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Messages - Schwahn

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Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2019-06-27 04:34:48 »

I am a massive fan of NT for FF7, and I cannot begin to express just how glad I am that you are working on another mod for FF8 now.

You have already in this early build made some of the most significant changes I ever wanted to see with this game, such as stock no longer influencing the stat boost from junctions and just overall balancing the game in general.

FF8 felt horrible to me to play, because it isn't inherently designed in a way where you can just "Straight play" through the game. Already just with the base gameplay design changes, I can already tell this will become the definitive edition of the game for me and will likely breathe a life into the game that was NEVER there for me before.

Thank you, and keep up all the amazing work.


Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-02-12 17:38:36 »
Hey Sega,

Quick question.

Do we know if "A New Threat" cooperates well with the recently released HD Upscale mod for all of the pre-rendered background?

I know both mods can be loaded in with 7th Heaven, but both also affect the IRO

Any thoughts or feedback?


Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-30 06:25:53 »
Hey Sega,

Did you ever consider starting s subreddit or anything for the mod?

It would seem a bit easier to organize/track than a 150 page thread.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-28 20:00:49 »
Anyone have any advice on how to beat Hojo on the Sister Ray?

I just spent 35 minutes smashing my face against him just to lose (FeelsbadMan)

His second form seems to have a TON of life and is a straight up boring fight after you kill the right arm (which is the only REAL damage)

His 3rd form can be extremely frustrating. His Combo can kill a character in the back row WITH Barrier. Then once he hits whatever life % he starts using Cellular Barrier and Cellular MBarrier. Which can't be dispelled or debarriered. But don't really seem to have any rhyme or reason on which one he prefers. I hit him with 10 spells before he switched to MBarrier but 2 attacks and he went right back to Barrier(FeelsBadMan).

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-22 17:08:43 »
No one has suggested moving Slash All to Midgar. That would be overpowered there. My suggestion for Slash-All was to have it available at about the time of Cosmo canyon. At this point players will have characters available with all-2 and summons , which means they have the potential to hit all enemies with magic at least three times. Slash-all is reasonable to have at an option at this time.
And I don't want to see things at the beginning over-tuned in terms of front-loading attacks per turn + elemental optimization, just have more options available to build melee heavy characters. Right now it easy to argue that the materia options at the beginning are over-tuned in terms of magic casting, as physical ones don't arrive till later in the game. But I wouldn't want to see front-loading attacks becoming the dominant option either just a viable one. I would just like more physical options available for role playing reasons, and to add variety. The game has been played  a while with the same material progression, that a change would be refreshing.

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

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-22 16:21:17 »

I didn't give enemies more than 30,000HP to hide their weaknesses; if I could, I'd have Sense work on everything regardless of HP but the highest we can set it through hacking is 65,000 or somewhere in that region (any higher and it overflows, displaying a wrong value). Damage scaling also means that bosses need to start having higher HP pools in order to last more than a minute, as there's only so much that defensive values can do.

In the original FF7 (and for NT), status effects are split up into two loose classifications; ailments and magical effects. Esuna would heal ailments, while Dispel would remove magical effects:

-) Sleep, Poison, Confusion, Silence, Sadness, Fury, Frog, Mini, Slow-Numb, Petrify, Berserk, Paralysis, Darkness.

Magical Effects
-) Haste, Slow, Stop, Regen, Barrier, MBarrier, Reflect, Dual-Drain, Shield, Death Sentence, Manipulate, Peerless, Death Force, Resist, 'Lucky Girl' (Auto-Crits).

Sounds like I didn't use these abilities nearly ever in the original game and am a complete dingus now that they are rather important in the mod.

Thanks for the clarifications. And the Hyper Jump thing sounds lame.

Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-22 07:30:52 »
Hey Sega,

Just had a game crash.

Fighting Tseng right in front of the rocket.

Defeated the two goons, but the fight was draggin on. Used Cid's Hyper Jump Limit Break (which had been missing) and then the game crashed in the middle of it.

Quick feedback - Sense not working on targets over 30k is REALLY annoying. I understand if you want to protect weaknesses or something. But not being able to at least see their else is rather frustrating. I don't know if it is possible to show health and nothing else. but Sense gets pretty useless later in the game.

Edit - Crashes every time I use Hyper Jump now.

Edit #2 - Why does Esuna / Remedy not cure stop?

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