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Messages - MoCheese

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51
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-07-24 14:25:41 »
I think it's definitely time to start working to a release date. I'm getting the materials prepared to go with the mod, and scouting for a new patcher that won't break on newer OS; but let's go with next Saturday.

I've been wanting to start Dragon's Dogma for quite a while now but I've been putting it on hold waiting for this. Seems like it was the right decision, although a long and torturous one at times ... Excited to see the release date getting close!

52
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-07-07 11:30:10 »
Bizarro is the last big challenge as far as AI goes, as Safer is much more straightforward. I'm considering dropping the forced 3-party fight for normal mode and instead having a 1-2 party fight, with the 3 being used in Arrange. This is due to the potential length of the fight, logistics, etc.

Sounds like a good idea to me. If you REALLY want to make life easier you could force non-arranged to be a 1 party fight regardless of however that's determined(I forget!), and make Arranged a 2 or 3 team.

In regards to Safer, I don't know if he was ever worked on at all in 1.4 after I fought him, but when I did, he was VERY easy. He didn't put up much of a fight at all. If he hasn't been touched any I would take another look at him. I get the idea of not wanting to have three tough fights back-to-back-to-back and I'm not even sure if the third fight is still in there or moved to Arranged or whatever, but Safer felt out of place sandwiched between the two tough ones.

53
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-01 16:57:17 »
Yes, twas redmon I was watching off and on and listening to and such. Good stuff. Watching again just now, and boy oh boy, what a visual glitch this time. Going down the crater rocks to Jenova, everytime the screen switches back to running around, the FMV from the start of the game where the reactor is zoomed in on plays! Once it's finished it goes back to normal the Crater looking background, though the colours seemed off?

Either way, they say they believe they are up to date, so there ya go.

EDIT: When they went to the second set of rocks is played the reactor blowing up! This is crazy to look at!

EDIT 2: They made it to Sephiroth, and Cloud jumping on the Train played! Jeepers!

EDIT 3: They were prompted with a chance to save but it didn't work? This whole thing needs to be looked at if it hasn't already been fixed for 1.5.

54
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-05-25 18:19:58 »
Since it's been so long since I've played, and I'm not certain if you've fixed this stuff already or not, I'll just post it regardless.

Watching those guys again, and the Amalgam fight was a little off. Vincent was always looking in the wrong direction unless attacking, and the dialogue at the start had Cid's name on it.

55
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-05-23 20:07:37 »
I'd better check the scripts there then. Maybe it's trying to trigger again. As for Planet Materia, that was a mistake on my part; I was supposed to move it there but forgot the actual event line that adds it to inventory. They can still get it from Gold Match in Gold Saucer's Battle Square but it's a tough fight.

Cool beans. You know, watching those guys play the mod, it looks like it's changed a good amount since I finished up with the mod close a year or so ago now. Pretty crazy... Anyways, continued success and I'm really excited to play 1.5 Arranged. Can't wait!

56
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-05-23 16:22:50 »
It's the PC game itself, maybe the graphics driver; there's some kind of issue related to transparency effects. Most attacks that use effects like that can actually glitch out as well, but Quake3 is the most noticeable one because it loads menu textures. Hyper Jump is probably the most serious one as it crashes the game.

Huh, interesting. Didn't know that.

Anyways, watching these guys stream the mod and they just ran into a freeze at Mimic and Flares. They beat them, then went back and it froze. They say they are playing the most recent version. Cid was their party leader. And it said the Planet Materia dropped and they did not recieve it. Is it supposed to drop there now? And if so, something prevented it from doing so.

57
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-05-23 14:36:39 »
I've taken care of these for 1.5, but the Quake3 animation glitch is a problem with transparency in the game in general that I don't know how to fix.

That was one of those glitches that I forgot to report a long time ago and I was wondering about that. I don't remember it being in Vanilla FF7? Is that glitch something exclusive to New Threat or was it in Vanilla FF7 as well?

58
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-05-03 22:43:17 »
There's been some confusion here; I balance the mod around Wait ATB, not Active ATB. Enemies aren't universally being buffed, they're just being adjusted for 1.5 parties.

Arrange Mode increases enemy Level, activates AI flags, and enables new attacks for them to use. Away from battles, it changes item placement and you'll see events unique to that mode.

The .EXE changes will be used for both modes to keep consistency.

The mod is balanced around 'Wait'? Really? Like, REALLY really? Wow.. I would've lost a ton of money on that bet. Jeez, I wonder how much my thoughts would change if I ever actually played it on 'Wait'.

As for Arranged, sounds great, can't wait to play it. In regards to the .EXE changes though, I'm confused. When you say the changes are used for both modes, you are referring to Normal and Arranged, correct? If so, then that means the mod will come with both a normal launcher and the updated .EXE? Did I get that right?

59
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-04-27 23:21:31 »
Back Row and Sadness in particular slow the game down immensely; the mod doesn't require these unless the following are in play:
-) ATB Active/Full Speed is being used (this setting renders statuses like Barrier almost unusable and eliminates the benefit of high Dex)
-) The 7H Catalog version is being used with Menu Overhaul which can enable some unintended effects such as long-range enemy physical attacks, heavier Materia penalties, weak Limits, etc.

Physical damage has a lower output hit-per-hit but it's faster vs. Magic animations and the damage itself is propped up by both Critical Hits and Limit Breaks; but if Sadness is on, then Limit output gets throttled and you lose a big chunk of that damage. The idea is that physicals are fast but not versatile; you can only lock one (or two) elements onto a weapon using slots and most Limits are pure damage-dealers. Magic on the other hand can bring different elements to different enemy groups, but is slower to use and whittles HP when equipped (particularly Summons). Equipment drops/purchases play a part as well; if you get a Gold Armlet instead of a Silver Armlet or a Power Wrist instead of an Earring then that can lean things for a small chunk of the game.

To get physicals working, you need Elemental, front row (if they're not ranged), and to avoid Sadness for Limits. Even Aeris, who was being specced on her 'default' magic build for my test run, can hit high physical numbers with the right set-up:



For a more proper demonstration, I ran some tests in that area with Tifa vs. Aeris using the equipment I had available. It was fairly even in stat gains; Gold Armlet vs. Silver Armlet, Tier 2 spell vs. Cosmo Weapon, both having elemental 2x bonus, standard def vs. mdef balance (leans to higher Mdef for early game, slowly see-saws toward Phys defence by the end). For tilts, If Aeris had an extra +15 Mag from an Earring instead of a Star Pendant then she would have likely made an extra 100-150 per cast. Tifa, on the other hand, would have lost something like 50-100 damage if her Power Wrist was instead a Headband; like I mentioned, drops can create a tilt in certain places until it evens out again.

