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Messages - Maziac

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I'm finding myself a little split on NT 2.0.

I feel as though many people will hear about this mod and play 2.0, as the latest update just feels obvious to use, and those people won't have as good an experience as they would have with 1.5.


I'm a huge fan of 1.5 Arrange as well, it's basically perfect, but there is one thing 2.0 has over it and that's the addition of the party members hanging out at all the towns during the journey. How nice to see Red running around the Chocobo Farm and Aerith sitting by the stairs in Kalm. Would be awesome if that was possible to patch in without breaking anything.

Anyway just here to recommend 1.5 too, it's good. But I clearly need to try 2.0 again.

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Hello SegaChief, and happy Rebirth everyone!

I've seen people asking for help on reddit a few times regarding 1.5 documentation. I think this google.doc https://docs.google.com/spreadsheets/d/1X1sQP1Q6MVrxt1E7ytniaG_OEhN8XqlAH2Srv3iHjLc/edit#gid=1476248842 was posted somewhere in this thread and I've pointed a few people to it. Seems to be correct on all things, so I thought maybe you could pin it next to 1.5 installer. Thanks! Also thanks to the amazing person/s who made that spreadsheet!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« on: 2020-08-12 06:35:03 »
Late congratulations on the release from me too Chief!

Had some time to try out game type B on hard mode last night. I was going to try how my 1.5 arrange speedrun route works, but right from the start I realized how different this 2.0 B version is. When things started playing out a bit different it put a HUGE smile on my face! So I ended up just exploring everything and talking to every NPC again. Amazing! Thank you sooo much for all your work over the years!

Just one question from the early game;

Spoiler: show
After Cloud leaves 7th Heaven and we got a chance to explore, I went back to the bar too soon, which continued the story progression. So did I miss anything by not checking out the train station and graveyard with just Cloud?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-18 14:52:14 »
Um, what am I doing wrong?  Or is every boss fight going to be like this now?  Many of the random encounters have hit the point where physical attacks are basically the worst thing I can use, and its all spell-casting, all the time now.  Is that normal, too?  If there' some blindingly obvious things I'm missing, I'm eager to learn what to do.  Right now, as it stands, this mod has gone from entertainingly challenging, to a tedious slog once I cleared the Mythril Mines.

Nothing probably, the bosses HP starts ramping up at that point, and there's not many ways of dealing high damage yet. Rank 2 spells take a while to unlock, and physical damage isn't great before you get good accessories, equipment and rank-ups. On Arrange type it's even more noticable. Best thing to do is utilizing the bosses weakness with a high Magic stat character. Oh, and put everyone on backrow for that fight. Could use Tranquilizers too.

Spoiler: show
Bottomswell is weak to Lightning and Wind, I like to have to 2 Lightning Materias for this and all the robots in Midgar. Wind has no basic Materia sadly, but Choco/Mog is great. And there's a Wind type Enemy skill Chocobuckle, which is basically Aero1, you can learn it from the Chocobos outside the ranch. First learn the Quarry Fuse move from the squirrels there, then use Mimmett Greens? on a Chocobo and while he is eating, use Quarry Fuse and it will counter with Chocobuckle.

If you are playing on Normal, Poison is great for that boss. If on Arrange, use the Bird Wing item you should have.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-16 15:29:12 »

These are them here: https://mega.nz/file/awtSmKIR#jqYc98dY9ZSb546_f2QNlmhN7zZCeL4cOnz3UIJkRiI
If you want to use any then let me know and I'll generate a battle.lgp with them in there for use with NT.


Haha those are pretty nice and funny, but no need to custom patch me, at least for now. If you can add those to the NT installer and some NPC to toggle them in-game that would be nice, but please don't waste any time on that, I'm quite ready for 2.0!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-16 12:18:25 »
Oh, I see. And looks like they are 7th Heaven only. I don't use that, but I'm curious to see what options there are.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-16 11:24:54 »
I'm about to start a new playthrough with the 15th May patch. Can someone tell me if I will get access to this new costume thing with just playing through the story normally or is it some sidething I need to go out of my way to access`?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-04-04 09:20:06 »
The nodes on Jenova Vector don't always spawn for some reason.

