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Messages - BiOMEGA

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1
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2023-03-21 21:55:17 »
Thanks for the mod!

Playing 2.0 Type A (installed through 7th Heaven), I am having some issues with the Pagoda. Yuffie both auto attacks and attacks via commands... is this normal? Also, Shake seems impervious to attacks. When an attack does connect it does zero damage. Is there a trick to him?
Not sure what you mean by "via commands" - you know Yuffie has a special counter in this mod where she will use Mug? Since the Pagoda is row-agnostic (i.e. it has no front or back row) this will happen frequently there.

And yes: many of the enemies have a "trick" to them that you need to figure out. Try other forms of damage! :)

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2023-02-12 18:33:10 »
Hello, loving ff7 and new threat and i'm discovering the 2.0, is there a big difference between standard and hard mode?
I like challenge, but not the point that you earn no gil and get more exp in hard mode, is the standard mode have some challenge or it is quite easy and I should go to hard mode for having epic fight? thx for the answer.
It's not as hard as some other hardcore mods in FF7 (like e.g. gjoerulv's hardcore mod), most of the difficulty comes from not getting any gil. But that's mostly a factor in the early game - later on when you can see the usual high-value stuff, you have more gil than you know what to do with, same as always.

The encounters are fun, but not punishingly hard by any stretch. I'm not sure how much more "epic" the hardmode fights are compared to regular (if at all), but how hard they are depends on your experience and familiarity with the game. If you know the game inside and out it won't be much of a challenge; but if you're fairly new to FF7 then there's a fight or two that might definitely test you.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2023-01-01 15:25:40 »
-edit 2. Done, after the fight black screen lock. Had to tab out... unknown exception error.
Oh yeah, that's always happened to me, too.

It's never bothered me because after that there's nothing to do anymore anyway... but yeah that should probably be addressed XD

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-12-31 17:11:55 »
Where do I use the ?.?.?.? item?
It's used to summon a special boss if you solve certain riddles.

MAJOR SPOILER ALERT do not read if you want to solve this yourself
Spoiler: show
The riddles are given by the Silver Chocobo in the Glacier, and involve giving certain items to certain enemies all throughout the game - including some enemies in areas you cannot go back to, so you may need to start a new game or use a cheat editor. If you give the correct items to the correct 4 enemies, you can use the ???? item at the Northern Crater in the room with the save-point looking ?s and it will teleport you to the secret boss.

=====EVEN MORE SPOILERS=====


The enemies/items are:
Mute Mask to Death Claw (at Corel Prison)
Black Veil to Gi Specter (at Cave of the Gi)
Dazers to Dorky Face (Shinra Mansion in Nibelheim; need to cast Resist on them or given them a Vaccine first, if they get paralyzed from the Dazers it won't work)
Hero Drink to Wind Wing (Whirlwind Maze in the North Crater, after failing one of the wind puzzles)

If you've done it correctly you'll see some dialogue from the monster.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-12-03 03:59:38 »
Ozma AI in FF9 is coded to not cast a spell if the entirety of the party is not affected by it. If at least one person is not immune it'll cast anyways when it chooses to do so.
Yes, that's my point - in FF9, if no one can be hit by L4 Holy or L5 Death, it won't use it. Here, it will. Which means it'll chain multiple empty turns sometimes.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-12-01 19:23:34 »
The thing with him is, it's a faithful recreation of the attacks + AI (or as close as I could get it, at least) and some of the attacks maybe don't translate over super well. It's maybe more accurate to call it an easter egg encounter than a super boss
Spoiler: show
though it does play a role in getting you to an actual superboss
.
But in the original, doesn't it not use those attacks if they don't hit, so turns aren't wasted? Here they are.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-11-28 00:41:56 »
While we're on feedback: I fought Round Boi again and
Spoiler: show
it's weird how there's multiple level-based attacks on the fight. Those make little sense on a superboss imo, because they're so binary - if you adjust your level beforehand, they do LITERALLY NOTHING. Which means you can find yourself fighting a superboss and have some of its attacks just fizzle with little to no effort and at little to no cost (as opposed to, say, a status-inflicting attack that costs you gear choices or materia slots to negate). It makes the fight considerably easier than it would be if those were just attacks of some kind that always hit. In fact you can luck out into several "free turns" in a row as a result, which is just really weird for a boss like that.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-11-19 19:11:34 »
Someone earlier said it but I'ma parrot it here too.... Comet is too strong to NOT rely on as soon as it's obtainable. Bosses like Carry Armor are a bit frustrating to deal with without Defense Ignoring attacks.
I've played through again, and to expand on this a bit - the problem is bosses where the high DEF is a mechanic. Carry Armor is one of them: you're supposed to kill the arms first, then the body's DEF drops to normal levels and you can kill it. But DEF-ignoring attacks allow you to skip that. It's especially egregious once you get multiple DEF-ignoring weapons, as bosses like e.g. Proud Clod or Hojo's final form get their effective HP cut dramatically if you simply ignore their "armor" and go straight for the body with DEF-ignoring attacks. Something that is easy, even trivial, to do once you get two heavy hitters like e.g. Barret and Cid stacked with STR and Drill Arm/Spirit Lance.