Fight starts at 0:43, rest is showing set-up:
https://youtu.be/52Xfqy_GhwU

In the vid clip, I show the damage output of both characters; Tifa is dealing comparable damage to a caster with tier 2 spells, is faster, and has Limits/Crits that can augment her damage. As a trade-off, she's on the Front Row which means she's more at risk from a KO; to avoid that, mitigation from Defend, Barrier, etc. can make this less dangerous. I kept the fight going into the 'powersoul' phase of the boss, which is very physical-damage heavy to show that frontline fighters can survive there (it's an extreme example though, PKeeper hits much harder physically than a conventional boss during this phase). So my advice would be to place more trust in front row fighters and let them do their thing without Sadness; if you have trouble with incoming damage, then make sure ATB is on Wait, maybe adjust the speed, and keep Barrier+All handy if you need that extra mitigation to make it safer. I try to make randoms not need Barrier, but there's a lot of unknown factors like RNG, party set-up, enemy formations, etc.

On the subject of Summons, magic-built characters tend to lose out on their Limits which mostly require Strength. I think of Summons as a versatile 'Limit' for casters that are elemental and can be used at any time, keeping up the versatility theme; at the cost of high MP consumption and being one-use per battle (also the HP reduction is a lot heavier at -10%). While MP can be recovered using Osmose/items, it consumes a turn that could have otherwise been used for offence/defence. A turn that a mage is using to replenish MP is a turn a physical hitter is using to deal damage.

I ran a similar test a while ago (should be an older post on this thread) where I tallied Tifa and Aeris' damage for a Jenova Birth/Vector fight and was quite surprised that they both turned out almost the same amount of damage despite the use of Summons, limited physical options, etc. So I don't agree that there's a heavy magical bias in the game, I think that it can appear that way, which is worrying, but on the whole both types are equally as viable as the other and I'd encourage a balanced approach so that fights feel more dynamic and faster.

It was stuff like this that I was mentioning a few pages back that I believe show that, by and large, enemy health numbers and our relative power levels when we fight them are pretty bang on balance wise. Balancing the game around 'Active' compared to 'Wait' makes much more sense to me, and you brought up some points that I didn't even mention. Yeah, a super speed Tifa on 'Wait' would be an absolute destroyer with an almost permanent Barrier setup. Yikes! Sadness and Barrier/Slow do indeed make the game slower overall for sure, especially in regards to Limits. That not only reduces the damage Limits do, it not only lowers the amount of times you actually get limits, but it also takes much longer to acquire stronger limits too! Combine your points with the ones I mentioned a while back and even more so than before, I still contend that you can make a better argument in the opposite direction, and say bosses could use some buffing instead of debuffing. Now I'm not calling for that mind you, because like I mentioned, I think you've got the mod balanced pretty damn well for everything that needs to be taken into account. Across the board, I think you've got it, I really do. Tweaks could be done to a myriad of things, I'm sure. Boss health or attack patterns and damage dealt, stats of monsters or status weaknesses, whatever, but I don't see any big changes needing to be done in regards to 1.4 currently is.

Now in regards to Arranged Mode, what should players expect if they have never played this mode before? Obviously it wasn't in 1.4 and some posters were here before 1.4 so they saw it then, but what has changed? Or is it still generally the same? If I remember correctly you've said something that Arranged enemies have different AI's and better stats/health or something like that? In combination to what Rascal Queen mentioned about Materia modifiers and Limit Break overhauls?

60
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-27 19:59:22 »
QoLs are always handy, but sadly rare; I guess they're not as exciting :I

They may not be the most exciting things in the world, granted, but know that at least this one person damn sure appreciates those little quality of life changes. Personally, I always thought one of the best parts of this mod was the NPC that informs you when another Fort Condor battle is available and teleports you to and from.

Such a little change in reality, but it makes a big difference.

61
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-18 13:09:46 »
The timeframe thing is a personal preference; there's no set rule for how long a fight should be, so long as extremes are avoided (1min or 1hr+ for example). It's actually not too difficult to change a Boss' attacks when they reach a certain HP threshold due to most of them having a HP check in their General Counter AI and the ability to have them read attack IDs from variables instead of directly (letting you load a different attack into the var when the conditions are met). The majority of the Disc 1/Disc 2 bosses have altered behavior after conditions are met like reduced HP or certain attacks are used, whereas a lot of the Disc 3 ones don't change at all. Maybe that's what's missing?

I was referring more to the coming up with ideas part rather than the actual implementation part. I imagine you've got all the number changing and coding stuff on auto-pilot at this point. If every other boss started casting Fire2 at 30% health it'd get repetitive quite quickly though, and avoiding that kind of repetitive nature of boss AI would be a good plan. Certainly if you've got some ideas that could be added to bosses I would go ahead and test them out. Or people could share theirs as well. I'm not very creative nor do I know much about the coding, so anything I would come up with probably wouldn't be that great, but even simple changes like making a normally single target magic spell a boss casts into a multi target attack or throwing Reflect on your team at different health thresholds could elicit the desired effect for sure. Any type of "Monkeywrench" or slight strategy changes the bosses have would certainly do it.

As for any specific bosses that come to mind? Not sure about that, Tyrant perhaps?

62
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-16 09:51:29 »
Xifanie and other people in the past have mentioned that boss fights felt like they took forever and I started thinking about what the ideal time for a boss fight to take should be; thing is, that's dependent on the player. I think 10-15mins is roughly where it should be but not everyone will agree with that and in the end it's not me playing the mod. Having the option there should alleviate that problem a bit.

If that's the case than yes, I am certainly against it.

Take a look at my playlist here: https://www.youtube.com/playlist?list=PL3B-NAl8G2fMzaKwXtY5AGeop8iFJnxNn

You'll see that virtually all of the boss fights fall within the time frame of 8- 15 minutes as you think it should be, which I agree with as well. The only ones that are outside of that range are either bosses that should have more health seeing as they are more important to the story or game as a whole, or are bosses that were either bugged at the time and have been fixed, or had too much health at the time and have been shaved down some. I should also note that I was by no means getting the fights done as fast as I possibly could either. In a lot of them I had Sadness which reduces damage dealt and limit fill speed, both of which could have pushed these times much lower. Couple that with that the fact that I could have probably done my Rank Up's and materia situations better and to shave more off and you begin to see how I did not do a lot of these fights anywhere near as fast as they could be done. Hell, you can even factor in that I also had Intro and Outro's for every single video, and that probably adds up to another 15 - 20 seconds that could be taken off the total times because they're just for show, they're not apart of the actual fight themselves.

It's kinda funny actually, looking at those playtimes and with all the points I made, you could actually make an argument in the opposite direction and say that some of these bosses may need a buff in health instead of a debuff! Not that I am asking for that mind you. By and large I think you've pretty much got the boss health numbers where they should be across the board. Could they use some tweaks here and there? Perhaps? We shall see when 1.5 comes out. But I think the health numbers are in a great spot personally.

I personally didn't think the HP was that big a deal, because bosses are supposed to be a big deal, but I can understand why other players might not like it. Someone else made a good point: once you nail down a strategy, it's just a matter of surviving long enough to keep doing it. That can get a little repetitive if the boss just takes that long to die, which is why I thought the Curator was too much even for a battle that's supposed to be hilariously hard to win. 45 freakin' minutes to take that thing down.

A "Fast Mode" might not be necessary. Just trimming some of the bosses' fat would be a compromise.

