Author Topic: [FF7PC-98/Steam] New Threat Mod (v1.5)  (Read 2443087 times)

PokeFaize

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9175 on: 2020-04-06 19:36:45 »
I saw that the Rank Up system is getting tweaked (or at least when the rank ups happen is getting changed), and am curious what changes you have in mind for Ranking Up in 2.0.

I hope it offers more freedom than the current system in 1.5, since it very heavily strong-arms some characters into certain roles, such as Yuffie getting Strength in all of her Rank Ups pushing her into being a physical fighter, while having very few options for raising her defenses (especially her Spirit) or focusing her into being a Mage.

Ayoyo

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9176 on: 2020-04-07 21:47:11 »
recent talks regarding arrange mode give the impression that it's pretty uneven/unbalanced which is turning me off it a bit. Is it more like just nitpicking, with the mode overall still being consistently more challenging than normal or are there problems that might even make it feel easier or something? Is it a good overall experience for someone who above all wants challenge?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9177 on: 2020-04-07 23:05:24 »
I saw that the Rank Up system is getting tweaked (or at least when the rank ups happen is getting changed), and am curious what changes you have in mind for Ranking Up in 2.0.

I hope it offers more freedom than the current system in 1.5, since it very heavily strong-arms some characters into certain roles, such as Yuffie getting Strength in all of her Rank Ups pushing her into being a physical fighter, while having very few options for raising her defenses (especially her Spirit) or focusing her into being a Mage.

The system is dropping the +5 flat bonus and instead having stat growths from level ups again. Players pick the bonus they want from the five options as before. If it proves to be messy then I'll put it back to the static stats. The rank options themselves will be reviewed.

recent talks regarding arrange mode give the impression that it's pretty uneven/unbalanced which is turning me off it a bit. Is it more like just nitpicking, with the mode overall still being consistently more challenging than normal or are there problems that might even make it feel easier or something? Is it a good overall experience for someone who above all wants challenge?

Arrange is a bit patchy. The enemies universally get a level boost which ups their damage and some unlock alternate attacks. Some bosses are swapped out with different variants and this is where people have a mixed experience. The Bottomswell replacement was much more difficult than its replacement (it had to be nerfed down), whereas the Gate replacement is said to be easier (that was since buffed a bit). I've overhauled Arrange on the 2.0 build, but I'm also doing a lot of alternate field script scenes which is slowing it down.

If you haven't already, then Gjoerulv's Hardcore mod is a good one to pick up. Challenge runs are also an option (LLNIIENACMO is an interesting one). Challenge mods also exist; I made a mod called True Necrosis that has the player start with 9999/999 on each character but with all sources of healing disabled as a kind of logistical challenge. Gjoerulv also made a challenge mod called Monomod which gives the player every pieces of equipment etc. but locks them to Lv.1 with 1 in each stat (except HP/MP).

***

Thanks to T.G. in Brazil for the donation; hope things don't get too bad over there.
« Last Edit: 2020-04-07 23:07:34 by Sega Chief »

PokeFaize

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9178 on: 2020-04-08 00:37:14 »
Quote
The system is dropping the +5 flat bonus and instead having stat growths from level ups again. Players pick the bonus they want from the five options as before. If it proves to be messy then I'll put it back to the static stats. The rank options themselves will be reviewed.
That sounds good. As for changing the Rank Up Options, I personally really like Red's choices for Rank Ups. His choices make it very clear and easy to build him as desired without the worry of "wasting" rank ups or feeling like you're not using him right. I think reworking everyone else's Rank Up choices to be similar to Red's would work great.

Another option, if possible, would be to give players the freedom to simply choose how many sources (out of a fixed number per rank up) of whichever stats they want on a Rank Up.

For example:
-Give the players, say, 20 "Points" to "buy" the sources they want for the rank up
-The player "buys" 10 Power Sources, 6 Speed Sources, 2 Guard Sources, and 2 Mind Sources for Tifa

This would especially help later in the game if players find that they didn't invest enough into a party member's defenses early on, while not having to "waste" a Rank Up or two to patch up the low bulk and get stats they don't want to invest in (such as Strength on a Mage character).

Eddiefonzarelli

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9179 on: 2020-04-08 04:00:31 »
Hi there!

Thanks for taking the time on this mod. It is really quite something. One of the all time greats i think.

