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Messages - Sega Chief

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3076
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-07-28 15:49:04 »
I appreciate it all the same, there's a few people who have been waiting on the IRO release.

3077
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-07-28 15:36:51 »
@sega chief

could you update your Loose files link? would be able to upload a fully functional IRO then.

also, now I have chunks seperated out like 1, 3, 7 (noticed this is how you had it on version 1.2).

Think this will work now?

I just got word from Alyza that the 7H IRO was updated in the Catalog, but just in case here's the IRO itself that she sent me: http://www.mediafire.com/download/py4dyfta41c4o7z/New_Threat_-_v1.35.iro

I'll update the loose files link on the front page once I've gotten all the files identified and sorted out.

3078
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-07-28 13:45:26 »
level 22, grand gloves, plat bangle, power wrist, 86 str

full yeah level 2 limits 1k x4

Ah, 4 limit hits; I thought that 4k was just from Beat Rush + Somersault. A Power Wrist explains the rest.

Brief update!

Spent some time trying to get Thundercrackers to cast Trine. I am bad at fumbling through triggers when the desire sensor is watching me. No Trine, only sadness.

Fumbled about in Rocket Town, and am now convinced the man frantically tapping his foot with the drill arm in his kitchen is some kind of murderer.

Also finding Mr. Smile in someone's bathroom is both hilarious and weird. And then I had to make the trip back to Fort Condor...for five X-Potions. More Zolom-senpai attempts next time, but I'm pretty tired tonight.

To get Thundercracker to use Trine, you have to Manipulate him. He used to use it of his own volition, but it was wiping out parties without warning :x

is this a bug? I sometimes come across an endgame level enemy in the first Mako Reactor that uses cross scissor against barret for 762 and blood cross against cloud for 1.3k. Unable to Escape either.

Mob name: Souther

Is this the IRO you made? It sounds like flevel encounters haven't been loaded up. You need to chunk the flevel into several parts to get all the necessary info; the field script, the encounter table, etc. Souther appears because he occupies a slot that is used by the default encounter table (I've been efficient with scene.bin space, y'see).

Hey, tried starting a new game on Arranged, first boss is way overtuned, lock-on laser does almost more than double my health, tried grinding up like 4 levels but that didn't help. Decided to start on non arranged even though I'd rather not. Just thought I'd let you know.

Arrange requires a little more to make it through. For the first boss, his attacks are telegraphed (until his tail goes up) meaning the targeted character should use the Defend command in order to mitigate the damage. You also need to keep an eye on your Row, as Magnetic Scope will change it.

3079
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-07-28 03:38:37 »
4k? What are her stats + equipment? Sounds a lot higher than what I was getting.

3080
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-07-28 01:04:39 »
Contrary to Zartemis' experience, I've had a ton of success with Str/Dex team comps thanks to the updated materia bonuses/penalties. Such ridiculous min-maxing. A level 17 Yuffie with 90+ str and 160+ dex before Junon was probably some of the most fun I've had. Tifa is sometimes more ridiculous, due to the hilarity of Focus and elemental advantage letting her hit early damage spikes that (with critical hits) magic users could only dream of (without grinding). Throw remains A grade boss stomping material, and has been elevated to even more god-like damage thanks to the changes made. Thank you, Sega Chief. You had me smiling like an idiot all weekend.

I've said this before, but it is nice to see someone using Throw. Very overlooked Materia in my opinion, though potentially expensive to use; great boss buster. Elemental is something that can raise a physical hitter's damage above a caster, assuming crits + right build, but it's drawback is that it's quite rigid moving through an area with diverse enemy groups. Again, it comes into it's own for bosses if you don't mind losing elemental protection.

I'm kinda worried curious what damage is going to look like when you two reach the end-game and have access to all the stat boosting gear + end-game spells/weapons ^^'

3081
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-07-27 19:35:22 »
Thanks for helping out Pullozma, fellas; I was back at work today. Seems I was wrong about pointing it at the FF7 folder in both cases, I better add that to the front page somewhere.