At least Comet has a limiting factor in that it's an MP sponge. Attacks are free, can be multiplied by Added Cut & W/X-Attack and counters, and take little special setup (since you're doing what you'd normally be doing on any attacker).

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-11-14 23:16:48 »
A minor thing: in Type B, at the very beginning of the game, one of Tifa's dialogue boxes has her name on it before you actually select a name for her.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-10-25 03:39:34 »
and on the other end of the spectrum...
Spoiler: show
 -I'm not entirely sure what's going on in Ozma's fight, but at one point in one attempt, Ozma got like 8 turns in a row obliterating my party. On the positive side, Ozma is no longer the absolute joke it was in 1.5. on the negative side, Ozma feels even more RNG than its original battle in FF9 since it can pull out a devastating Meteor as a counter.
 -Emerald Weapon is Excessively Powerful and is W A Y too bulky for a 20 minute timer. I'm even being cheap with Nanaki and Aerith for infinite Limit Breaks, and I still don't think I even got halfway down Emerald's HP pool before the 20 minutes ran out. the Eyes attack FAR too fast, and Emerald being able to Haste itself is way too much on top of being able to remove your buffs.

Funnily enough, those fights are almost too easy to trivialize by using the defense-ignoring weapons. Despite their lower attack power, they increase your damage output so much they make those enemies a joke to fight, especially when paired with multi-attack setups (cuts and/or multiple counters). I've gotten them to 7,000+ damage per hit with fairly little effort or grinding, which is pretty massive for guaranteed damage.

Counter in particular is also too strong in general; especially (but not exclusively) at endgame. It's multiple hits PLUS multiple (virtual) turns, and it even gets around enemy counters as counters can't themselves be countered. Even Super Secret Dude can be trivialized with mass Counter (I used Yuffie with 255 Luck and Conformer, for near-max damage crits). It's definitely a materia that should be considered for limitation, i.e. disabling growth (automatic master) and throttling acquisition.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999)
« on: 2022-09-07 23:24:06 »
Sorry for playing 20 questions but is there also documentation somewhere that has all the details of accessories and what they do such as the cursed ring etc in detail?
I don't think so.

Most accessories are self-explanatory, or work pretty much the same way they do in the unmodded game. Curse Ring only works slightly differently, i.e. it blocks certain positive effects now in addition to the massive stat boost and Death Sentence it does in the original. You can check a character's stat screen to see that, where you'll see that it'll e.g. make you immune to certain buffs etc.

The only accessory I can remember off hand that is new to this is the Relic Ring, which gives massive stats but makes you
Spoiler: show
take damage from healing
.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999)
« on: 2022-08-24 05:30:29 »
The original builds of the mod (1.0 up until maybe 1.2-1.3?) had a level cap built into it where enemies would check the level of participants and then 0 their EXP if it exceeded whatever value was set. Could resurrect that for this stand-alone hard mod, if it gets made.
That better be 0 AP, too ;)

I think that'd probably be a workable solution, but it's tough to say. I'm not usually a fan of gating like that in hardmode content - I want to have to use the tools at my disposal, not have them taken away. But level does have a significant impact in this game, so that you'd probably be hard-pressed to eliminate effectively otherwise. It may be a necessary evil to gate levels by progression thresholds.