This speaks more to potential enemy AI tweaks that could be added to make bosses change their attack strategies when they get lower on health than health itself. Adding those kinds of things to ALL bosses though would probably be a ton of work I imagine? And judging by what Sega said that's probably not going to happen when 1.5 hits. So yeah, I agree with the just small tweaks and changing of health numbers if necessary, but as I mentioned, I don't think it is.

63
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-15 16:46:44 »
Would anyone here be particularly against having an option called, I dunno, 'Fast Mode' or something where Boss HP is reduced by a certain %?

Very much so. However, a little more information as to why you posed the question could help. What brought this on?

64
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-12 11:12:26 »
New kernel is done with all the respeccing in it; the goal was to fix the KOTR summon text issue wherein it would appear either as blank or, as Fool found, a long string of gibberish in certain battles.



So, it seems now that Ramuh's summon attack is being appended onto KOTR's summon attack name. But y'know close enough.

Well I think we all know what needs to happen now: "Mega Giga Tera Flare" and "Steel Bladed Sword DeathBlow!" please!

(Seriously though. speaking of Steel Bladed Sword, you should think about changing it to Zantetsuken. "Steel Bladed Sword" was so lame)

65
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-08 12:00:25 »
With one spell it's really to hard, but that's FF8 and a completly other way to play, also farming 100x Ultima or Apocalypse before Mid Disc 3 is also... yeah... not that easy? ;)

Anyway, on FF7 you can't absorb all 15 elements (Restorative absorbtion would deal normal damage, so don't count this)
But i got another good idea to your last sentence on that part.
@Sega Chief, you could give all Items that have Elemental Absorbtion the Ability of restoratives absorb too. So healing would become a lot harder because you have to make use of fire skills or hidden skills just to heal that ally ("Recovery" from Elixiers will still work, but potions won't). Also this would force the player to overthink his decission getting this special item. Warning: This would block Phoenix Dawns and other forms of Revival too.

In NT you can just absorb 6 Elements at a time, Vanilla allows all 8 Basic Elements at once. Don't remove main features out of the game, reducing them to make it harder is fine.
Also keep in mind that it's just 6 out of 15. (and as MoCheese noticed in FF8 you could deny/absorb 8 out of 8, even tho a LOT easier than on FF7)
Just 40% instead of 100% is fine.

You make also use of this Elemental stuff extremly on early game, almost nothing on late game where the player start to do some damage the enemys won't heal each other anymore... give for example Nemesis a Poison absorb, let him Cast Regen & Poison on himself on a lot of enemies and i had almost no fight where i got healed by one of any enemies attack so far, except if i make use of poison... earth or gravity. Those seem to be the elements you use more than anything else on the attacks. I barely got hit by Fire, Ice or Lightning Elements.
A lot of your enemies also use Poison and Absorb Poison to get healed or even Gravity (Gi Nattak and that fight is horrible ;p). Why do you wanna deny this feature to the Player?

You can actually farm Ultima's mid-Disc 2 using the Shumi Trick. Not that this is an optimized or even smart use of your time, granted, but yeah. Regardless, you do raise a good point when it comes to Poison Regen. For the record I don't want any of the enemies to lose the ability to absorb elements since we're not the AI and we can adjust, but that Poison thing is a very good point. It's not so much that I want to remove absorption of elements in the game perse, so much as I want to make sure that it isn't either used or needed to be a crutch. I brought up the Netz example and SC brought up Schizo as another one where the entire fight can be either be circumvented or was almost needed to win, and that should never be the case. I also don't want to see later enemies and virtually all end game monsters becoming non-elemental to avoid you circumventing their elemental attacks. Because if you turn all the later game enemies non-elemental and remove/change attacks that do deal elemental damage, you're still removing a main feature of the game, only it's on the other side of the field this time are you not?

It's tough, it really is. The choices seem to be either remove immunity which some don't want to lose as it is a main feature even though it could be used to extremely strong effect or even fight breaking effect, or leave it in and turn enemies later on in the game into less "flavourish" versions going non-elemental and making things a little more streamlined. I don't know... Like I said, it's tough.

Well, Aeris has no offence Limits and Vincent's Limits utilise a physical and magical attack (maybe not for Chaos Saber, can't remember). Strength plays a factor in Limit damage so building that stat on characters like Cloud and Red XIII would make those abilities stronger. The weapon formula doesn't get used though. The characters this affects can be built either Strength or Magic so it doesn't matter too much.

I think hybrids would work quite well in this game, there's the Limits, Added Cut, Counters, etc. to piece it all together. Just need to be careful like you say about Hybrids becoming stronger than dedicated fighter/casters but I doubt that'll happen.

Is the difference in Limit Break power between a Mage with little Strength and a Fighter with a lot of Strength all that much? I'm thinking back to my playthrough and I can't recall noticing a stark difference? And for the hybrids, good stuff.

I've been thinking that the best way to go about this elemental issue is to go with a combination of the suggestions made so they all meet each other halfway:

1) Leave Elemental Materia as it is; 2 slots for Null/Absorb late-game
2) Reduce elemental defence on accessories and armour by one tier (so Null on rings, Half on Armlets).
3) Reinstate Shout on Bahamut Materia
4) Design end-game enemies with less elemental attacks and more unaspected/physical element ones
5) Fine-tune elemental accessory stat bonuses/effects so that stat-boost accessories are still viable picks when elemental damage is a factor (for instance, Fire Ring gives +15 Str/Dex with it's Fire Absorption while Power Wrist only gives +20STR with Berserk defence which is a double-edged thing as Berserk can be used to raise attack power).

I'll need to keep an eye on Shield and Peerless, though. Aeris can only use it once with her Limits and they need proportionately more damage to fill the gauges again (Mime isn't an issue as any command taken would overwrite Planet Protecter/Great Gospel for copying, unless physical counter attacks aren't Mimed; can't remember, though I think that Magic/Command Counter will overwrite the action to be Mimed).

Shield has it's high MP cost and, as much as I hate it, the lack of an immediate visual indicator outside of bringing up the status box is also a drawback to keep it more in check than Peerless. Non-elemental attacks can also punch through it.

About vanilla Schizo, all of his attacks are elementally aspected; Fire/Ice breath, the Tremors are Earth, and the final attacks are Bolt. With Aurora Armlet + Fire Ring and two Elemental Materia you can easily make a character invincible or at least very unlikely to die in that boss; it's an extreme example, but those are the kind of situations I want to avoid.

Well I still think too many absorbs/null options are too strong, but if this the halfway compromise than go with it. I only worry that every end game enemy will either be non-elemental and materia combinations will be more streamlined, or they will become a little too easy with most of their attacks being nulled/absorbed.

(Man, balancing stuff is hard, huh?)

66
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-07 10:09:17 »
-) Elemental
I want to change most of the elemental defence available to only offer 50% reduction instead of Null and Absorb, with 1-Star Elemental Materia. There'd still be some armour/accessories offering null/absorb but they won't appear until much later in the game. The reason behind this is that I have a hell of a time trying to balance Boss attacks that use elements much later in the game due to the amount of ways that these attacks can be completely negated which is tough for balancing. 50% reductions, though, allow for a nice middle-ground that doesn't cripple the boss too hard. I'm pretty set on this but maybe someone can argue me out of it.

