Author Topic: [FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.7.2)  (Read 1091213 times)

Lynx_7

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Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.6 FF7 PC
« Reply #1550 on: 2013-04-21 15:45:48 »
From my own experience with the Hardcore patch, Lv2 Limits didn't start appearing for Cloud until a good bit later in the game, a lot later than they'd usually start surfacing for the vanilla game. I've been doing all the extra stuff, grabbing all the E.Skills, etc. so there's been a healthy amount of murder going on. Barret in my game has only just learned Grenade Blast at the ripe old age of Lv65, with others still waiting for theirs so it might be the case that you need more kills now.

You say you've done some early grinding though, which is worrying. You know that the character him/herself has to land the killing blow for it to count, right? My advice is that if Lv2 Limits for Cloud haven't appeared by about, say, Forest Temple (or when he hits Lv40) then your game might have a problem. Reinstalling the patch might do the trick (if the values have gone over what's needed then I think it just gives you the Lv2/3 limits at the end of the very next fight). If that doesn't do the trick, then as a work-around you could maybe use the Black Chocobo save editor tool to manually add the missing Limits to your party. Not ideal, but it's better than restarting the game due to a glitch.

Oh, so it does requires more kills then? In that case I'm relieved it's not just me. I'll continue with the story and wait till I reach that portion of the game/lvl to see if it will be unlocked by then. My party is currently around lvl 20~25 just after Mythril Mines, which is more or less the point where I would be unlocking lvl 2 limits for everybody in my team in a vanilla game. Yes, I know the character himself has to deliver the killing blow for it to count. :)
Thanks for the help!

gjoerulv

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Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.6 FF7 PC
« Reply #1551 on: 2013-04-22 08:39:19 »
Hmmm, do you guys start from a savegame? It's not intended for Cloud to require more kills.

Sega Chief

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Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.6 FF7 PC
« Reply #1552 on: 2013-04-22 11:35:43 »
No, started from scratch. If it's the same number of kills needed then it must just be the increased difficulty changing the dynamic of the game, making kills less frequent and more scattered across the team because of the special tactics that are getting used (a tank or dedicated healer wouldn't be attacking a lot, for instance). I'd never usually run from a fight in the vanilla game either but I've run from plenty during the Hardcore mod. Must just take it for granted how many enemies get milled through on a normal game.

gjoerulv

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Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.6 FF7 PC
« Reply #1553 on: 2013-04-22 12:15:31 »
Cloud's Buster sword got the Death Penalty effect in this mod. In order for him to start with normal damage I added kills in a new game (same as adding kills to a savemap) then added kills required from level 2 and 3.

Check how many kills Cloud got with Black Chocobo. If he has done more than 888 kills and yet no level 2, something is wrong. Keep in mind Cloud should start with 768 kills to even out the difference.

All this is in the kernel, meaning there can't be any messups from required kills vs starting kills in a new game. But if you start a new game, save, then patch, it will be f***ed up. Also if you alter Cloud's kills with black chocobo early on.

Lynx_7

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Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.6 FF7 PC
« Reply #1554 on: 2013-04-23 16:56:48 »
Cloud's Buster sword got the Death Penalty effect in this mod. In order for him to start with normal damage I added kills in a new game (same as adding kills to a savemap) then added kills required from level 2 and 3.

Check how many kills Cloud got with Black Chocobo. If he has done more than 888 kills and yet no level 2, something is wrong. Keep in mind Cloud should start with 768 kills to even out the difference.

All this is in the kernel, meaning there can't be any messups from required kills vs starting kills in a new game. But if you start a new game, save, then patch, it will be f***ed up. Also if you alter Cloud's kills with black chocobo early on.

Yes, that was the problem for me. I started a new game in vanilla and saved at the first savepoint before I discovered this patch and applied it. Then, I continued it from there.
I opened my save with Black chocobo and Cloud had 219 kills. I adjusted the number accordingly (219 + 768). When I came back to the game and got into a fight he learned his limit breaks normally.

Thanks.for warning me about it.
« Last Edit: 2013-04-23 17:03:36 by Lynx_7 »

mizz

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Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.6 FF7 PC
« Reply #1555 on: 2013-04-28 03:41:46 »
Hoping someone could answer a question for me, sorry if its been asked, I looked around and couldnt find anything. How do you get the enemy skill chocobuckle? I gave a mimmet green to a lvl 16 chocobo and then used L4 suicide, but he just runs away without countering me with it... Any help is appreciated, Thanks.

Sega Chief

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Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.6 FF7 PC
« Reply #1556 on: 2013-05-02 22:03:35 »
I had the same problem with Chocobuckle. I think it's been made exclusive to the Silver Chocobo you fight when picking up the Choco/Mog Materia from the Chocobo Ranch. I remember it using the skill during that fight, and I've not been able to get the regular Lv.16 chocobos in the area to use the skill. It might not have the same damage formula either; if I recall, the Chocobuckle used by Silver actually did damage where it should've been zero so maybe it was converted to the Japanese version of the damage formula? Just speculation; Gjoerulv will know for sure.