Hey guys and Sega ofc.
Should i play the nt mod with the exe.mod or without it? Will i experience too much differences or it is more or less the same? Im familiar/experienced with the game.

All of the mod's content is unchanged with or without the .exe, but you'll find battles to be slightly different/harder due to the adjusted Limits, Materia Equip bonuses, and the occasional long range physical attack from an enemy. If in doubt, I'd leave it out.

Stream Update!

fern Mt. Nibel. No, really. Hate that place. But let's start at the beginning.

ZOLEM-SENPAI! YOU NOTICED M- ow. ow. OW. I'll come back later. You're clearly in the middle of something. Poison and Slow is just cruel, let alone keeping the 'remove two party members' dance with only one Enemy Skill materia to go around. You're on such a back foot with him that taking him at L30 barely seems PLAUSIBLE. I'm sure you could, but it would not be a gentle or fun task. Did see Alpha though, wonder if there's an Omega.

I'm not SURE I got the Heavy Ring drop from Gi Kattan but I know I have at least one so w/e. Wasn't there supposed to be something in his room after you curbed him? Eh, whatever.

Moooooving along. Welcome to Nibelheim where everything is the same and nothing is different. We're the Shinra Mansion Door Guard Group, (SMDGG for short) and we're here to make you feel welcome and good about yourself by turning ourselves into your boots. Enjoy your stay with your Shinra-worker styled boot covers! I did actually enjoy that battle. I can inflict a boss-like encounter with statuses, and generally pub them and feel good? Massive ego boost.

Inside the mansion was less tender. Dorky Faces seem to suck more now. Never found a Jersey for ???? I think, and stopped caring. The Lost Number rep boss did exactly what I thought it would when it didn't do what it usually did. TBH though, the safe was the real boss, I still got both steals. What's the point of the forced eject though? +1 Odin get. ...no Cosmo Memory? Nothing? Sadness.

Hey Vin-...what are you doing. No please, I can still use Demi. Don't do thi- okay then. Nice gun though. OW. Sephiroth beaned me with a materia I'll probably never use because I have one already. Let's not talk about how I died to a Dorky Face gang, that never happened. On to Mount Ni-

RAEG.

I hate navigating Mt. Nibel. So much. The enemies aren't too bad, a couple are interesting, the dragon is a d*ck and mocking me with an E.Skill I can't have yet (though it would make early physical users a thing in my all-rounder+Aerith party and that just can't happen, rite?). Materia Keeper was a RIOT, but I didn't wipe and only had like, maybe 3 seconds of feeling any loss of control in the battle at all. If it was a litmus test, I didn't feel it. Again, the terrain proved to be the real boss. L5 Suiciding some mobs for free ether morphs is still great, but I'm going to projectile vomit when I go back in next stream to get Trine.

I'd love love love an updated database spreadsheet as much as I hate spoiling myself on things. It's just such a good resource. MORE FUN NEXT TIME!


The Zolom is pretty tough, but Alpha is a very strong skill; holy element too, which is kinda rare. There is a new way to protect yourself against this attack, and you very likely have the components in your inventory, but I'm not telling :p

I think I removed the Demi drop basically because Red XIII starts the game with one equipped. I forgot about the Destruct that Sephiroth throws though, having two is likely obsolete. I'll change what he throws at some point. Mid-bosses tend to be a bit more flexible with statuses/elemental weaknesses and the like. I also had two new battles + Lost Number all in the one place so I tuned the two new ones down considerably to ease progress. The forced Eject is part of a mechanic in that battle; if Lost Number dies to Poison, he respawns but this causes a problem where the battle will cycle endlessly so the two forms he can morph into will eject the party when beaten; I divided the EXP he would have given between the other two battles there.

Sounds like Mt. Nibel was a fun place to be. At least Thundercracker can't use Trine of his own volition anymore.