I am ALL for this change, and if it makes balancing things easier then that's just an added bonus in my mind. Elemental absorbs would be impossible to balance around if for nothing else then because no matter how strong you make an attack, if you absorb it then that attack gets taken off the enemy table and a turn is for nothing. And if you push it too far, then all you are doing is making absorption mandatory and that's just silly. Ideally the goal should be to have no AI turn as a "0 damage" turn. I'm fine with if you are overpowered for an area and an enemy does 20 damage or something weak because there should be progression, but complete negation or absorption shouldn't be possible at all without some sort of negative or hampering roadblock attached. Because the simple question then arises: "Why wouldn't I completely negate that attack or two if I can?" And it's true. If you can wipe attacks off the board simply because they are elemental, then what reason is there to never do it? You guarantee victory at the offset of killing the boss a little slower? Big deal. Meanwhile if you can only reduce damage, then it becomes a question of "risk vs. reward" while at the same time characters that do need the help are never safe even with the boost. A perfect example of this is Netz. All of those attacks did so much elemental damage at the time I fought him that absorbs almost became necessary. It should never be that way. I fully support this change. I even made this same point in the FF8 doc. The fact you can fully absorb ALL elements with ONE spell junctioned to Elem-Junc was beyond ridiculous. Either removing immunity or immunites with some negative is the way to go.

The only two things I would warn/bring up is how this works in conjunction with armours/accessories that also reduce elemental damage. I don't think you should have it to where elemental materia + an armour or accessory that reduces the same element = immunity, but maybe if you do have both on the effect could be stronger? Up to 75% reduction could be a nice middle ground for those who wouldn't want to see absorbs go away vs. those of us who think they should. I do not know if that would be possible within the coding and engine of the game, and I personally wouldn't recommend it because 75% seems to be too close to negation/absorption to me. But if you want to implement something like this if possible this may be the best way to appease everyone. I could live with this.

The other thing would be is if negation/absorption is removed, some enemy damage numbers would have to come down. That's balance stuff though.

-) Junon Leagues
I hate this for two reasons: 1) it's too similar to Battle Square except much slower and less versatile with prizes, and 2) it revolves around 1v1 fights which are the hardest fights to make interesting without story context backing it up a little bit. So what I'd like to do is, at a later date, is revamp this completely and make it so that you manage a fighter rather than fight in it yourself (the battles would be organised to be super quick though, with a 3-5min countdown on them so they can't drag out). You'd customise this fighter with different parts to adjust stats/innate abilities and select which attack variants it will use in the AI cycle (so you could swap out a rocket punch with a flamethrower that inflicts statuses for instance).

Given how this might pan out, I'm not planning to do this for 1.5 but to instead keep Junon Leagues as it is for now but I'd like to hear your thoughts.

I agree that Junon Leagues were kinda... eh. Didn't want to say anything about it since it was yours, but if you aren't happy with it I would agree that it didn't quite hit the mark. Not entirely certain that this "Robot Fight League" is the answer either, but I'd need to see it implemented first to judge. I do think that Tifa's Final Heaven should probably be removed from there, but I don't know where else you would put it? Single fights are tough to do right and usually they aren't the most fun, so having a lot of them in one spot is kinda grating. However and for spoilers sake:
Spoiler: show
Zack Fair was excellently done! So full credit there!


Was there any content or ideas that were removed from FF7 beta that's still in the code that could be re-implemented for an idea as a replacement perhaps? If not, then the "RFL" will do. While we're on minigames though, what about the Gold Saucer minigames that no one ever plays? Could these be rebalanced to be a little easier or more fun to play with some better prizes or whatever? Can anything be done to incentivize people to play them? I personally liked the motorcycle and snowboarding games but I know a lot of people didn't. Regardless of preference it would be nice to see these get some sort of use at any point in the game. This isn't a big deal though, if you'd rather they just be left there for people to play if they choose too, that's fine.

-) EXE Edits
I'm going to be rolling out a custom .EXE for 1.5 that has a gamut of NT-specific changes to Limit Breaks and Materia Equip Bonuses/Penalties. The last .EXE patch didn't do very well on this front, leaving players with barely enough HP to survive attacks and Limits that were weaker than physical attacks (somehow). I'll be keeping this in mind when making the changes but I've got a few changes that you might want to comment on:

Limits
1) Cosmo Memory and All Creation are single-hitting multi-target attacks; in the past I made Cosmo Memory into a support/buff Limit while All Creation applied status ailments to help them stand out from the multi-hit damage Limits other characters have.
2) Clear Tranquil changed from a 50% MaxHP heal to a 50% MaxMP heal with Poison, Silence, and Darkness cleared from the party.

So long as there is some reason to actually use the damn things once you hit limit level 3-2, that is all that matters in the end. By the sounds of "single-hitting multi-target" I think you mean the same as Catastrophe correct? I personally think that they should hit all targets multiple times while being a little weaker then single target limits. I say this because the attacks blast that entire side of the screen so it makes more sense to me. If you don't want to do this for balance reasons or personal preference or whatever other reason it's fine. This is another one of those "not a big deals"

Clear Tranquil sounds fine to me for a level 1.

Materia Bonus/Penalties
1) I'm avoiding HP penalties on standard Materia due to it quickly tanking characters who are magic orientated as they tend to need more stuff equipped.
2) I'm going to separate Strength penalties off Magic bonuses to make hybrids a bit easier to put together.
3) Support Materia will tend to have penalties on it to make it more of a double-edged sword rather than a splashable equip. Looking at things like HP/MP/Magic penalties on things like All, Strength loss on Added Cut, etc.

You need to be really careful with these kind of changes. If the whole point of the mod is to return to the idea of the more traditional FF style with more staunch Fighter and Mage types then having hybrids works against this for the most part. Don't get me wrong, I realize that even FF1 had the Red Mage but that was one of the bigger problems with the game in my mind. A "Wizard" that could wield the Masamune while throwing good healing spells and buffs around was overdoing it. FF7 vanilla was a game where everyone could do everything and in the end it came down to what limits were the strongest or what characters you had the most attachment to. If you start making hybrids more viable it goes right back to the "Well why wouldn't you?" territory. Making characters excel at one attack style or another forces the player to make the choice, and the choice was the best part of the mod. Mages shouldn't be great attackers anymore then Fighters shouldn't have great spell casting abilities. Mages should have lower health and defenses compared to a Fighter that takes more magic damage while having low Magic stats. A "jack of all trades, master of none" is fine so long as Fighters and Mages perform noticeably better than a Hybrid in their respective fields at all stages of the game.

The Fighter/Mage thing did raise a question in me though: How are limit break damage numbers determined? Are they all based off of strength and the weapon being wielded? If so, how do Mages fit into this setup? Do they inherently have weaker limit breaks the Fighters?

As for All, I'd leave it alone. Since everyone uses All for many different reasons(Healing, buffs, attacks, debuffs), putting penalties on it would make it a tougher thing to balance and the penalties would hit certain builds stronger then others.

