decision making on how you approach it.

Another example of this is comparing Vincents and Tifas innate. Vincents passive heal is based on current mana, thus you can alter how you approach it, more phys dps/tank, or waste mana as a mage and lose some of the healing. While Tifas just happens when you get bursted down.

Now this wouldnt be a problem since we already have "passive" and "active" innates (what i call the scenario above) in other chars. But since Red is already the "Passive" one of the all-rounders, Cloud could potentially be the "active" one making it more engaging (in my opinion of course).

I could change this myself with WallMarket but i suck with scripts xD

EDIT: Just came up with an idea that would retain the all-around feature but add a bit more flavour to this innate.

5 stacks
Each stack gives 4 STR/MAG (= 20 in both at max)
When reaching 5 stack Cloud gets 15 VIT/SPR.

This allows Cloud to choose a aggressive style and be rewarded with defensive stats for getting alot of limits off. While also being able to go at it more slowly and getting boost along the way, "cementing" the defensive style when reaching max stacks

Ofc the numbers can be tweaked to lets say 15 total overall ( STR/MAG/VIT/SPR)

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-04-11 14:37:42 »
Nice to see some changes since last time i checked. Good work Sega!

Love the fact that Cloud has a decent innate now instead of a random elix...i mean Second Wind.

I do though have a few things to said about Clouds current innate. How it works now it;
* Overlaps with Reds to some degree
* Doesnt insentivice Fury status or low limit lvls
* Doesnt affect if you want to be defensive or aggresive.

Lets persume that every significant battle starts with all 3 chars having full limitbars (which rarely happens, especially since i play arranged/no encounter/no rank up).
Lets also presume you get 5 str/mag per limit break with maximum of 5 stacks aka 25 each.

Now, at the start of the battle, most often will you use all 3 chars will use their limits meaning Cloud gets 15 str and mag. With the slow increments similar to Reds ( not counting Barrets since he has flexibility with either defence or offence) you are not incentiviced to remove Sadness/add Fury or lower your limitbreak lvl just to get those extra 10 stats. Its simple to much for to little.

This way you can be full on defensive, get your 15 stats and not bother if you get the other 10 or not. Which dont think is a good thing.

My "fix" is simple; remove stats per stack, and instead add lets say 35 to both str/mag when you reach 5 stack (or 6 might be fine).

This way you can choose either be offensive/purposely lowering you limit lvl to get the stats faster or be defensive maybe getting it towards the end of the fight = affects decision making = good thing 😃.

It also becomes quite different from Red whom already have "stats over time" concept.

Plus you can link the "lore" of his innate to mako energy and how it gives Cloud a burst of power or something 😄

But as always, good job Sega, cant wait for future projects.
(cough Take over Grandia Redux Complete from Dunal cough)

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-19 11:54:13 »
Guess am back for another try, 2nd Wind kinda killed it for me. A question Sega, if i have Wallstreet exe and the varibles/script for Mimesis, could i save over it somehow to give it back to Cloud? If so would you send me the variables/scrips =D.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-07-31 20:57:44 »
I honestly had never seen his Inate actually do that in the previous versions though.

That said, thematically it was amusing and did fit from a story and character perspective, but gameplay wise I had never seen it actually do what it was supposed to do.

It's a pity he couldn't randomly copy one of the inates of the members in the party with him, but that would be potentially too game-breaking (either in terms of causing Cloud to be too powerful, or causing the game to crash lol).

True that, though as it stands now its worth 1 elixir + 1 turn(action) ONCE per nah Clouds innate is not something to be "whohooing" about like lets say Vincents selfsustain, Cid's Barriers or Nanakis +50 STR/MAG.

I would even go for a flat stat boost (though boring) than Second Wind tbh =D. But hey an innate can be improved, the game balance feels better with Arrange now so i am quite happy!

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-07-31 17:24:20 »
The general premise of it will be a BIG help in battles where the enemy has a lot of HP or things get drawn out for whatever reasons. That said, it's true usefulness will not likely pop up until much later in the game, where-as the usefulness of other character's inates are pretty much set from the second you get them.

So a big help late-game, and kind of helpful with things when a fight gets dragged out for whatever reason.