I don't think I've ever seen those nodes on Arrange type, but I've only played 1.4 and 1.5 patches.

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Releases / Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
« on: 2020-03-26 20:37:00 »
I played some more of my NT Arrange random file, and used a Hi-Potion for the first time. Turns out it's messed up too in a funny way. It heals for some amount, but not the flat 1000 that it should. It also applies Reno's secret weapon from the fight in Gongaga, so it permanently paralyzes a character. Works on enemies too, they don't do anything except scripted counter moves and such.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-23 17:05:35 »
Maybe there's a fault in it. Did you give them money? I think they have enough to cover the battles that are unreachable and battles handled in that way are counted as won.

Nope, no interaction before that. They treat Cid like he is Cloud in disc 1. There's the guy at the cave door with dialog options "Where is Junon?" and "We'll help you", theres also the teleport npc next to the rope. They explain all the minigame rules and lore. And after the battle we get Phoenix, Huge materia, Hi-Potion and Masamune. Oh and I did the Corel Train before Fort Condor

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-23 14:10:53 »
It's a Masamune; in NT this weapon can be equipped by any character.

So, is it an error, that doing the first Fort Condor fight, as the mandatory visit on the Huge materia quest rewards us with Masamune? I mean, never visiting Fort Condor before that mission. The old man talks to Cid as he's Cloud; "Your eyes are different" and after winning the battle, first he gives a Hi-Potion, then says "just kidding" and gives the Masamune. (Arrange btw)

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Releases / Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
« on: 2020-03-22 14:00:54 »

First Reactor I set up as an exemption to a lot of the reassignment because it was common for people to load in and get into Game Overs before the first Save Point as solo Cloud (and even with Barret there) + the limited healing options can be a bad situation with randomisation. I guess that means the no escape doesn't get set either though for First Reactor, I'll need to look at that.

Vincent and Cait Sith aren't on the Initialisation options because their data is held in the .EXE; Young Cloud and Seph's starting stats, equipment, etc. are handled in the kernel instead. Their other data is set in the kernel at least.


Understandable, I had to try out quite a few seeds to make it past guard scorpion, anything short of 200 HP gets oneshot by Tail Laser, and his single target attacks hit close to 300.

Come to think of it, with NT the bosses don't seem to be made easier at the beginning, just randomized with 25% modifier (I've watched some people play vanilla randomized and they keep oneshotting most everything in Midgar) but at least some of the random enemies seem quite a bit easier than usual, i was one shotting some of them with 30~ damage attacks.

Whoops I didn't even realize Cait Sith is missing from randomization too, haha. Well, at least I've got those randomized rank-ups for them. So is there any hope to randomize them in the future?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-18 21:10:11 »
Newbie question: when morph-ing I only do damage in the double digits (start of the game, just reached Costa del Sol). Is this normal damage or is there some way to make morph more effective? Because as it is, I have to waste several turns to whittle down about 100 damage as about then every attack outright kills. I have not tried it yet but if gravity is percentage damage (of *current* hp) it could help, the problem is that so many enemies are immune to it.

That's normal, Morphing is meant to be hard. In the end of the game, one of the characters Ultimate weapon has an effect allowing it to Morph with normal damage, making it easier in the end. You've got the right idea with Gravity spells, but yes, many enemies are immune to it. Laser enemy skill is great too, before you get access to Demi 2 and 3.

I wouldn't worry too much about the Morphs, it was fun for a while but in the end it's very tedious. I don't even recall getting many worthwhile special items, though undoubtedly there must some useful ones.