67
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-02-27 20:55:32 »
I'll be gone for a week, do me a favour and let people know if they swing by to ask something. When I get back I'll resume 1.5 and get that finished up; then NT will be done! D:

Hmm, a tinge of bitter sweetness perhaps?

68
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-02-16 05:34:40 »
I'll start a thread here for FF8 NT; I'll likely need a lot of feedback to get that project into good shape because of all the different systems the game uses like level scaling. There's a document here if you're interested in having a read/writing down ideas in the meantime: https://docs.google.com/document/d/19yxhvgv-H56vZ_JPNtMV85tHyLSDfpQtqZc7xmtHrBA/edit

Cool beans, I'm going to share some of my thoughts in there.

Omega's Terra Break should deal 0 damage if Defend is used but the method I put in place to make that happen is quite sloppy; he checks for the Defend status in his pre-action AI and then loads a 0 damage version of the attack instead of the normal one. I think the timing can be missed; either way, it needs to be sorted out. I tried to make it too faithful to his FF8 counterpart when I should have just done my own thing instead. Same with FFX Nemesis, he's even more one-dimensional.

Oh it most certainly can be missed, I must've tried like, 7 - 10 times trying to get it to work and it never did. I agree on coming up with an original idea for both, would make both fights better.

69
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-02-15 21:52:09 »
Been gone for quite a bit, but since it sounds like 1.5 is close to being ready to go, I figure now is the time to come on back. When 1.5 comes out I'll do the videos again since a lot of people seemed to get some help and tips out of them. Only with your endorsement though off course. I do have a couple of questions though some of these may have already been answered:

- So is 1.5 the without a shadow of a doubt, money back guaranteed, no takesies-backsies final version of the mod? Not counting bug fix patches and all that?

- When 1.5 is released, would you recommend simply purging all 1.4 content and deleting FFVII as a whole and reinstalling everything from base, or no? This is for the Steam version.

- Will Arranged and New Game+ come with 1.5 or will those be added on after the fact?

- Should we expect those much talked about .exe only changes with 1.5 or will those be added on after the fact?

- In regards to a possible "FFVIII NT"as it were, if that ever does get off the ground, which I really hope it does because I love that game flaws and all, will there be some sort of equivalent forum for it here on qhimm? I'd love to share some ideas and such with everyone in regards to what could and should be done to fix the problems that game has in a mod.

- And for one comment I read in here earlier in regards to Abyss. It may have already been patched and/or changed for 1.5 but I have to disagree with the changing of the how that fight works. I thought that was a brilliant mechanic personally. He uses Bad Breath against you so if you didn't have it beforehand, you get it there, then you use it right back on him to trigger Esuna Dance to make him lose his "breath". You could add a textbox or something else that eludes to what needs to be done in that fight instead of getting rid of it entirely? Just a thought.

- You mentioned somewhere in here that Omega Weapon's Terra Break could be circumvented with Defend? I tried that multiple times but I could never get it to work. I even mentioned this in my video's description. Was this implemented later on in an update or was it always there? Did you have to do something special to get it to trigger? If it helps any, I published the video on the 27th of April.

That's about all for now, when 1.5 hits I'll be sure to pepper you with bug reports and comments as always. Great job and Congrats on getting this thing so close to being finished!

70
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-26 00:50:28 »
Adjustments to damage reduction would be coming from the .exe; I guess that's the next thing to get done. In an .exe patch, the following changes would be made:

-) Enemy physical attacks can be long-range (projectile attacks like machine guns).
-) Limit Break effects adjusted; some minor, like Braver having it's base damage swapped with Cross Slash, and some major like Cosmo Memory being turned into an ally-buffing effect.
-) Materia has more pronounced equip bonuses/penalties (but not for HP/MP, that crippled this feature last time).

I love the idea of enemies having Long Range. As for the other two, Yeah nothing really big needs to change there and the Health and MP numbers are pretty much spot on in my view so I agree fully that no change there is right.

Resist has the drawback of being expensive to cast and preventing beneficial statuses.

Reading a little down though the page, it seems I'm in the minority on this one. I'm not too bothered by this one really, but I figured it was something to think about.

Morphing has been a big problem with enemies going past 30,000HP which is why it's being dropped as the method for acquiring end-game weapons. Stealing isn't easy either due to the level difference but I'm thinking that a Sneak Glove will sort that right out. So if one weapon is a common drop, and the other is a steal, that should work out.

I'm thinking of having Disc 1 bosses be Morphable, right up until Jenova LIFE who I think has 30,000HP. As far as weapons that ignore the Morph damage penalty go, I was told that Ancient weapons like Nail Bat do this but I can't remember if they did or not when I tried it.

Oh thank deity! Any change here I will fully welcome and support!

I'm OK with Cover, it's already had its proc chance adjusted.

Fair enough, agree to disagree on this one.

The thing with Hojo is that it comes at the end where you've already had a boss fight with Diamond Weapon, the Turks, and Proud Clod within the span of an hour or so. All these fights are 'big' fights, but they can't be left as long ones simply because they're too close together. Hojo itself is also three encounters rolled into one. The downtunes to HP that have been put in so far for these fights are more like quick fixes than actual changes. The randoms in Disc 2 also need to be made faster.

Oh for sure, I was saying it in general terms. For that part specifically though I don't think a down tuning of health is all that imperative. The end of Disc 2 is a pretty significant event.

I'll get these sorted out; I need to patch the flevel anyway for this surprise Hojo fight on a save point  :-X

Surprise Hojo fight?

Latest crop of bugs are fixed, except when I checked Bahamut-ZERO, Phoenix, and W-Magic these have the correct AP needed to drop as mastered (16777215 to be exact). When you all picked these up, were they mastered or were they like Underwater Materia and able to accrue AP?

I already had them in my inventory. Maybe they reverted on my installation somehow? Not sure.

Edit: Scene patch is up, it reduces the total HP of Diamond Weapon through to Hojo; his third form now has the highest base HP of this section at 100,000. Diamond and Proud had about 100k taken off them and they now sit in the 80k range; this was due to the proximity of all the boss fights throughout this segment. Midgar Raid enemies have also dropped down a fair bit of HP; this is going to be finalised once I've worked through all the enemies from the start of Disc 2.

Once I go through the mod again, I'll be sure to give my thoughts on this.

71
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-19 04:36:18 »
I think that's everything fixed up that was mentioned (thanks for the lists MoCheese & Purazis for the inaccessible pillar report).

No problem, although I bring bad news, which is off course, more bugs! Also opinions on things talked about recently, apologies for the very long read! The bugs will be in Spoilers after the opinions at the top here.

