Yeah I recheck it was XeroKynos's stream, didn't read the description saying it was v1.1.2, lifting the damage cap sounds good, I'm interest as how much damage Ultima can do end game, I saw in XeroKynos's stream Meteor seems to deal around 18-20k a cast on a target with Vit 0 so I'm wondering how Ultima will compare with damage cap remove, same for GF especially the elemental one when striking a weakness could be good.
Ultima can inflict around 12-13k on a target with Vit 0, but as most late-game bosses are immune to Vit 0, you probably won't see that very often. The average should be 9-10k, which is still a quite an improvement over the original version, in which Ultima does around 7k damage at most. Meteor is currently a little too strong in this mod, and will be put closer to Ultima levels of damage, so that Meteor does a slightly more damage than Ultima on a single enemy, but noticably less when hitting multiple targets. GF benefit from breaking the damage limit greatly. If you know about enemy elemental weaknesses and also their severity, they can be fun to use, if you don't mind the animations too much.
Well Requiem and Reloaded had one thing in common since Aura was really hard to do, it end up like Magic was the safer option for good damage, while Limit Breaks were the high risk high reward (people underestimate Limit Break in Requiem but with Vit 0 Squall could deal up to around 60k with his Renzo, and Irvine was kind of OP between Dark Ammo for statut effect (even better in Reloaded as they can inflict Vit 0), AP Ammo to not give a damn about the ennemy defense, Fire Ammo for good AoE/Elemental damage and Pulse Ammo who could deal over a 100k in one round thanks to them breaking the damage limit (depending on Crisis Level and Critical Hit)), which I think was what makes Requiem fun, and it allow the Crisis Level mechanic to be really huge factor (while in Vanilla you don't give a strawberries about it because of Aura being so easy to access)
Yes, I noticed Pulse Ammo being extremely powerful in Requiem too. But that's not really surprising at all. I have to say that Irvine's Shot is possibly the most difficult Limit Break to get right balance-wise - not just in terms of raw power (as they scale very well with Strength) and crit chances, but also when it comes to accessibility of Ammo in general. In the original version, all Ammo except Pulse Ammo is very easy to come by, and not that much has changed about that in this mod yet. Do you remember how you got the Flame Ammo for the Oilboyle boss battle? I already reduced the numbers you can refine from Bomb Fragments and the like, but I'm not sure if it's enough to make Ammo feel like a valuable, limited resource.
[...]modding development in general can be tricky (man how much trouble we had hunting down glitches and oversight like bosses not dying despite being at 0 HP or hitting themselves for some reasons[...]
Yes, I've noticed it all myself already. If you are not careful, you can make enemies counter themselves, or they don't die because a variable hasn't been set correctly, or it's something as simple as forgetting to put a "die" at the end of an enemy's Death tab.. But you are getting used to it after a while. Anyway, your efforts on the Reloaded mod seem to have paid off, as it seems to be in a quite good shape by now. Maybe I'll check it out myself someday, no matter the language.
I can guarantee gameplay changes were applied from the get go, what happen is that I had RaW W07 Lite but my main RaW was W06 so I thinks that's why music wasn't working, up until now I was playing with RaW W07 lite (so no musics) so the change of gameplay were effectivly applied, I compare with XenoKyros's stream which I heard wasn't install properly in the beginning resulting in magical's damage from ennemies being way lower than you intended, as I was taking a lot more damage for Magical attacks like Ifrit's Lava Burst than him I think I can be assure that the gameplay changes were applied.
Ok, that explains everything. Good to know that all the changes worked correctly from the start.
Must say I'm quite disappointed with the reward (I don't need Gold Armor and can't refine X-ATM092's card cause you need 10 of them) but at least 50 AP is nice to get.
Well, I know of a few mod testers who liked to use their GF as a shield in battle, so I thought Gold Armor would be a good fit for a sidequest reward. It's also one the items that are absurdly hard to come by in the original game, so I wanted to give a little more opportunities here. But I understand it feels disappointing for anyone who uses GF only rarely or not all. Maybe I'll switch it out, and put the Gold Armor elsewhere, so the victory over X-ATM092 feels more earned.
-Edea : Probably the biggest let down of Disc 1's ending, the start was great I was genuily afraid of her Maelstrom setting Slow on all my team, but then she doesn't have the speed to back it up, I had all the time necessary to heal Slow with Haste, set Double and Shell on my characters, she is slow and can only attack 1 character at the same time, which makes her easy even in the last phase where she uses aga spell, Shell is mandatory so that she doesn't 1 shot, but if it happen it's pretty easy to recover, as for damage I was relying on Double -ra cast and Renzokuken, I think she need a little buff in speed and some AoE options, as of now she is the easiest fight of Disc 1's ending IMO.
I would really like to give Edea one more AoE besides Maelstrom, but the problem is the limited space for attacks for each enemy. And in the case of the first Edea battle, it's particularly sparse, as all of her lines count as an actual move. But I'll see what I can do to free up a little more space. As for her Speed, yes, she is quite slow, but that's intentional, as she is a Mage/Sorceress, a class who isn't known to be the fastest. I think the bigger problem is her still skipping a turn every now and then (25% at the moment). This will be reduced or even removed completely in the next version though.
Laguna's third dream has a little fight against 2 Grendels, the can be berserk and slow which make them harmless, and I got lucky by turning them into Card I got 1 Catoblepas Card, which can be refine into a Black Hole to learn Degenerator to Quistis not sure if this intended.
Degenerator has its success rate reduced in this mod and more enemies are immune, but having the chance to get it early disc 2 was not really planned. Good that you noticed. I'll put in on the change list.
Now for the Prison, I want to say Zell's Duel is still extremely good with No Crit I can still pull of over 6000 damage in 1 turn enough to kill any mobs in 1 turn (I'm quite interst to see how it will turn out late game), Quistis's Water Breath can break the 9999 limit on the Robots as they are weak to Water and she can kill pretty much anything with Degenerator anyway XD, so really the Prison was a walk in the park, this include the Final Fight which Quistis single handedly destroy with Water Breath she can kill the 2 Robots (they barely even got the time to act) in 2 turns then the Galbadian soldier is easily finish off by Squall using Darkside, Squall currently does 2000 damage with Darkside with no Junction to Elemental Attack by the way XD.
Do you remember how you did 6000 damage with Zell's Duel in one turn? Is it still the repeated use of Booya and Punch Rush? If so, then I don't really know how to make it less effective, other than removing the possibility of this combo altogether (their base values are already quite low). As for the lack of difficulty in D-District Prison, I think you had a certain advantage because you keep your levels rather low, as the GIM47Ns won't use their AoE skill on lower levels (all enemy levels will be fixed in the next version though, to keep perceived difficulty more constant throughout the game). In the Prison, it's actually risky to stay at low HP for longer periods of time, as there's also the Aqua Breath attack from Chimeras that can catch you off guard easily. As for Quistis Aqua Breath, yes, it's quite strong, especially in this area, as there are so many enemies weak to Water there. In other areas, it won't be as effective though, so I guess it's fine to leave it as it is.
Then for the MD Level, has Tri-Faces been remove from here ? I couldn't find any wanted to get some Pains from them
Tri-Faces are still there and common at the lower areas of MD Levels. I would recommend the Oilboyle area, where Blobras and Blood Souls can be encountered as well.
Again, thanks a lot for your detailed reports. Some of it will be considered for the next version of this mod. Granaldo and Diablos are already changed based on some of your ideas. Hoping to get the new version done within the next couple of days (the last week target was a bit too optimistic).