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Releases / Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
« on: 2020-03-18 17:00:52 »
Playing around with this and New Threat Arrange mode, at least the beginning seems to work fine.

Except, I can't use Ethers outside of combat, and a Potion inside combat might be tied into Cait Sith's Transform limit break? It displays a text with the limit pink background that reads: Transform fails!  (I did not randomize any item data. Only starting stats and limit breaks.) and the Disable Escape function doesn't work, at least in the first reactor. But that rule can be enforced manually.

Just realized Vincent is missing from the character stats randomization panel

I'll try another seed now.
- Ok, switching the seed fixed the potion issue but now I can't use Ethers inside combat, they work in battles though.
-- So the Ethers are randomized into another item I think, it plays a party wide smoke effect but does absolutely nothing, it would seem. Antidotes and Echo Drops seem to work as intended. Again, I did not randomize items.
--- The Ethers work after all, but it plays that smoke effect and doesn't display restored MP numbers, also not usable out of combat.

It seems the randomizer over-rides New Threats disabled stat growth, I'll have to randomize the growth then and see if the characters turn out overpowered when rank ups are introduced.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-16 20:23:56 »
The encounter switch is a toggle so if any field script reactivates encounters after the Init script has run, it'll turn them back on. I'll see about identifying where these are.

Oh, well I don't have to turn the encounters off a 2nd time, they just appear on that one screen, not anywhere else, except the first Mako Reactor and the world map of course.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-16 18:57:29 »
So, I've been practicing an Arrange mode speedrun on and off for a while, and a few days ago I decided to try and go for a single sitting run and record it. It went pretty well, I got no game-overs on any bossfights, but made a few stupid mistakes toward the end that cost me around 20+ minutes.

Here's the video: https://www.youtube.com/watch?v=DEs5v8f8AX0 Please excuse my silly commentary, I tried to keep it informative and at least a little entertaining. If someone thinks of alternate strategies, or wants to ask something let me know in private message or comment on youtube, I think it's best not to muddy this topic.

Some of the bosses, especially the later ones have attacks that are barely survivable for the less defensive characters and I really like how it's balanced now. Maybe you, Sega Chief, can find this somewhat helpful for balancing 2.0. Very interested to see what changes you've come up with.

A few things that happened during the run I want to ask about;

Disc 2 Junon to Underwater Reactor section: The screen in Upper Junon which branches down to the Underwater Reactor, the one with the Shinra soldiers who charge in the wrong direction. On this screen it is possible to get an enemy encounter even though I've turned off random battles. Only other place with encounters despite turning them off is the very first Mako Reactor bombing.

Another one I've ran into somewhat often: When inflicted with Frog status, I don't think it's possible to cast any spells, except for Pearl, for some reason that's castable.

Are these working as intended?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-09 00:01:30 »
Not the choices, just the SP part of it. The ranks will unlock at set intervals and then you can go to a Save Point and pick what you want. The flat +5 to all stats will be removed however as natural stat growths have been re-introduced as well.

I thought the Bizarro bug was linked to Arrange mode, but from the sound of it may be related to character count. Although I think both should be using 1-party Bizarro now so not sure. Will need to have a look at it.

Sounds good! Though it might be just a little too easy, currently I've been beating the game with Cloud rank 3, Tifa and Red rank 2, everyone at level 75ish by the end. 

And whoops, I forgot to specify that, yes, the save files are in Arrange mode. It's a 1 party fight but I still need to make up 3 parties.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-03-08 16:06:52 »
Are you going to ditch the rank-up choices in 2.0? I remember you saying so earlier on this thread.

One thing that irks me while playing with no random encounters is that Cait Sith, Vincent and Cid join the party with 2 rank-ups available right off the bat, meanwhile Cloud has only gained 1 rank-up in the Mythril Mines and everyone else still sitting at 0.