Sadness & Fury & Limit Breaks, oh my! - In regards to the Sadness damage reduction I am in half agreement, half disagreement. I think the mechanic should stay as it is because it is rather helpful for low Vitality characters that can't get numbers high enough to mitigate enough damage without having to heal them every hit. That being said, I do agree and believe Sadness and Fury could be re-balanced a little to make having either on more thought fight changing then they are right now, both in terms of numbers, and in effect. Right now as things stand, there's almost no reason to not have Sadness on. The slower Limit Break speed isn't strong enough in my opinion. So what could you do? Take Sadness for example, you could also add an effect where the character deals less damage as well. For high risk, high reward characters like Tifa and Yuffie having them take less damage while also dealing less would be something to think about. Even if the damage dealing reduction is something as "small-ish" as 10 - 15%, it would be felt and would certainly have to be taken into consideration when applying it or having bosses applying it to you. Likewise on Fury, you could make it so characters do more damage, while taking more as well. Same numbers as Sadness could be a starting point. Deal 30% more damage and take 10 - 15% more or whatever. The numbers could be worked out I'm sure and it would make people have to pay more attention to those limit bar colours. A boss putting Fury on Tifa then hitting her with a big physical attack could be devastating. Off course, doing things like this would also have to take into Limit Breaks into consideration. Personally I think they come way too quickly, even with Sadness on. With Fury, which I rarely ever use, I couldn't even imagine! If you did a system like this(If something like this could even be done), you could remove the Limit Break filling speed mechanic on Sadness and Fury and those abilities would improve or weaken Limits. Another thing this kind of system would accomplish is utilizing this as an actual weapon against bosses. All of a sudden, a new door to how the player wants to fight the enemy would be available. They could make the fight go quicker if they can handle the boss doing more damage, or they could take it slow and steady if they want to play it safer. The only serious problem I see with this relate to another issue I wanted to bring up...

The magic spell, Resist - In my opinion, this spell may need to be looked at as well. It's very strong as it is, and the reason for that is the fact that it never goes away. On bosses that rely on status effects you can effectively shut them down in one move. If Resist had a timer and a spell effect so players could know it's going, it would be another thing the player would need to be aware of. Off course, this is all riding on that fact that things like this could be changed? I have no clue. This one isn't a huge problem or anything.

Morphing - Ok, I need to speak on this one because someone brought it up in the past two pages. This might actually be my biggest problem with the mod, which is actually a great sign that the mod overall is in great shape! But this is one area that needs a big change. To put it bluntly, Morphing sucks. Here's the problem, either you spend 15 - 30 minutes a fight trying to morph those crater enemies or bosses for whatever it is you're looking for because you're too afraid to hit them with another normal move in fear you'll kill them, OR you try and shorten the time by hitting them with a normal move, killing them in the process and losing all the time you just spent! If that second thing happens, you turn the game off in frustration. If the first thing happens, you're so drained mentally that you turn the game off! At least that was the way it was with me. Morphing needs to be fundamentally changed. I read that you are removing boss morphs, which is a great first step but it needs to go further. Since we can't sense enemies, either move those weapon morphs and any other important morphs save for the Guide Book to stealing, OR give us some weaponry for ALL characters that have that Yuffie Conformer gimmick on them where they deal full damage when Morphing. A good place to start in my mind would be all the Crystal Weapons in Mideel, by that point you're through most of the game, they're easily obtainable, and there's nothing inherently special about them. This would make it so we're not pigeon holed into using a character we haven't used throughout the playthrough in order to Morph, and it gets away from the trap of people who built Yuffie into a caster and having a weak Morph because of low Strength. Do any other weapons have that gimmick on them? That's my idea, but yeah, please do something about this. I don't want to lose anymore hair in frustration.

I'd also still like to hear some thoughts on something that I raised earlier in regard to Cover:
(Onto the opinion piece from me here, but I think Barret or anyone with high Vitality in the back row using Cover may need to be looked at in regards to balance issues. This really struck home with me during the Armour Keeper fight. It seems to be TOO effective at negating physical attacks. Magic damage doesn't have a way to just be cut in half like physical attacks do by doing something as simple as moving someone to the back row. I know elements can be negated and even absorbed, but what about non-elemental? Besides which, there are so many more forms of magic attacks that guarding against them all is impossible, while every enemy in the game can just attack. Seems to be a little one sided to me.

While I would never suggest removing the back row damage reduction mechanic, what I think could use a discussion on is the Cover materia itself. Maybe make it so Cover has a VERY heavy vitality reduction attached to it, a percentage perhaps? That way it can it stay evened out throughout the game. Maybe have it only absorb half the blow while the other half still goes through to the intended target, if things like that are even possible?

I'm sure you could think of something, if you even think this is a balance issue at all that is. There is certainly something to be said about leaving it up to the player to decide if they want to use this tactic or not. I know as it stands right now though, on my next playthrough, I won't use it. I think it's too strong personally.

Cover would certainly be a more interesting materia if something like the Sadness and Fury things I mentioned above and the Vitality reduction idea on Cover were in effect. Cover may not even need a tweak with the Sadness/Fury suggestion implemented. But yeah, thoughts? I think Cover is too strong as is.

One last thing:
That's the key thing to tackle right now; Disc 2/3 random encounters with some boss tuning to make the fights fit faster. As it stands they've got too much HP and are hitting hard enough to make it tricky to juggle offence with defence.

Really drawing a blank on this one, what bosses are you referring to here? Short of bosses like Hojo, which I think has already been changed? Keelhaul which I mentioned quite a while back that I think needed a seriously overhaul. Was that ever implemented by the way? And maybe Tyrant, almost all the bosses fell into the 7 - 13 minute mark if I remember correctly. According to the video timers on my uploaded playlist anyways That is where you wanted them, no? For the record some bosses SHOULD be longer then the shot 7 - 13 area. Bosses like Hojo for example should have a longer timer because he's a bigger or more important boss fight in the scheme of the game, compared to some of the more random ones like Illuyankas or Palmer for example. Also, two of the better bosses in this mod in my opinion were Mimic/Flares, and Abyss. They were both a little longer on the timer sure, but the mechanics were great. Overall, I think the bosses are pretty dang close to where they should be, other then the ones I mentioned above.


Holy jeez, I'm a windbag. Apologies! I know the things I've suggested would probably be a ton of work to not only implement, but balance as well. But I do think the discussions are good for coming up with some ideas for sure. Anyways, FINALLY on to the bugs, which will once again be behind the spoilers for those who haven't run the Dark Cave yet. The two most critical bugs are on top.

Spoiler: show
- In Dark Cave, at the save point right by the pillar after you've rested in 7th Heaven, if you save your game and restart, there will be an invisible wall preventing you from going up the pillar. Additionally, Tifa won't allow you to leave the screen, effectively locking you in that one screen, and forcing you to load an earlier save. If you don't have an earlier save file you're stuck. I'm not sure if I did anything else to trigger this. Is this the error Purazis informed you about? Because if so, it's still there.

- In Dark Cave, during the final escape, the save point right before Brute Justice still has a little window that shows up. At first I thought it wasn't important and just looked weird, but if you go and talk to the only NPC on the screen with that glitch window still on the screen, his text window won't show up and it will softlock the game, forcing a reset.

- In Dark Cave, I actually let the Mirage 20 minute escape timer count down, and regardless if you're in a battle or on the field, if the timer gets hits 0, the screen turns white and sound effects play simulating an explosion, then battle music starts playing, then the window from the very beginning of the mod that asks you what game mode you want to play appears and you get an unhandled exception if you select anything on it. Yeah, very strange.