3082
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-07-27 00:57:37 »
Any chance for MO exe. compatibility  patch

I'm not sure if I can on this end; MO doesn't seem to install to Steam, and I've already got a 7H installation for my 1998 version so not sure if I can apply Reunion safely there either. I'd need an MO .exe from someone.

hmmmm Maybe I'm blind... but I cant find the IRO link in the OP?

And the EXE seems to only work if I let it patch my existing files?

Can I just let the EXE run in an empty folder, then pack it into an IRO?

-edit-

nvm. I see how they did it now.

http://i.imgur.com/kn57W5a.jpg

Careful with that, I think the current 7H game is v1.2 rather than 1.35; I think Alyza is in the process of updating the catalog at the moment and it seems 1.35 has been done. But I think the catalog will be updated all in the one go.

3083
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-07-26 22:08:02 »
Really? I'll see if I can't correct it anyway though. Probably can't though :l

3084
General Discussion / Re: SceneRedux + New Threat. Coexist?
« on: 2015-07-26 16:48:00 »
That explains it. Here's the link for NT: http://forums.qhimm.com/index.php?topic=14938.0

3085
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-07-26 14:26:05 »
If that's the case, then it sounds like the game reverted to it's 1.3 build; outside of a malfunctioning controller, that's the only real reason I can think of for the button input not doing anything.

As for the Dark Cave thing, I think I found the cause. The bit being used to load the old park wasn't being turned back off following the DC's completion. I've added this to Cloud's last script, but I'm also going to put it in the Highwind Chocobo Pen's Init script, so if you're interested in fixing it up just pop in there following the flevel patch and it'll flip the variable off.

Edit: Here's the flevel hotfix patch: https://mega.co.nz/#!u5FSEKxJ!CulvMFh4tT7LOFJpQXwSnkRqK3J6rMxvDDF_cTqc0Eo

It corrects the following:

-) Wrong jump on Rank Up for Junon Field (#397)

-) Rain problems in Junon screens

-) Adds var operation to end of Dark Cave sidequest to prevent revisiting Sector 7 (this fix will also be applied automatically if players visit the Highwind's Chocobo Stable, as a temporary work-around for players who already finished Dark Cave).

-) Removed screen tint from Costa Del Sol

-) Realigned Save text for the Disc Swap

-) Fixed Cait Sith's Rank option where it would drop Mind Sources instead of Luck Sources.

-) Ongoing: Realigned some windows (Mideel, Cloud's memory, Corel train, and Crater).

-) Fixed an issue where a scene involving Barret could be repeated for infinite SP.

-) Changed Ziegfried Materia drop text from MP Absorb to MP Plus.

-) Removed two instances of Debugging script, one being the text that plays in Mythril Mines.

3086
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-07-26 14:13:34 »
Is it letting you visit the Rank Up screen or is nothing happening when the button is pressed? Also, do save points outside of Midgar work?

As for Dark Cave, I'll look into the trigger for loading the 'wrecked' park over the other one. There must be something I've overlooked.

3087
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-07-26 14:02:54 »
Rank Up shouldn't be locked either. Tell me the scenario; have you completed Dark Cave and then revisited Midgar or is this during the Dark Cave sidequest? Or has all this happened before attempting Dark Cave?

3088
General Discussion / Re: SceneRedux + New Threat. Coexist?
« on: 2015-07-26 14:00:20 »
What version of NT is this? As of the current build, there's no encounter in Shinra HQ with 3x Soldier: 3rds and they carry Mythril Sabers instead of Hard Edge with a good chance (32/63 at lv.13) of success, with the option to Morph them into that weapon instead. You mentioned 'New threat (Hardcore)'; are you sure this isn't Gjoerulv's Hardcore mod you're playing? Is this the three soldier encounter you're talking about: https://youtu.be/BuesJK3NCS4

As for compatibility, scene redux will outright replace all the steals/morphs rather than just the chances so in that sense it's not compatible. Stealing shouldn't be a problem in NT, all the base chances were configured to be like this:

Drop: 16/63 or 32/63
Steal 1: 32/63
Steal 2: 32/63
Steal 3: 8/63
Morph: Steal 1, Steal 2, or Drop

3089
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-07-26 13:52:04 »
It shouldn't be possible to return to Sector 7 as Tifa or Cid, which means that the 'pre-plate' version of the park is loading up instead of the actual one with the wreckage. I'd recommend avoiding Sector 7 with Tifa or Cid as party leader, those field screens weren't scripted to handle them as party leader. I'll need to check why/how it was possible to get back there with them in the lead.