Besides that, ive finally made it to the bottom of the crater and was wondering where I missed the Odin Summon. I looked in the "where is the thing".txt and an updated google doxs spreadsheet but neither is specific about any summon materia. Help a brother out as Investigate these reports of newthreats?

PokeFaize

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9180 on: 2020-04-08 04:32:34 »
The Odin Summon Materia is in the Shinra Mansion in Nibleheim. You need to open the safe to get it. :)

Eddiefonzarelli

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9181 on: 2020-04-08 07:29:37 »
Thank you very Much. I didnt did nearly enough side questing before the choice to past the point of no return so nows the time.

The difficult, while spiking meanfully at Valiant Clod, was just so perfect i had to keep playing to this point without distraction. I was ABSOLUTELY ADDICTED to this mod and its story changes. So good.

Thanks again

Drayenn

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9182 on: 2020-04-08 08:31:47 »
I saw that the Rank Up system is getting tweaked (or at least when the rank ups happen is getting changed), and am curious what changes you have in mind for Ranking Up in 2.0.

I hope it offers more freedom than the current system in 1.5, since it very heavily strong-arms some characters into certain roles, such as Yuffie getting Strength in all of her Rank Ups pushing her into being a physical fighter, while having very few options for raising her defenses (especially her Spirit) or focusing her into being a Mage.

To be fair, that's kinda the point to differentiate the characters a bit more. You're not supposed to be able to make anyone do anything, but have them be focused on a few different things. Yuffie isn't meant to be able to be raised as a tank.

Bowser9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9183 on: 2020-04-08 10:33:39 »
With the planned changes for Rank Up, and the return of per level stat gains, I guess the concern of Yuffie's Vitality or Spirit deficiency will be less of a point. You'll likely be gaining enough to make her options more comfy. Though, I don't see the point in complaining about building her for full Vitality when she has a passive specialized vs physical attacks.  ???

Also, just want to say take care, everyone.

PokeFaize

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9184 on: 2020-04-08 17:56:01 »
Quote
You're not supposed to be able to make anyone do anything, but have them be focused on a few different things.
The fun of customizing mechanics like the Rank Up system is building characters to do something they're normally not meant to do, such as Aerith being a physical attacker or Tifa being your Mage.

Quote
Yuffie isn't meant to be able to be raised as a tank.
The main reason I brought up her lack of options to raise her defenses is that, to no one's surprise, low defenses lead to getting one-shot by the late game bosses and tougher random encounters. It's kind of hard to use Yuffie if she's prone to getting one-shot late game.

Quote
Yuffie has a passive specialized vs physical attacks.
It's been mentioned before, but her passive doesn't even work. If I remember right, it had to do with how the game handles Evade? I'm sure someone else can explain it properly. Plus SegaChief is planning on changing her passive since her current one doesn't work right.

Bowser9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9185 on: 2020-04-08 19:45:46 »
When did it break? When I completed the game on 1.3 and then again on 1.4, perfect dodge was working fine.

PokeFaize

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9186 on: 2020-04-08 22:12:05 »
I went and tested it out to make sure, and it seems to be working right? Testing out against a Kalm Fang, Yuffie dodged every attack until I cast Renew on her (but there was no "Perfect Dodge Off" pop-up message afterwards). Maybe the posts I saw about it not working was prior to 1.3?

Either way, Yuffie's Perfect Dodge isn't very good comparatively speaking, especially when Lucky Evades exist and Luck being fairly easy to pump up to 200 (or close to 200) for a flat 50% chance to avoid any non-Magic attack.

EDIT:
I forgot to mention that Covering overrides the Evade% stat, so Yuffie can't be a Dodge Tank relying on Perfect Dodge. However, Covering doesn't override Lucky Evades, which just goes back to my point of Lucky Evades alone making Perfect Dodge a very lackluster passive.
« Last Edit: 2020-04-08 23:36:26 by PokeFaize »

Eddiefonzarelli

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9187 on: 2020-04-10 03:09:53 »
Dark Cave Mirage Boss fight Bug

So im reporting this outta frustration cuz mirage has some abilities that say " f yo' ribbon" and im just giving up on the dark cave so i can (hopefully) beat Sephiroth and Finish the game b4 Remake is available

So the bug is...sometimes when Mirage Casts Taryarus(the spell with the Animation of Quake 3) the game crashes.