The prior versions of New Threat didn't even give Cloud an inate ability until after you had claimed him from that resort town (the one that sinks into the lifestream) in disc 2. :shrugs:

I was kinda hardcore into the changing (identity crisis) innate where previous members actions boosted similar actions from Cloud, since it fit so well with what is actually going on with Cloud through out the whole game. Well i got Arrange now atleast so i shouldnt complain, though Cloud will most likely not be in my party ever for end-game content =D.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-07-31 16:49:02 »
Damn i hope Second Wind innate is a typo, not a fan  :-\ :-\ :-\

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-07-13 21:41:16 »
So i have been lurking for a while while waiting for 1.5 and Arrange .

On the discussion on Vincent, i think that (if possible) you double the chance for healing with his innate while transformed. With that you have a berserk char with decent self sustain, which compliments him not using MP.

On the rank issue, i think adding mobs that you can grind SP on before Clouds return kinda removes the purpose of having a rank system at all. From my understanding, the rank system serves several purposes, one major being for balancing bosses/enemies. If you allow early ways to grind, you might as well just let stats grow with lvls.

A suggestion, might be late but hey i can try. Is it possible to return a char to its base lvl and stats? If so that could be a way to allow "respeccing" rank ups. The cost might then be that you start att base lvl and have to grind SP for ranks again. Since you have better gear and materia, leveling back up might not be a big problem, but its steep enough of a downside to keep you playing the mod for a while.

In any case, keep up the good work, i am back to lurking again *POOF*

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-16 17:49:00 »
The innates were swapped but the text wasn't (I forgot); Vincent now has the MP > HP regeneration and Cait has the passive MP regen. Vincent's one matches his Limit forms quite well because it lets that MP get used while he auto-attacks. Cait's is going to be changed so that, on top of the MP regen, he gets a much stronger MP regen while defending (+20 or something). I should mention the new innates for 1.5:

Cloud: When an ally is KO'd, he gains Wall + Regen (effect activates once - this innate only available after Cloud recovered from Mideel).
Aeris: Geo-stance covers more elements (space issue prevented this before)
Yuffie: Magic evade was dropped, physical evade set to 255% when hit by a physical but wears off after a few turns or if targeted by a magic effect. Issue with this is that accuracy gains evasion, which'll need something done to the .EXE. This problem applies
Cait Sith: Passive MP regen of +1 per tick; when defending, this becomes +20 per tick.
Vincent: HP sporadically raised by current MP as an irregular regen.
Cid: Starts battle with a STR/MAG boost, loses this for rest of battle if his HP drops below 50% at any point.

Not to sound like "Hey you changed the innates i liked!" but why change Cids and Clouds to these new ones?
Cid i thought was good with the Barriers (if the go through resist that would have been amazing) since it does not shoehorn him into a melee dps role, but adds a tank role aswell. With the current one for 1.5 + the gear + rank up options he can only be a physical dmg dealer, period which is a shame.

As for Cloud, I feel its kinda wasted, since Wall + Regen are 1) easy lategame to apply, 2) quite boring from a innate standpoint. The only thing i can see going for this new one is Cloud being a recovery bot, aka when a teammate dies, Cloud is protected to get them back up again.
 I though the switching MAG/STR was a cool idea but hey in the end it your mod, just my two cents. Ohh, another thing for Cloud could maybe be reverse Yuffie innate. When he gets hit by magic, he gains STR (to kill the casters), when he gets hit phyc he gains MAG etc.

PS: Love the fact that you switched Vincent and Cait. They no both have multiple roles. Vincent can save mp for sustain while being a phyc dmg dealer + caster and Cait can be Tank or a caster/support!

Anyway keep up the good work Sega, cant wait for 1.5! =D

A Steam version of the mod is now available. It doesn't differ much from the PSX version except that Beatrix can be recruited at the end of disc 3.

I've tested it from new game to the end and didn't encounter bugs, but there may still be. Don't hesitate to tell me if you find one.
There may be bugs if you're using the cheats though.

I tried to patch the Steam verision just as you said, but i get a black screen right of the bat. Without the modded files it works fine.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-27 18:06:45 »
I know i might be boring with the same questions, but god damnit i have the right to do so!  :wink:

How is Dark Cave/Arrange coming along? Is the Innate's up to date with what was discussed way back (Cid's Barrier, Cloud changing STR/MAg etc)?

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-01 14:19:44 »
Regen + Barrier? Would that work? Or....Resist?