You can easily see why that's important if you play e.g. gjoerulv's hardcore mod, which has several moments where spending some grinding just a few extra levels SIGNIFICANTLY affects the difficulty of upcoming fights (e.g. the first Jenova). Not so much at endgame, but during the story, absolutely. And once you overlevel things by a good margin, the fights really don't feel fun anymore.

I don't suppose the reverse is possible? Scaling enemies UP based on your level? That'd be interesting to explore, and could even spawn an entire different mode (start at lvl 99, have everything be super powerful).

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
« on: 2022-08-03 12:10:06 »
So according to the documentation and my google search of this site.
Spoiler: show
Godo should drop the leviathan scales. I did the pogoda right before midgar raid and did not receive them. Is there something I'm missing?

You're not entirely wrong, but also not quite correct:
Spoiler: show
You can fight Godo twice in NT: once as usual, after completing the Wutai quest; and then again on Disc 3 (I think? maybe earlier?), in an upgraded version. That one is where you get the Scales.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
« on: 2022-07-29 15:19:43 »
Just my 2pence, I think the ultimate weapons should keep their special damage formulas :)
it makes them more interesting to use, I like how cloud's ultimate weapon has an opacity visual as to the damage it will do, and Yuffie's can use morph at full attack power. Things like this make experimenting with them more fun.
To be fair, the ACTUALLY interesting ones are few - and half of them are Yuffie's Conformer, both because of the lvl-scaling and because of the Morph quirk.

For most of the others, the formulas aren't great. HP/MP based ones are boring, and feels-bad moments when you happen to get hit/drained. Missing Score is tough to get right between totally OP and sub-par, but also feels like a somewhat bland hoop to jump through for what's nothing but a static modifier that barely if ever affects how you play. Limit-Bar-based is interesting, but I personally also never liked it because it's either discouraging you to use limits or makes you feel like a wet rag during downtime when you do use limits.

I guess the question is: what role are ultimate weapons supposed to play? Are they supposed to be the #1 no-questions-asked go-to pick at endgame? Are they supposed to be extremely good in extremely specific circumstances, and not that great outside of them? Or somewhere in between?

Ironically, the gameplay that probably feels most like an actual ultimate weapon is the status shenanigans with Tifa - charging a weapon's power by balancing negative statuses feels like an actually meaningful gameplay decision (even though Curse Ring, and to some degree Death Force/Added Effect stuff, kind of makes Death Sentence way too easy to deal with). I'm not sure how much can be done given engine/combat system limitations; FF7 isn't the most complex in that respect.

Possible ideas that come to mind (with no regard as to how feasible they are to implement): dealing magic damage (vs. MDEF not DEF); auto-debuffs (e.g. Berserk, Dual, etc.); buff immunity; negative status buffs (e.g. -255 DEX etc.); zero materia slots; zombified.

I like that in some cases earlier weapons can remain competitive; I don't like that most of those involve DEF-ignoring weapons that make certain fights a joke (e.g. Ruby Weapon). Of course a mid-game weapon shouldn't be an endgame contender all the way through except in very rare circumstances; certainly they shouldn't just eclipse every weapon between when you get them and endgame (hi there, Powersoul). The lower AP burden in ANT has done a good job weakening the power of double/triple growth weapons, which is good; but there's also too many too good triple growth weapons still (hi there, Powersoul. What, again? geez.) which makes differentiation more difficult.

Overall, though, NT has a lot more variety in weapon choices - and, above all, MEANINGFUL choices - than the original which is fantastic.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
« on: 2022-07-24 20:45:32 »
Did I do something wrong though? Or was the reward just changed at some point?
I'm not sure when/if something changed about that, but the item in question was to my knowledge always obtained how I described; granted I only played a long long time ago and now very recently, so it's entirely possible it moved somewhere else in between. But I've only ever known it to be obtained in one way, and it's still that way.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
« on: 2022-07-24 07:58:41 »
So I won all 20 battles in condor
Spoiler: show
and I see a lot of posts about getting masamune. But I received Ziedrich. Did I do something wrong? I checked with ochu and I have 15 battles, and 20 wins.