7th heaven 2.0
All mods except gameplay turned off

I still LOVE the mod but Mirages debuffs are crazy frustrating in this time of me trying to speedrun Tifas ultimate weapon amd Sephiroths defeat.

TheNathanParable

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9188 on: 2020-04-11 22:52:25 »
I'm sorry if this has been answered already, but i'm using 7th Heaven 2.0 with the Enhanced Stock UI mod, and one of the features of that mod is graphics for gamepad button prompts.

Now, there is an additional mod (ESUI Controller Addition) that adds controller icons to game dialogue (so it'll show the icon rather than "[CANCEL]"), but it's incompatible with gameplay mods and seems to have no effect on New Threat.

Are there any plans to add such a feature into New Threat (like at save points, where it shows all those "[PAGEUP]" and "[CAMERA]" button prompts)?

brojio

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9189 on: 2020-04-11 23:26:42 »
Hi, so I am not sure what I am doing wrong. I have installed the new Reunion R06 mod and it works perfectly. I have tried to install New Threat 1.5 R06 version by dropping the files where there are supposed to go and the primary installer but when I start a new game it does not pop up to give the Arranged or Normal difficulty so I don't believe the NT is actually working. Any tips from experienced modders? It works when I use 7th Heaven but I have uninstalled that and got a fresh install of FF7 Steam Version to try Reunion instead. 

EQ2Alyza

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9190 on: 2020-04-12 00:33:11 »
I'm sorry if this has been answered already, but i'm using 7th Heaven 2.0 with the Enhanced Stock UI mod, and one of the features of that mod is graphics for gamepad button prompts.

Now, there is an additional mod (ESUI Controller Addition) that adds controller icons to game dialogue (so it'll show the icon rather than "[CANCEL]"), but it's incompatible with gameplay mods and seems to have no effect on New Threat.

Are there any plans to add such a feature into New Threat (like at save points, where it shows all those "[PAGEUP]" and "[CAMERA]" button prompts)?

We want to work with SC to get ESUI + Controller Addon compatible with NT. But I think before any steps can be made, we need to wait for the next big update to NT 1.5 and see what SC says from there. Making compatibility patches to mods that are still changing can offer new problems that we want to avoid.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9191 on: 2020-04-14 15:43:12 »
For the buttons thing, is just adding it to the flevel text enough to suffice? How do the shoulder/d-pad/select/start buttons work?

Edit: I checked the chunks within the ESUI Controller Addon with a hex editor and got a list of (most) of the button codes being used:

98 OK
95 Cancel
97 Menu
BE Up
BF Down
93 Left
94 Right
99 L1
9A R1
81 Select
82 Start

In the makou tool's text editor, it has a shortcut for adding the action buttons (Circle, etc.) like this: {CIRCLE} which gets translated into the relevant hex code (0x98 in this case). But there's no listing option in the tool for the shoulders/d-pad/select/start buttons. How did you add them in?
« Last Edit: 2020-04-14 16:17:53 by Sega Chief »

kiddavidacus

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9192 on: 2020-04-14 20:13:35 »
Hi, so I am not sure what I am doing wrong. I have installed the new Reunion R06 mod and it works perfectly. I have tried to install New Threat 1.5 R06 version by dropping the files where there are supposed to go and the primary installer but when I start a new game it does not pop up to give the Arranged or Normal difficulty so I don't believe the NT is actually working. Any tips from experienced modders? It works when I use 7th Heaven but I have uninstalled that and got a fresh install of FF7 Steam Version to try Reunion instead.

I got it to work. You need to put the new threat f06 version in the folder 'Custom" in the Reunion folder. After that you need to go into the Options.ini of the Reunion folder and change the Mod_ID to the name of that folder so in this case New_Threat_Final

Downgraded286

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9193 on: 2020-04-15 01:40:38 »
Hello... first I'd like to thank you for making this mod. It's really neat with all the rebalanced equipment, enemies and new content. There were a number of instances where I was forced to alter my setup to deal with the given situation... you can't just overlevel and crush everything, and at the same time, it's not impossible either. The cleaned up dialogue and the quality of life features are really nice too... and I appreciate all the jokes and trolls. The Sense materia was fantastic... (you know which one).

That said, I've found a couple bugs:

The new save point by the Mako pool before Schizo (Phrenia) has a problem. It's easy to softlock the game by getting a double dialogue with the Mako pool and the save point. Perhaps this save point could be moved a little further away from the pool?