3090
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-07-25 13:38:14 »
Hey, Been secretly hidden waiting for 1.35 to come out and finally got a chance to play it, I have been enjoying it so far but I keep running into an issue that forces me to reset the game. The beginning of disk two when in Great Glacier, I keep running into a 2 pack of Bandersnatch(wolves) and it keeps soft-locking the game, everyone gets their initial ATB gauge filled, but after commands are set no actions take place and it's just a never-ending stare-down between my party and the wolves. the camera locks itself in place during this as well (models are still active/moving and I can still turn on targeting and help menus.) I have ran into a group of three wolves and everything seemed fine, it's only when hitting a specific group of two this bug occurs.(Steam Version/First 1.35 installer you released last week)

There's a hotfix patch for that issue; download the scene.bin hotfix patch from the front page of the thread and apply it in the same way as the main installer (direct it to the data folder). It should patch over the installation and correct it.

Uh I really really want MO compatible exe.
Or possibility to inject data in exe.
I m using bootleg 040 because of incompability with 7th heaven mod organizer (can't. load it properly )
7h heaven inject data in exe.

I'll see what I can do. I'll install a Reunion/MO .exe and see if I can apply the changes. Hopefully it should work okay.

3091
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-07-25 04:48:24 »
Hmmmnnn. I'm debating that mod. Because on one hand, Hammerblow a strawberries (some patch notes on the LB changes would help). But on the other hand all the materia shuffling would probably make the game feel brand new and I might save it for run 2 since I'm already on Arrange.

Also, might be streaming either later today or in the morning(for me) tomorrow. Part of me is disappointed knowing that for sure I can fight Zolom-senpai. The other part is frothing at the mouth and demanding world-serpent blood. I'll get back to you on which one wins.

In the .EXE, Hammerblow now deals damage if it's instant-death effect doesn't go off, making it an option against bosses. The .exe changes will make the game slightly harder overall, so watch out for that.

3092
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-07-25 01:09:29 »
I always forget to do that; fixed it now.

3093
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-24 20:32:39 »
I found a bug, if you try to rank up in this field: http://i.imgur.com/cMvQu67.jpg you'll get teleported to this area and get stuck: http://i.imgur.com/ODAgyka.jpg

Damn, sorry about that bud. I must have entered the wrong field for the jump. I'll get it fixed up.

@Sega Chief
Aw yeah! I don't remember what all the limit breaks did, but I recall the plans you had for tiered bonuses/penalties on materia. Can't wait to try it out. Thanks, man.

EDIT: Very nice! I love the changes made to materia, though the Vitality increase on normal attack spells baffle me. It does feel like Sense + Sense + Cover + Cover is way too tanky for the early game (lmao Barret has 14 str, 0 mag, 98 vit, and 87 spirit before Shinra HQ disc 1), but you do make up for it by being forced to use items or demi for damage. Steal giving a +/- 20 to dex/luck respectively is hilarious. This is a min-maxer's wet dream. Great stuff!  :)

Big note for people like me using Reunion's menu overhaul! When you modify your exe, the menu overhaul will no longer be compatible with New Threat. Please make your decision to run the exe mod carefully.

If people want me to have a shot at making an .exe for use with MO then let me know. I'll grab the .exe for it and apply the changes to it.

Wrong link for exe. patch

Cheers for letting me know, bud; I updated the main page link.