Also, I ran into the Bizarro Sephiroth glitch, which someone made a thread about. Downloaded the installer you provided(not the IRO, cause I don't use 7th Heaven) but that didn't fix it. I tried it on different save files, both have used the phoenix down on disc 1, but the one which can't load the fight hasn't recruited Vincent.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-01-08 17:22:24 »
I run normal mode and its already 10-11 hours average. The boss changes in arrange mode makes it very unlikely to be possible without farming, which would add hours to the time.

Yeah, I don't turn off random encounters and fight some battles that are fast to win with magic when I need to get some XP. Plasmabuster is very hard/time consuming. I fought some Grashstrikes and Missile turrets on the way to get lvl 11 before the fight. I buy 3 Iron bangles for the high defense and 2nd Lightning + Restore and get the All materia from Beginners hall. Combine restore with all, and pray to rngesus they don't hit one character twice from the back for a kill. It's a bit too long fight though, I had to use all my MP on every character.

I just updated to the newest version where Sega Chief nerfed some arrange mode bosses and started another run. Aps and the 3 Elevator bosses seemed a bit easier. Not sure if they are changed a bit or not. Didn't Morph Aps, but I thought about it. Managed to make it out of Midgar under 3hours(In-game time), no skips, except Tifa and Aeris backstory which the mod enables. But Plasmabusters and the elevator trio required a few resets. And learning all the menuing before fights is another challenge cause you need to swap so much stuff in Midgar.

After Midgar I noticed some changes to Elena and Rude, beat Jörmungandr(Bottomswell) with lower level and Jenova on the ship is no problem like last time. Also, Summons have some wild new stat bonuses which probably change things up a lot.

Trying to scribble down some notes this time around, but they are a mess lol


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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-01-07 22:30:13 »

13 hours is a long run; that's Legend of Dragoon territory.


Yeah it is, but there's a lot of room optimization and the different stat builds make it interesting.


Spoiler: show

The alternate final fight on arrange used to be a 2v2 but it was changed to a 1v2 which proved to be a poor decision given the debilitating statuses floating about. Sephiroth should be ignored until Jenova is brought down, as he'll die in 1 hit but is immune to damage until the other enemy is killed. While his attacks are %-based damage, Jenova's aren't; but there's a few things you can do to give yourself an edge.
1) Hidden element protection should negate some of the attacks
2) If being hit by Sequence/Combo, you can use Defend during it to reduce damage from the next hit(s); this can be handy if you're in trouble.
3) Avoid random-target attacks like Quadra/4x-Cut as Sephiroth will 'soak' some of the hits and reduce its overall effectiveness.

Speaking of Combo, Counter Materia is very effective against it because each hit is registered as a single action. You can quickly master Materia on the left-up path if you have some Ethers for the Magic Pots (probably faster if you can kill Movers too) while running/teleporting from anything else that appears. Magic Counter + Restore would greatly up durability. The other thing is the status ailments; a Vaccine or Ribbon would block anything coming in, but also prevent the use of Barrier/MBarrier/Regen if you plan to use those.

HP-Wise this boss doesn't have a lot compared to others; around 70k or so. I think MP Turbo isn't too far off the beaten path (might still be dropped by Jenova Death actually), which would likely be a better contender than Quadra Magic due to its random-target nature. If physicals aren't doing much, then materia like restore/revive + elemental in the weapon will buff it a bit; Limits won't see the benefit of it unfortunately. I'd also maybe swap Omnislash for Lv.1/Lv.2 to use Braver/Climhazzard as roughly half those hits on Omnislash/Meteor Rain are going to be wasted + the gauge will charge much faster.


Thanks for the advice!

Spoiler: show
I tried equipping Cloud with all my Counter materias and Magic Counter + Osmose earlier, to try and keep MP high, but they force me to heal up every turn or die. I'll try it with Restore and see if I can sustain that way, and do some damage. Hope that Hidden+Elemental works great too.