- In Dark Cave, the battle with Swindler can be skipped entirely by hugging the wall on the left side (Swindler's right side) and slipping behind him.

- In Dark Cave, when escaping from Midgar, during random battles, the timer isn't visible.

- In Dark Cave, after Mystery Man sets the bomb on the first reactor and you get Tifa back in your party, if you leave the screen, then go back, another Tifa and Mystery Man will be there. You cannot interact with them.

- In Dark Cave, I found another "NPC Ghost". The dressmaker in his shop, the one behind the counter. You can talk to thin air there.

- In Dark Cave, random battles still have the boss music playing in the same room as Armour Keeper.

- W-Magic, Bahamut ZERO, and Phoenix are still not mastered and acquires AP just like Underwater as a 1-Star.(Wasn't this fixed a while back? I think I remember reporting this one? Anyways, it's back if so.)


Wow, this was one long long post! Apologies again!

72
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-15 15:54:17 »
So I updated and went through the Dark Cave again. Found a couple more issues but by and large, it seems to be good to go. Again, I'll put it under the shroud of spoilers for those that haven't played through it yet. Here's the report and an opinion piece:

Spoiler: show
- The timer during the reactor escape doesn't work anymore. It stays at 00:00 even after the bomb is planted. Also, because of this, battles that are entered end immediately with nothing happening. No EXP or Gil rewarded. No commands can be entered. The "boss" is the same thing, instant win. Also, I am not sure what happens if you just sit and wait ten minutes to see if it explodes(I wasn't brave enough to test). I think this happened because of the report I mentioned earlier about the first save point not being fully visible with all those windows being up? There's a bug further down that has a similar issue.

- To be clear, there is NOT supposed to be a boss guarding Aeris correct? Other then Yuffie, who for obvious reasons doesn't, Aeris is the only other team member that doesn't. Is the Mystery Man it?

- The Armour Keeper fight needs to be looked at for one specific reason, and maybe one subjective reason:

[Specific] - For some reason, Red XIII is a 4th party member in this fight? Not sure why? Shouldn't it be Cid?

[Subjective] - He seems to be pretty, uhhh... weak. All of his hits were doing 1 damage. I think I understand what the theme of the fight is, with "Guard Break" lowering defenses and all that, but someone with Cover, like Barret for example, can completely negate this fight.

(Onto the opinion piece from me here, but I think Barret or anyone with high Vitality in the back row using Cover may need to be looked at in regards to balance issues. This really struck home with me during the Armour Keeper fight. It seems to be TOO effective at negating physical attacks. Magic damage doesn't have a way to just be cut in half like physical attacks do by doing something as simple as moving someone to the back row. I know elements can be negated and even absorbed, but what about non-elemental? Besides which, there are so many more forms of magic attacks that guarding against them all is impossible, while every enemy in the game can just attack. Seems to be a little one sided to me.

While I would never suggest removing the back row damage reduction mechanic, what I think could use a discussion on is the Cover materia itself. Maybe make it so Cover has a VERY heavy vitality reduction attached to it, a percentage perhaps? That way it can it stay evened out throughout the game. Maybe have it only absorb half the blow while the other half still goes through to the intended target, if things like that are even possible?

I'm sure you could think of something, if you even think this is a balance issue at all that is. There is certainly something to be said about leaving it up to the player to decide if they want to use this tactic or not. I know as it stands right now though, on my next playthrough, I won't use it. I think it's too strong personally.

Anyways, that's my two cents, back to bugs...)

- Typhon has misleading text in his description. It says that it deals Wind Damage but the Gold text under his name is Gravity. Junctioning Elemental with Typhon and going to the Status menu also gives you Gravity elemental.

- After defeating Mirage and with the 20 minute escape timer going, using the save point closest to Justice(Near the church) makes the timer and save window go all screwy again.

- Justice doesn't have boss music, intentional or no?

-- And to end on some rather small nitpicky stuff --

- Camera angles on a few fights are a little wonky (Kotch, the three soilders before Amalgam).

- The "Golden Shiny Rope of Hope" or whatever the hell Barret calls it is invisible on the climb down during the escape after Mirage. Sure makes for an interesting visual though!

- The Turtle's Paradise Poster in the kid's room by Aeris' house has some custom text, the one in Shinra HQ does not.

- The hole in Don Corneo's mansion that leads to the sewers can be glitched by not jumping on the prompt then simply walking over it. Looks funny to see Cloud standing over a gaping hole! Also when you jump down, you can move around for 1 or two seconds before the game simulates you jumping down the hole like you normally do at the start of the game. Also looks funny.

-- Yeah, like I said, small nitpicky stuff --


I think that's about it in regards to bugs and/or problems that are going to be found in there. Never say never off course, but both times I went through this thing, I went in there with the sole intention of breaking it as much as I could. Seems to be very stable now other then the couple of issues I raised.


EDIT: Forgot one thing, is Cloud's innate information in the readme's that come with the install package? I couldn't find the info on it.

EDIT #2: Forgot another thing, when I went through the Dark Cave the first time, I got the Black Materia as a prize. This time I did not, was it removed or is this a bug? (Not in the spoiler section because that has been in the documentation since 1.4 launched)

73
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-13 23:54:02 »
Back again to give my thoughts and bug reports on the Dark Cave sidequest. Although I'm going to need some confirmation as to which are legit problems you've heard about or encountered yourself, and which may be an installation problem or something because just from skimming these past couple of pages, I seem to have run into more problems then most. I'm also going to report things that may have already been reported so disregard those if true. I will also put most of these in spoilers because this quest just came out.

- First a warning to everyone though, if you go into the Dark Cave with either Tifa or Cid as your party lead, you will not be able to remove them for the duration of the side quest. Could a PHS window prompt be put up before entering to change/warn people of this?

Spoiler: show
- During the opening moments of the raid, if you go to the left on the bridge into the escape area outside the reactor, you hear that bomb planting sound effect. This sound effect will persist through screen switches. Going into the reactor and pushing the elevator button gets rid of the sound effect however.

- Are you supposed to be able to save at the first save point in the reactor? It doesn't give you the prompt when you step over it but it still works just like normal.

- Grenades from the "Shinra Soilder" enemy did no damage and did not explode. Essentially, nothing happened when they threw one.

- The dog enemy "Corpse Hound" did something to softlock the game for me.

- If you go backwards from the train station after the raid through the train graveyard you can find Cid in the sewers and I am assuming a boss is supposed to be there? Also falling through the hole in Conero's mansion did not spawn one either. When I found Cid in the sewers, the boss music does start, but all I got were two MP Trainee's. Random battles also had boss music so I assume there has to be a boss there normally?

- When resting in the kid's bed for 100 Gil in Sector 7 near 7th Heaven, after you wake up the battle music played. You can fix it by going back to the plate pillar and coming back.

- Found a "Lv. 3" Destruct materia in the 7th Heaven basement, but it was at level 2.

- In Wall Market, you can actually get trapped in the bathroom at the bar, forcing a reset. (Don't judge!)

- You can fight Jörmungandr in two different rooms. Not sure if intentional or not?