Wouldnt really recommend either tbh. Regen, while being a end-tier healing spell, is nothing more then a different take on Caiths current innate and it becomes more or less useless after you get Regen normally.
Resist might cause more problem since it can apply resist when you dont even want it. Scenarios can be bosses that have high phyc dmg or abilities that more or less forces the Defend command (Omega weapon).

If by any chance you could toggle Resist (Defend activates it, a different action removes it) then maybe, but sometimes you might want to keep resist thus making even that possibility unlikely.

I am not really sure why we need to change Clouds innate if it is the changing 25 STR/MAG? The only "bad" innate atm is Vincent, while the rest range from fine to really good. Ofcourse that stats/effects might need buffs/nerfs on some innates, but (according to me) Vincent is the only one that needs a whole new concept for his innate.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-06-30 14:50:43 »
Overdrive mechanics could be interesting; if his gauge filled when allies take damage might be a good one as well and a counter to Yoshiyuki.

Though i think chars with limit break variety could have this innate (maybe after the application of the exe patch?). Since adding this innate to a char with purely dps limit breaks, kinda forces him/her into a phys dmg dealer role.

This could work with Vincent, Red or even Caith because of their different types of limit breaks.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-06-30 05:19:46 »
The current innates are:

Cloud: Gains a strength or magic boost of +25 whenever an action of the same type is performed by the party (if someone attacks, he gains the strength boost, if someone uses summon he gains Magic, etc.) Only activates after he's been recruited again from Mideel.

Barret: Gains defensive stacks when hit by damage in the back-row, gains attack stats when hit in the front row. Stacks of both types can't be held together and gaining a stack of one type resets the other.

Tifa: Once per battle, will recover from a KO with 1HP automatically with Limit, statuses, ATB, etc. intact.

Aeris: When using Defend, she absorbs most elemental damage in addition to the usual 50% physical damage reduction

Red XIII: Slowly gains Strength and Magic as the battle progresses.

Yuffie: Gains a boost to physical/magical evasion when hit by an attack/effect of the corresponding type.

Cait Sith: Will periodically gain HP equal to half of his current MP.

Vincent: Passively regenerates MP.

Cid: When hit by damage, he'll gain Barrier if in the front row or MBarrier if in the back row.

I could swap Cait Sith's innate onto Vincent which would combo well with his Limit forms that don't use MP; that'd let me think of something for Cait Sith instead of Vincent. That or I could maybe enhance Vince's Limit forms by adding automatic buffs that get refreshed while he's running through his AI in them though that'd mean having to use those forms to get any benefits.

The root of the problem is that I'm flat out of ideas for what Cloud or Cid could have as innates, and limited by the space. I could maybe load something onto the enemy scripts instead, maybe a 'mark for death' effect when attacked by a specific character that lowers their defensive stats a little though enemies that change their defence (like Guard Scorpion) would be problematic. Cid needs something attack-based I think, while for Cloud I'd veer more toward a party-buff or something.

ahhh, well those innates are fine according to me, i thought you had the old ones (Cloud gaining 40 STR/MAG and Cid with Auto-Crits on hit). The barrier innate is fine for Cid, since he more or less is a melee but can now chose between tank or dps, instead of forcing him to be a damage dealer.

Same with Cloud, if his innate is the changing one, it fits both his char (identity crisis) as well as it quite interesting in how to use it. My assumption to your last reply to one of my posts, was that they were the old ones still.

As for Vincent i actually think making limit buff might be a good idea, since he is a "monster" that focuses on shape shifting. And if anyone is going to have affects when party members die/get hurt, i think it should be either Vincent or Cloud, since it fits those chars most. In any case, keep up the good work.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-06-29 21:25:27 »
I've seen very different innates for several characters, is there an up to date list of all the innates anywhere?

Yeah, i agree that most are different, but these three chars in particular (Cloud,Cid and Vincent) either A) don't provide variety/or pigeonholds them into certain categories (Vincents mana reg more or less forces him to be a caster).B) Doesn't add any real benefit when looking at the Rank up stat options combined with the gear chars have (Cid getting Auto-crits when he has ton of luck from rank up and from weapons) or C) not being original/fitting to that char (Cloud being more or less Red XIII without the ramp up).

I do think that the kernel might have limitations and that Sega has more important things to fix/add when it comes to NT. But having the idea that they might need rework if its possible kernel- and time wise, then why not make the best possible outcome of this mod. Just my two cents.

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