The final battle with Sephiroth... normally, if you wait for him to hit you, Cloud immediately does a counterattack and kills Sephiroth. In NT, Cloud did not counterattack, and as soon as Sephiroth hit him, the options box went away (as if I was holding square/switch). Sephiroth continues to attack Cloud infinitely, and I'm just stuck.

Finally, I have a feature request: the leveling system is pretty cool, but it would be even better if there was a way to reset your characters and try something different. Then again, at this point it's not really that hard to just start a new game.

Where_Max_Ray?

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9194 on: 2020-04-15 14:14:42 »
@Sega Chief

Can you please check the drops for "Max Ray" on armored golem? I have spent 2 hours killing them without morph/stealing, and have yet to get one. I have also spent 2 hours before that with morph/stealing because I didn't know that affected drops. I am trying to make the Missing score, and I have definitely failed hard and trying to get this done. I am on version 1.5 and have no other mods on besides Qhimm ones in 7th heaven.

Thank you

Edit/Update:
Guess I had really bad luck with that 50% drop rate. I spent 2 more hours on it and finally got it.
« Last Edit: 2020-04-15 19:43:37 by Where_Max_Ray? »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9195 on: 2020-04-16 01:55:31 »
Hello... first I'd like to thank you for making this mod. It's really neat with all the rebalanced equipment, enemies and new content. There were a number of instances where I was forced to alter my setup to deal with the given situation... you can't just overlevel and crush everything, and at the same time, it's not impossible either. The cleaned up dialogue and the quality of life features are really nice too... and I appreciate all the jokes and trolls. The Sense materia was fantastic... (you know which one).

That said, I've found a couple bugs:

The new save point by the Mako pool before Schizo (Phrenia) has a problem. It's easy to softlock the game by getting a double dialogue with the Mako pool and the save point. Perhaps this save point could be moved a little further away from the pool?

The final battle with Sephiroth... normally, if you wait for him to hit you, Cloud immediately does a counterattack and kills Sephiroth. In NT, Cloud did not counterattack, and as soon as Sephiroth hit him, the options box went away (as if I was holding square/switch). Sephiroth continues to attack Cloud infinitely, and I'm just stuck.

Finally, I have a feature request: the leveling system is pretty cool, but it would be even better if there was a way to reset your characters and try something different. Then again, at this point it's not really that hard to just start a new game.

I'll move the save point further away; I wasn't aware there was a bug there.

The final battle is a fairly serious bug that I've fixed for an impending patch. I'll be looking to upload that tomorrow (it also contains other fixes, etc).

A respec can be done, I just need to figure out what's needed in the .exe to make the new opcodes work.

Braeden

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9196 on: 2020-04-16 13:44:52 »
hi

I just started to play this Mod but it seems that the materia system does not work. for example the materia cover starts 30% and has 5 stars or if i read the doc correctly it should be 20% and 4 star.

the magic material (fire, ice, etc) gives bonuses similar to the basic game I think (vitality -03, magic def -03, maxmp +03%). for the rest of the mod everything seems to work (the potions makes 300pv, the enemies are modified, combat script not present in the basic game are here, ect)

do i miss somephing or my install is wrong ?

I play the steam version and I put the language in English before installing the main game. i use the lastest version of the mod and i used the installer.

Snoge

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9197 on: 2020-04-16 20:16:35 »
Hi!

Almost through with the mod. It's awesome. Thank you very much.

The game softlocked for me on the way to the underwater reactor, while I was fighting those two goons and a soldier (I can't remember the name's...). I just beat
Spoiler: show
Carminen Weapon
, and forgot to save, and I'm feeling a bit salty about that... But I didn't come here to blame it on anyone. Only to report getting softlocked.

I can't say much about what happened. I was morphing the enemies down there, and I believe I use Slash-all queued with Aeris on the enemies. She was equipped with Fairy Tale. That's all I can recall from my side.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9198 on: 2020-04-16 21:42:44 »
hi

I just started to play this Mod but it seems that the materia system does not work. for example the materia cover starts 30% and has 5 stars or if i read the doc correctly it should be 20% and 4 star.

the magic material (fire, ice, etc) gives bonuses similar to the basic game I think (vitality -03, magic def -03, maxmp +03%). for the rest of the mod everything seems to work (the potions makes 300pv, the enemies are modified, combat script not present in the basic game are here, ect)

do i miss somephing or my install is wrong ?

