Were the rank ups changed back to how they were in 1.4?
I'm seeing the old sets instead of the difference rank choice names (red mage, techno-freak, etc.).
Also all my characters have maxed out SP after updating, but I did also just beat all the materia cave bosses, so maybe they just gave me a ton of SP. I dunno, just wanted to see if this was a bug before I save over my main save file.
Either way, thanks for the update!
Sounds worrying, if the Rank options don't have names then that's a 1.4 flevel.
I just ranked up for the first time in 1.5 Arrange and I definitely saw "techno-freak"
e: Has anyone found an Ark Dragon in the Mythril Mines? I'm trying to get Antipode and I've yet to find an enemy formation that includes this monster
I think they appear in the room where Long Range used to be.
I remember playing the 1.4 version of the mod with an additional mod to balance materia and limits;
What happened to that mod? felt great
I'll put one together; I was going to pair NT with it for 1.5 but I decided against it in the end. I'll make one and see how it goes.
I still can't seem to trigger Yuffie's L4 Limit Quest. I've tried Leviathan Cave as it says in the "New Threats" menu, Godo's house as I've seen on a Youtube video of an older version, and the pagoda just in case, and nothing seems to be any different in any of them.
I tested this before putting the patches up and it was working so not sure what's happened. The sidequest triggers when going into Leviathan's Cave and clearing out the last set of flames with the Scales; Yuffie should appear (if she's in the party) and picking up the Steal-As-Well Materia ought to start the whole thing.
I'll add a debug string to the Highwind's Debug NPC to reset the flags for it, just in case.
Does anyone know what to do during the Shake fight in Wutai's Pagoda? I am utterly baffled at what to do.
You need to try and get around his evasion; I think Limits, Lucky Hit (procced from Luck stat: Luck/4, ignores evasion), or damage-dealing items (also ignores evasion) do the trick.
Discovered a couple of battle square bugs/quirks (just before Temple of Ancients)
I started off with the compulsory Keystone fight and managed to get through it without issue. I then went after the championship belt, but realised halfway through that I was going to run out of restorative/anti-status items/GP, so decided to restart the game and just do the Keystone fight again. But the second time I did it, I got hugely screwed by the slots - after the first battle, all the slots were break magic materia. Then, after the second, it was break summon materia. And then, it was break weapon. ![Shocked :o](https://forums.qhimm.com/Smileys/akyhne/shocked.gif)
So naturally I failed. But then when I tried again, everything was back to normal (i.e. every reel returned to having 3 different options). The only thing I did differently was to immediately accept the fight in the case where everything went wrong, so possibly that had something to do with it? Not sure what was intended for that fight.
Secondly, I've discovered that if you use Cross-slash at the start of the Dyne fight, it will break his script and he won't do any of his special attacks (Molotov shot, Heavy shot, Force Armour, Psycho Break, Desperado). I think it must be because it stuns him when he would ordinarily take a specific action, but you would have a better idea of what's actually going on.
Finally, think someone mentioned it already, but the Golems in the Temple of the Ancients are a little broken - selecting an option in their menu always triggers the option above it instead of the one you wanted.
The reels come in sets and which set you get is random; but one of these sets has fixed results for each reel and makes it very difficult to win. It can be changed, but it requires an .EXE modification which isn't currently part of the mod's files.
What you've found there is a technique used in Low-Level games and the like. While under effects that prevent action, counter-scripts are not processed by the enemy when they take damage.
As an example; Materia Keeper in the default game will start to use Trine and Cure2 when his HP gets low enough. But if you Paralyse him and only deal damage while he is paralysed then his General Counter AI will never be able to update the variables needed to unlock his Cure2 + Trine.
I used this technique during my first challenge run of the game (an LLNM) when I realised I'd forgotten to get Deadly Waste for the fight and had to improvise :3
The patch should have fixed up the dudes in Temple of the Ancients.
Based on the in-battle messages, instead of gaining stacks, it seems to just be a singular bonus that turns on or off.
Yep.
Ah, I'm not playing in Arrange, maybe that's why I'm see it? I reverted back to the old August 6th update to double check, and the rank names reverted back to the way they were and the same stats they were in the original release of 1.5. When I install the August 10th update they turn into "Set 1, Set 2, etc." and have the upgrade stats from 1.4.
Sounds like I've used the wrong flevel; are you using 7H or the flevel hotfix?
Thanks Sega Chief, the trigger for Aeris in the Highwind is working well .
The end of the Dark Cave is weird :
On the floor 69 of the shinra building, the unknown guy says "I'm out of time" and we fight 2 basic soldier then we're out.
Did i miss something ?
If it was 2 MPs then I must have changed it to that fight to quickly test the scripts and forgot to change it back to the intended fight. I'll sort that out + add the intended fight to the debug NPC.