Great to hear Jenova doesn't do % damage, but what a pain in the ass she is. Physical and magic damage and statuses which you can't afford to affect you. Ribbon is nice but, lowers my defense being unable to equip Protect or Touph Ring. Not sure if those are worth it anyway as their attacks seemed to ignore Wall and Touph Ring halves restorations. But with Ribbon I can't buff myself, Haste would be so useful as Cloud is a bit slow. Could try it without Ribbon, buff up, and hope she doesn't status me before I can use Resist.

EDIT: Ok it was really easy with that setup; Hidden+elemental on armor, Magic Counter+Restore and Planet+MP Turbo, MP Plus, then fill the remaining slots with Stat boosting materias (Covers for Vit, no need to worry about Magic Defense as hidden element heals you) Then just spam Pearl on Jenova and chug ethers and elixirs when low MP. I was thinking there has to be some trick to this fight. Couldn't figure out that Hidden element is a thing, none of my materias even had the hidden element displayed but Comet works, even though it says non-elemental.


By the way, does Synthesis Cell work through Ribbon?  Also, does Hero drink II do anything but negative effects?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-01-06 23:59:47 »
Anyone else tried speedrunning this in Arrange mode?

A while back I started a segmented run to see if it's even possible, and it's brutal, but might actually be doable even in a single segment. Some bosses are insane though, and might require resets for better rng or strategic grinding for more levels and rank-ups. I've managed to make it to the very end in 13:30sh time, but the very final fight seems problematic.

Now, I actually never finished my first playthrough after growing bored of the endgame content and my randomized character builds, so I'm not sure how it is supposed to play out, and I can't find any mention of this fight online.

Spoiler: show
Cloud vs. Sephiroth and Jenova. At first I thought the goal was just to survive and the fight would end if I get my Omnislash off. But I was surprised that's not the case. They seem to do % based damage, and I'm forced to Full-Cure every turn and then Elixir up when out of MP. They seem too tanky to kill, Omnislash hitting Sephiroth for alot of 0s and Jenova for about 300 per hit.(Cloud is built as tanky magic support) Pearl damages Jenova for a good 6,5k, so I tried using my only Gospel Spark on my first turn to gain Peerless in hope to finish off Jenova, but it wasn't enough(no Quadra magic), and they murder me before I can heal.


Am I missing something? Under-leveled(lvl.75, rank 3 or 4, not quite sure) and geared? How's this fight supposed to be won?


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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-08-17 22:07:34 »
Cid's lvl 2 limits are indeed switched.

Thanks very much! I guess that makes sense as Hyper Jump is much more powerful. Now I know my next game plan. Too bad my Cid is tanky as "#¤% so farming limit uses is hard. Cover spam and lower Def Eq. should do it!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-08-17 16:48:32 »
Quick question,

Cid just learned his 3.1 limit break without learning 2.2.

Upon closer inspection I noticed he's actually missing his 2.1 LB Hyper Jump. So he's got: Boost jump, Dynamite, Dragon and now Dragon Dive.

Did you switch up Cid's limit breaks Hyper jump and Dragon? Or what's going on`?

Looked around the web a bit, and this seems to be semi common, but usually missing the x.2 limits, instead of x.1

Anybody else can confirm what order Cid's level 2 limit breaks are?


Jeeez I didn't sign up for this!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-08-10 19:19:28 »
So, I've reached the end of part 2, crushing what was left of Shinra, and the madman Hojo.
At Midgar I kept trying to steal from every enemy, but had zero success. 2 characters mugging every encounter and always "Couldn't steal anything.." My characters are high level too, Cloud being over 90.

Should I have acquired the Sneak Glove before Midgar?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-07-14 16:11:53 »
Just finished Disc 1 on the latest build Arrange mode, but there was no option to choose Phoenix Down or not, Cloud just used it automatically. Or was the option when Cloud was swinging his sword before the cutscene? I tried it twice but maybe I did something wrong.

Now I get to see what could have been :)

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