I play the steam version and I put the language in English before installing the main game. i use the lastest version of the mod and i used the installer.

That sounds unusual; the .EXE is definitely patched (a 3% MP bonus doesn't exist in vanilla), so it's likely the kernel that hasn't been patched which has the data for how many stars a Materia can have etc. However, if the kernel is unpatched then that would mean the following:

1) Cloud started with only Ice and Bolt, and not Fire
2) Potions heal 100HP in battle, but heal 300HP in the field menu
3) Wrong encounters would be loading, resulting in crashes/overpowered enemies appearing

When starting a new game, does Cloud have access to Fire, Ice, and Bolt or just Ice & Bolt?

Hi!

Almost through with the mod. It's awesome. Thank you very much.

The game softlocked for me on the way to the underwater reactor, while I was fighting those two goons and a soldier (I can't remember the name's...). I just beat
Spoiler: show
Carminen Weapon
, and forgot to save, and I'm feeling a bit salty about that... But I didn't come here to blame it on anyone. Only to report getting softlocked.

I can't say much about what happened. I was morphing the enemies down there, and I believe I use Slash-all queued with Aeris on the enemies. She was equipped with Fairy Tale. That's all I can recall from my side.

That softlock is to do with one of the SOLDIER enemies I think, I've got it sorted in the patch I'm uploading tonight though.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #9199 on: 2020-04-17 02:43:12 »
The patch for NT 1.5. Changelog is below the links.

My 7h is on the fritz again so I'm not updating the links on the front page just yet; let me know if the IRO loads and if the options inside it work (only battle model swaps/costumes for now). I know people prefer their hi-res stuff, but maybe somebody will find some of the options interesting (the Red XIII one is pretty awful, but the first Cait option improves the character by 322%, I feel).

Main Installer
https://mega.nz/file/D80UXKzK#xd31CTy-TAJIs7zT71LLaENQXGHATWN-94HscYIkOeE

IRO
https://mega.nz/file/DxsTkSAD#-A-1isQa1WshlbGTL__s8Jlrj0mny9Q8sRbADUKF_iw

Spoiler: show

FF7 NT V1.5 - April 2020 Patch

Bugfixes
-) Issue where Final Sephiroth fight would have him attack infinitely
   with no counter from Cloud to end the battle.

-) Issue where Bizarro battle couldn't be fought due to Vincent not being
   recruited.

-) Bizarro Battle is now always a solo team battle.

-) Rebalancing for Safer Sephiroth & Arrange Mode Final Battle

-) Some item/materia placement reshuffling toward the end of the game.

-) Issue where an out-of-bounds chest could disable a miniboss in Crater,
   preventing retrieval of an item for Red's Ultimate Weapon.

-) Tifa no longer plays conversation anims if Aeris isn't there.

-) Added an Animation#7 for Cloud in Dark Cave sidequest start

-) Randomised Rank Up no longer divides sources by 5

-) Music was adjusted for the Mideel Memory Scene finale
(Uses audio file from R06; if this does not install or is overriden then very last scene will have no music)

-) Gaea's Cliff Save Point; Script call was moved off Cloud to avoid a potential softlock with the healing spring.

-) Default field/text added for Mansion Basement scene involving Sephiroth reading books (to avoid bug when using
   certain menu overhaul mods).

-) Tweaks to Aeris + Elmyra visibility in Kalm.

-) Dark Cave, some tweaks to character visibility in certain scenes

-) Removed Ignore Status defence flag from Fantasia attack on Mirage enemy; also removed Resist from Tartarus attack.

-) Some weapon effects corrected (mostly related to MP damage/drain)


Features
-) Aeris now has access to 3 of Cid's weapons; Flayer, Spirit Lance, and Venus Gospel.
The weapon model used is the actual one.

-) New superboss added to Extra Battle in Gold Saucer.

-) Crater Steal/Drop Rates revised.

-) Fixed a squashed eye texture on the Rufus battle model (existed on original game)

7h Only
-) New costume(s) added for each character.
Toggled in the IRO settings of the 7h Launcher; these may be overriden by Battle Model mods.
« Last Edit: 2020-04-17 03:09:12 by Sega Chief »