3094
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-24 17:15:19 »
Here's the custom .EXE release: https://mega.co.nz/#!m0NEGSCY!4H1iMoTfu-M8objEOoQT4FtIFEjKNo1g7Yy75ef_Lho

The install method for this might be slightly different. Instead of the data folder, you're looking to point it to the Final Fantasy VII folder so that it can find the .exe (both versions). If you've renamed that folder to something like ff7 and the install doesn't work/can't find the .exe, then consider making a new folder on the desktop called Final Fantasy VII, dropping your .exe in there, and then running the patcher over it.

Also, before doing anything make sure to keep a back-up copy of your .EXE file; that way you can revert the changes if something goes wrong/want to use the default .exe again without needing to reinstall the entire game.

Features are:
-) Revamped Limit Breaks
-) Respecced Materia Equip Bonuses/Penalties
-) Long Range enemy physical attacks re-activated

Any feedback concerning these .exes is appreciated, but bear in mind that they are optional add-ons and will make the game slightly tougher. Also, they can be used with the default game/other mods so long as those mods DO NOT depend on .exe adjustments.

Also, the World Map model patch has been made a little more prominent on the front page; this basically updates Cloud, Tifa, and Cid to reflect their Field model counterparts.

3095
I was wondering what the current status of Weapon is, specifically the battle side of things. Will we see a release this year or is there still a lot of work to be done?

3096
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-24 13:58:41 »
I don't know if this has been addressed yet, but there's a little problem with the cursor on the end of part 1 screen (I don't know if this happens on the other two parts)
When it asks you if you want to save, the cursor starts in 'No' you can't select 'Yes', and there's an invisible option out of the window like shown in this screenshot: http://i.imgur.com/i9X1wen.jpg
I just pressed No and the game kept going without saving. I didn't try the invisible option because I don't know if it could have crashed the game and lose all the progress.

Anyways, I'm enjoying the mod so far, you are doing a great job Sega Chief. I hope there are more updates and content coming.

Oh that, I forgot to re-align it. It should function okay, like it won't cause a crash. It's just that the text is one line longer above it, so the game is setting the selections in the wrong place. I'll correct it now so I don't forget again later.

More stream highlights:

Turks are nerds and I have unlimited cosmic power. For them, it was a boss fight. For me, it was Tuesd-...oh hay a barret event at the intersection. Neat. I'll just go to Gongaga Village. Nice inn rest, time to le- ...is this not the Barret event we had five seconds ago? Yes, yes it was past me. And we'll see it a dozen more times passing through.

Boxer has dialogue. Why would you crush my heart like this, I wanted a boxing goblin in my party. I mean, sure, Work Glove, BUT I WANTED A GOBLIN.

I ran into Zero enemies once. Then it took me like so long to find another pack of them I thought they were a hazy dream the first time.

...WHY DOES THIS MORPH INTO A BATTERY. WHY. WHY IS GLUTTON CASTING SOMETHING WITH 80 MP AND NOT HAVING ENOUGH. WHAT. WHERE IS COSMO CANYON? WH- oh it's a leeeeft.

BACK TO FORT CONDOR. HIT REWIND ON THE TAPE.

okay we're back. Barret glitch fixed, but he's so far ahead in affection it doesn't matter. Possibly because of the earlier glitch. Current events lead to a name change and a lowering of affection. Well the latter was mostly to correct the glitch and bring him in line with the others. He might not win now. We'll worry about it later.

Barret is replaced with Red XIII and - oh he's dead. Hmn. Well it's okay we have a few Phoeni- oh he's dead again. This is going to happen a lot, isn't it.

YEAH FIGURED OUT GI NATTAN SWEET V- oh he doesn't morph. I might've missed a drop. Better go back and - nope. No drop. RAEG. Oh well. Better continue. Wait wasn't there an item in the boss chamber? I'll just go back after the cutscene and - NOPE. RAAAAAEG.

and then back to fort condor.

Maybe Zolom-senpai will notice me next stream. Why did you make it so he doesn't notice you anyway?