- In the Weapon Store near Aeris' house, you can talk to invisible store owners and buy the stuff they sell at the start of the gamel. Not sure if this was intentional or not because of the 'theme' of Dark Cave, but I couldn't get any other stores to work so I assume this is a bug.

- Red XIII is sleeping on the bed in Wall Market while none of the other teammates once found are in their Wall Market spots.

- After resting at Tifa's bar and going to the pillar for the first time, you can move around while the team is talking. If you go off screen, the game locks up.

- When going through the Dark Cave the first time, Yuffie did not spawn at all and I couldn't get her spawn no matter what I did. Going through a second time, she spawned after saving Aeris however. What exactly is the trigger for Yuffie to show up? Speaking of Aeris...

- Is Aeris supposed to have a boss guarding her? Or is the 'Man' all that's there? After I defeated him he was stuck running in place on one of the church beams and that was it.

- If Phantasm Hojo was killed before Spectral Hojo, it started spamming "Rekindle" over and over with it always missing. Similar to how Tseng was previously locked into a pattern.


Whew, ok. A lot reported there. Again, I am going to assume that some or maybe most of the problems I ran into were installation problems on my end, and if so some or most of these bug reports may be faulty. If that is the case my apologies.

So just to be clear here, downloading the top link and installing only that is all I need to do to be set, right?

74
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-08-06 14:38:59 »
Taking long to reply to everything as usual.

Promoting streams/YT stuff related to NT here isn't any problem at all; everybody wins as far as I'm concerned.

Oh good, would've felt bad.

There's three unplaced Plus Materia that can be used here; I was thinking of using at least one for Junon Leagues. Long Range is something I'm not 100% about including at all.

Placing those unplaced materias would be cool and I'm sure the bonuses wouldn't be too strong provided the % is knocked down pretty good. 25% to start for sure, may even need to be lower. Seeing that though, and knowing this mod for what it is, you could also add/change a materia into something new, a counter-part to Magic Plus: "Physical Plus" or something. A materia that raises physical attack power. Taking that further you could also do defense raising ones: "Spirit Plus" and "Vitality Plus". Could be neat if you have enough materia to edit, I don't think you can just straight create new materia, no? If not, you'd be hard pressed to get all that or any of it in really.

However, if there is one materia in which you COULD change and put into the mod if it hasn't already been changed, it's Long Range. I say this because I LOVE what this mod is aimed to be, so I say this as vigorously as I can. DO NOT put Long Range back into this mod. Long Range would change the dynamic of what this mod is supposed to be way too much in my opinion. A backrow Cid with M.Barrier would just be way too overpowered for example. I would change Long Range or keep it out altogether. For what my opinion is worth, not much.

Deathblow is quite powerful, and I was wondering about moving it further back into the game and placing Slash-All down for it instead (but not sure); otherwise, could keep Deathblow where it is and place Slash-All in Forgotten City instead? I was thinking of placing W-Magic, W-Summon, and W-Item down as the prizes for each Extra Battle match so there's a little more consistency; then I'd put Planet/Ultima down in the Crater and Double-Cut with the Kalm Traveler.

Deathblow could be moved back if you wanted, because people are right, you don't hit with it often enough early on to really make it useful enough to use consistently over regular attack. Either solution is fine I think. Either moving Added Cut back or Slash-All back. I would say moving Added Cut back and keeping Deathblow where it is would be the slightly better option however because you'd get a lot more "DPS" as it were out of Slash-All so early where more enemies are common instead of one big one. The counter argument is bosses get a little easier though, so either way... Either option works.

In regards to Planet being moved to the crater, I agree that would be good. I would also suggest moving Contain there as well. Shield could also be placed there if it isn't, I forget where it is normally. Putting them as drops from the bosses down there could work. Moving the W-Materias to the Extra Battles also sounds like the right idea to me. The only problem I have is with Double-Cut. As soon as it drops people will go to Master it understandably so where you place this is key. 4x-Cut becomes the go-to for damage and Magic cannot compete until Quad Magic at least, so Quad Magic maybe should come first? Or Double-Cut coming with a Strength penalty maybe? I think Double-Cut could be in the crater if it came with a Strength reduction of some numeration. But I do think Quad Magic should be obtained first, wherever it is. Something to think about.



Final thoughts for me right now is in regards to Passives. I like the idea of passives being something tangible and somewhat controllable. For example the way Barret's Passive works is perfect in my mind because you get control how it plays out. Back Row is something different from Front Row. My suggestion for Cloud's passive would be to use Barret's passive theme and change Barret's passive slightly. Make Cloud's passive offensive, so Front Row he gets attack stacks, Back Row, he gets Magic stacks. Then change Barret's to Front Row Vitality stacks, and Back Row Spirit stacks. Makes Barret fit his "theme" of being a defensive tank more fitting and gives Cloud users more control over how he plays.

Things like that, give the users an either/or and more control on passives wherever you can in my opinion.




75
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-06-23 07:14:40 »
It's been quite a bit since I've made any posts here, and like most others now I figure I'm waiting for Dark Cave before I run through the mod again. Before that though I should drop off some more bugs I found along the way. Again if these have been mentioned already apologies in advance:

- I somehow managed to get into a 2nd fight with the Master Materia. This time however there was no background, just a black screen. When I won again, I received a W-Summon materia. I have a clip of it but I don't remember what I did to trigger it. I think it had something to do with going outside of the area where you fight them and coming back in but I cannot say for certain.

- In the final battle with Sephiroth, it's possible to lose your materia if you have too much. Everyone who had any for Pinnacle gets it removed and if you have too many for your 200 I think it was limit, it just vanishes and you can't use it for Sephiroth. I don't know if it's possible to fix this short of not having their materia removed?

- I'm sure this one has been mentioned but just to be safe, in the Jenova fight in the Northern Crater, you can get a soft lock by killing Jenova's arms. Don't remember if it's both arms or just the one but I ran into this problem a time or two.

- I never got the Micro Engine from the guy in the Highwind. Is that a bug or did I just miss something here or do something wrong?

I have a question about the boss curator in the shinra building.  He's very challenging first off and it seems to be a very long fight, so I wanted to know, are you still able to fight him after the return to midgar section?  I know in the original you can't return to the building so I wasn't sure, it's been a while since I played the last patch.

Curator can be fought on the 2nd visit but it's still very tough; someone did beat it though.

I'm going to assume that posting videos would be seen as promoting and I imagine that's frowned on. But if you search Youtube for me and/or The Curator I'm sure my video of it will come up. I went into VERY long and extensive detail about what to do and how to win on the video description, so if you're looking for info it's there. Or if you are just interested in what's behind him that's also included in my video. The entire winning fight was uploaded and it is rather long, but if you want to get any ideas about Curator it's there to help.

This does raise a question though that I should've asked beforehand though. It's already done but do you mind or care that I uploaded videos of your mod to YouTube? My channel is nothing and it was made entirely so a couple buddies could see some other game footage from my point of view. But when I started playing this mod I uploaded the bosses and it got some views. I wasn't overstepping anything was I? I credited you in every video obviously, but if this isn't appreciated or anything I'd actually feel pretty miserable about it.

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