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Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2024-09-09 06:59:42 »I'm working on it a bit more now, so I'm hoping by the end of this year.
YOOO I look forward to it! I hope it goes easily and swiftly for you!
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I'm working on it a bit more now, so I'm hoping by the end of this year.
Sure, the mod might be more AoE-heavy than the base game overall, but your initial point was about all enemies being able to open with an AoE, which is simply not the case.
The number of enemies capable of starting with an AoE is a little less than 30% of all enemies, including ones that use AoE only under certain conditions (level threshold, specific battles or number of enemies present). Aside from that, not all of them are meant to be threatening (such as the Geezard's or Raldo's Foul Breath), but can potentially become a threat with ATB speed set to max. With highly damaging AoEs usually being strictly regulated to not be used consecutively and with the new Heal ability + Mega-Potion buff, things shouldn't be too difficult, at least in Standard Mode. I can see some more AoE restrictions in a third difficulty option though.
Currently aiming to release an ATB patch by the end of this week. It's basically ready for the 2013 version, but want to look into Remastered too, as I don't want to separate the two versions again, now that they are almost identical. And it's about an important issue that can potentially ruin the entire experience. Will report back.
Actually, only very few enemies have a chance to start the battle with an AoE. In fact, AoE usage is more limited than in the base game. Many enemies are set to not use AoE several times in a row, whereas in the base game, they can basically access them whenever they want (Grendel, Cockatrice, Chimera or Bahamut to name a few). Please check thoroughly before spreading misinformation out of anger.
As for your actual issue: Check your ATB speed setting and reduce it if it's on max. I assume it is, as no enemy can do 6 attacks before you get even 2 turns on normal ATB speed settings. I've already explained several times - at one point even to you directly - that high ATB speed settings are not recommended as they give enemies an unfair speed advantage that you can't negate even with supernatural reflexes. The higher the ATB speed is set, the more attacks enemies get compared to you, that's how it is even in the base game - it becomes noticably more difficult then. And I'm not willing to balance the difficulty of this mod around this setting. It's just way too fast.
Guess I'll have to add this information to the opening post and mod documentation until a proper ATB speed adjustment is ready (I know there is a setting for that in the Doomtrain tool, but changing it so that max Speed becomes more managable results in standard speed settings becoming super slow) - too many players fell for it already, without realizing where the issue stems from, rather blaming the mod instead. I'll do my best to finally come up with that long-needed fix (also making the ATB stop when selecting targets), so this issue can finally be put to rest.
a no experience hard mode typeb without using sp upgrades makes end game stuff not as trivial maybe try that as an option if decide to play through again.
agree witem is OP makes somethings go much quicker thou, and allows more or less free experimentation of items. alongside huge timesaving rather than grinding for a couple of items... (on no exp runs)
Bosses having too much defense is a bit of a problem since it incentivizes using Defense-Ignoring methods so much. Spamming Comet just completely trivializes the silver chocobo because it can't miss for Pandora's Box which, in turn, with Mighty Guard, allows us to completely trivialize Emerald and Ruby. Then just to take it further there's a magic built Barret taking over Cloud's ability to just Mime = Counter Catastrophe every boss to death while you go and make a sandwich.
Hydro Materia is found in the Junon Docks on Disc 2/3, on the screen where you performed the send-off for Rufus; the cargo ship will now be gone and the Materia should be sitting on the empty port somewhere.
Gospel Sparks I think are finite in supply (they grant invincibility being the reason for that); one is listed as being in the North Crater's Left-Up path.
I'm afraid not; but it's given me an idea. It'll be obtainable in the next patch on Disc 3.
The Ribbon can only be acquired from one place, the boss battle at the end of Disc 1 ifSpoiler: show
You could try Brave New World (BNW) for FF6 (http://ngplus.net/index.php?/forums/forum/5-final-fantasy-vi-brave-new-world/), The Ragnarok mod for FF8 (https://forums.qhimm.com/index.php?topic=18404.0), or Alternate Fantasy for FF9 (https://forums.qhimm.com/index.php?topic=16324.0).
I had a look at 1.5's files; not really sure what's going on there. White Wind doesn't have the No Retarget flag so why White Wind was able to land on a KO'd character is a bit odd, unless it's a quirk of how reflect works with a target-all skill.
But it sounds like the AI isn't working quite right. The flow of that part of the script is:
Every third turn:
If he has Reflect, use Shadow Flare
If no Reflect but has MBarrier, use Laser
If no Reflect or MBarrier, then use White Wind.
If Reflect is on, the enemy should be using Shadow Flare and not using White Wind at all (this should also only be going out every third turn; was White Wind used twice in succession?)
I'll revisit this fight when I'm doing the North Crater maintenance and redo it a bit.
Yeah the directions they were sent in should help for testing and replication.
It seems to be a drop from Christopher, but mind that if you steal an item from that enemy then it'll make their drop unavailable.
Sorry about the lost progress, I'll set up 1.5 and check through the scripts in that section.