So that Barret event is repeatable, eh? Well, looks like you found a loophole. It's a previously 'dummied out' scene that didn't trigger due to a variable being used earlier in the game that this one relies on. But if it repeats then it seems like it has no handler to get that variable switch turned off again. Oh well.

No Boxer for you. But maybe Gambler will join the party. There are some extra enemies running around like the Zero thief; they tend to have slightly better drops on them. I've made a mistake with Glutton; he used to cast I think Mini or Frog, but one of those got converted to Pearl and the other was condensed down into a spell that inflicts Mini + Frog called Lagomorph; it looks like he has Pearl instead. Probably just as well he couldn't cast it, that's an end-game spell.

Gi Kattan should drop a Heavy Ring when killed, which absorbs Earth and Gravity attacks while giving a Vit boost. For stealing, he's got a Slash Lance, Jem Ring, and a rare chance at a Relic Ring. He has no Morph, though. The Heavy Lights should drop a T/S Bomb.

The Zolom was set up that way because it has a strong Enemy Skill but is also immune to Poison with some hefty stats in it. There was a problem in early builds where people would sit on Zolom trying to kill it, so I figured I'd push them along by adding an AI check to prevent the fight until they were a higher level. You need at least one person over Lv.30 (he randomly selects one party member, checks their Level, and then the AI plays out from there).

Hey Chief, one thing I've noticed is that renaming characters sometimes leads to dialogue leaking out of boxes, if the name is longer than the default! Not a massive problem, by any means, but if you're going to be going through events again soon, you might be able to pick up on some.
I will try and remember where things are if I spot any more, to let you know!

Otherwise, I'm enjoying the new set up so far - fun decisions with rank up, more materia than slots, and the character traits are cool. I like Aeristh 's ability a lot because it allows her to get small spells off regularly 'for free', looking forward to seeing her with summons.
Tying 'cure' to MAG again is good, I think. I liked the cutting through barrier effect, but allowing characters to be stronger at heals is another way to make them different.

Any sign of the .exe patch? Or is it still being tweaked?

That's something I'm working on, I'm re-sizing windows to leave a sufficient gap for a max-size name. 50 fields down, 700 or so to go ;-;

Yeah, I didn't like the fixed formula heals. It made them too similar to Items and I always thought that taking MBarrier into consideration with it was a part of the strategy.

As for the .exe patches, they're done. So I'll put together a patcher for them today. Just be warned, they'll make the game slightly harder:
-) Limit Break effects adjusted. Less power overall, but more effects on them/useless ones revamped.
-) Enemy physical attacks can now be long-range.
-) Materia Equip bonuses/penalties adjusted (revamped from previous build).

One thing, they aren't specifically for Arrange like previously planned either. They can be used with either mode and should be considered optional.

3097
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-24 02:14:54 »
It's going to be a long time; likely more than a few months, when the 1.4 patch is completed. For that patch I'll be focusing on the game's flevel; event scripting  and so on. I'll likely be adding in some scenario & event changes for different fights to make Arrange a little more different.

3098
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-23 22:31:43 »
Not sure why that would happen; make sure the installer has admin writing permissions, etc. and maybe move the FF7 data folder onto the Desktop, patch it, and then move it back as an extra pre-caution. The installer might not actually be getting through security. Otherwise, installing to a default set of files ought to do the trick.

3099
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-23 20:06:27 »
In that case, it's probably a text error; I maybe forgot to change the text from 1.3 to 1.35; it should install 1.35 in any case.

3100
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-23 18:39:13 »
huh, so apparently I've been playing v1.3 and not 1.35 (probably should have noticed that when I started a new game.  So I decided to re download 1.35 but apparently it will only let me install 1.3.  I'm clearly missing something. :/

Interestingly enough playing on arrange mode I'm getting the 1.3x exp from enemies that I assumed v1.35 came with

Some elements of arrange were implemented, but not finished yet in 1.3.

So what's happening with the installer? Is it not working/reporting that the files are already up to date?

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