Since that item prompted my first visit here, too...
Spoiler: show
Masamune is still made by giving the right materials to the weapon smith in the little house near Gongaga. He tells you what he needs to make the Masamune.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
« on: 2022-07-23 06:23:00 »
I think in order to do hard mode properly, I'll need to create a variant with its own set of files. That'd allow me to change everything within those files instead of being restricted just to enemy parameters and field scripts.
Might be the best way if a dedicated HM is your goal. I'm not sure how the architecture of 7H works, but if you could simply toggle it in the mod settings in the launcher rather than having a separate mod download that might make things considerably more convenient for people - not that I personally mind separate projects of course, but I'm a hardcore mod masochist to begin with ;)

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
« on: 2022-07-22 07:43:13 »
The idea was to make it so that players were having to either keep what they got or sell it for cash. It's not proven to be a very popular approach though so I've plans to ditch it and take another tilt at setting up hard mode.
It's difficult to get balance right between what's tedious and what's actually difficult.

Prime example is enemy HP: you definitely need more meat on stuff for hard mode, but if you just buff everything into infinity then it just turns into a boring slog. But if you don't buff things enough, then people can just go super aggro and never really bother with some mechanics (The Calamity comes to mind, which is definitely susceptible to just nuking it down).

There's also some OP stuff left that might need addressing for a satisfying hard mode experience (DEF-ignoring weapons, Goblin Song, White Wind, etc.).

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
« on: 2022-07-20 10:58:09 »
What is the point of no gil from battles in hard mode, but still being able to sell stolen items for like 750g which is worth like 20x the fight rewards? Is the intention to not steal for sell and have almost no gil at all or is it just making players grind to have gil?
It's really more tedium than difficulty, because early game it somewhat restricts what you can buy, midgame it barely matters, and late game you're swimming in gil anyway and it's irrelevant.

Don't worry too much about it.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-07-06 13:39:45 »
Hi! I really love and enjoy this mod, it's awesome and a game changing, but I'm asking myself something: Why Cloud has poor stats in comparison with Tifa and Barret? Not to mention that he's very slow in comparison with the others. I'm at Shinra building and so far the only thing Cloud's better at than the rest is with the magic.
Characters have different innate stat growths. Cloud is a hybrid - he has high STR and high MAG, so he can do both attacking and casting well. Barret is about STR and VIT. Tifa also has high STR, both lower MAG and HP. And so on.

But that's not that important, because this mod has a dedicated stat system that allows you to grow stats the way YOU want. You unlock the upgrades gradually, at four specific points during the story - don't worry, the game will tell you. Then you can customize your stats and make characters into whatever you want them to be.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-07-01 06:46:53 »
if you check again the line which states the 7778 needles theres more than 1 required :) requires 7
Well, THAT certainly does explain it!

That's why I ask such things XD

EDIT: Finished the run, here's some unrelated feedback (Hardmode)

1. Counterattack might be too strong. Counters scale up your turns considerably, often by several factors (if you put them on multiple people). Might be a candidate for being mastered, so it can't be grown at will (and removed from Chocobo, obviously)
2. Defense-ignoring weapons are definitely too strong. Masamune was one big offender (and apparently fixed now), but even with Drill Arm and Spirit Lance I was able to absolutely school Ruby Weapon and Big Ball Boi, easily scaling damage to 5k+ a hit even in the lvl70s
3. White Wind might still be too good. Its early availability, good MP and Materia-slot efficiency, and easily abusable scaling mean that you barely if ever want to use any of the other healing spells. Given that there's both Restore AND Renew, it seems weird to have them sidelined that much
4. Goblin Song is absurd. 0 MP for a full party 100% HP resurrect that even gets around zombification? What?
5. Maybe I'm not remembering this, but did Emerald Weapon always poison itself, so it just dies to 5k ticks?

Had an overall great time, though. Thumbs up!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.995)
« on: 2022-06-30 09:09:02 »
Replayed this after a long, long time.

Is the Masamune completely disabled now? The weapon-smith lists the ingredients, and I have all of them - they're all 1/1 in the dialogue box, and I also double-triple-quadruple checked that they're all in the inventory, too. All of them were obtained regularly (no editor shenanigans). But the dialogue won't continue. All he says is "This is what I need" giving the list of ingredients, and that's it, the window just closes after that. Is that a bug, or is there some other, hidden requirement?

I'm on Disc 3 of course, hard mode game. Used the current version, via 7H. No other mods/editors of any kind.

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