Tenko Kuugen

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Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.6 FF7 PC
« Reply #1557 on: 2013-05-02 22:32:59 »
you can just check the skill with wall market and when/how a chocobo uses it with proudclod.

gjoerulv

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Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.6 FF7 PC
« Reply #1558 on: 2013-05-03 07:45:27 »
Any chocobo may perform chocobuckle. They only do it as a counter attack if their HP is above 0 and below or equal 1 + 1/32 of their max HP. You just have 1 shoot pr. chocobo obviously, and remember to feed it a mimett green 1st.

Silver chocobo may use it in any counter attack it performs.

The reason it does not work with L4 suicide is because that action no longer reduce the targets HP to a critical level. In my mod it causes dual drain instead.

Chocobuckle works the same way as vanilla.

Sega Chief

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Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.6 FF7 PC
« Reply #1559 on: 2013-05-03 21:51:47 »
And here was me thinking that it was L4 Suicide itself that triggered Chocobuckle. It'll be nice to add it to the E.Skill roster for completeness; thanks for the info.

suavethekid

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Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.6 FF7 PC
« Reply #1560 on: 2013-05-12 03:16:10 »
I'm grinding out at the battle arena and man is it tough! I finally beat the return to midgar now I just need to get w summon omnislash and final attack to move on.

Here is my questions though, the red pyramids in the battle arena how the heck do i kill them? Anytime i attack them with physical or magic it does very low damage and then it forces me to attack myself using causing a one hit kill.

gjoerulv

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Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.6 FF7 PC
« Reply #1561 on: 2013-05-12 20:16:36 »
Those red pyramids only counterattacks (to ANY move). They will heal you if your hp are not full and kill you if your hp is full.

The easiest way to kill them would be to use the '? ? ?' e-skill when you have lost more than 1000 hp.

suavethekid

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Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.6 FF7 PC
« Reply #1562 on: 2013-05-14 03:58:11 »
I noticed something weird in the northern crater where the "mega all" is supposed to be i picked it up and it says received mega all but the materia i get is an mp absorb. Where is the mega all?

gjoerulv

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Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.6 FF7 PC
« Reply #1563 on: 2013-05-14 14:10:48 »
It's in the purple materia cave.

Bigmac

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Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.6 FF7 PC
« Reply #1564 on: 2013-05-16 22:51:05 »
Can anyone recommend me a good way of farming sources in the crashed plane without cheating or other mods? Progress wise I am just before the raid in Midgar at the end of disc 2 and have a gold chocobo.


Very good work with the mod by the way, always wanted FF7 to be a lot harder and now I got my wish! :)

Sega Chief

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Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.6 FF7 PC
« Reply #1565 on: 2013-05-18 11:20:13 »
Speed and Luck sources can be gotten from the Bad Raps & Poodlers in the Gelnika's corridor (where you fight the Turks). Problem is, they've been beefed up considerably and are usually accompanied by a new enemy called Basilisk (which doesn't morph into anything). As Speed and Luck are the quickest to farm for, and provide some excellent benefits when it comes to surviving a certain super-boss, you'll want to start there.

First off, equip yourself to guard against Earth and Fire (Elemental Materia or Escort/Minerva armour are good bets). Have Yuffie holding Morph with a Conformer and Slash-All/Mega-All if you have them; also give her a Gigas Armlet and a Power Wrist to boost her damage. Have a tank with Cover and maybe a Protect Ring (or Protect Vest) while your third has Gravity-All equipped; if you have W-Magic then this is a great plus as well. I think Quad overrides the All effect (not sure) but if so then All is the better bet as Quad is unfocused.

First, have the tank use Defend as he'll be getting hit for a lot of damage. You'll want to hit the enemy group with Demi3-All until they're weak enough for Yuffie to sweep them with Morph. If Basilisks are in the enemy team then they'll counter with a tail attack that I think deals damage equal to 1/4 of your max HP. If you're low level then this might be tough going but these enemies offer up a lot of EXP which'll help. Also, take plenty of Tents down there with you, have an Exit Materia equipped, and save often; there is a pincer encounter you can run into which can be very dangerous even for a max-level team.

Bigmac

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Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.6 FF7 PC
« Reply #1566 on: 2013-05-18 21:49:56 »
Cool thanks. Any tips for the other sources?

Also what enemies can I learn dragon force from? I can't get back to the cliffs to learn it from blue dragon.

Sega Chief

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Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.6 FF7 PC
« Reply #1567 on: 2013-05-19 23:12:12 »
The Unknowns (1-3) on the Gelnika are all vulnerable to Sleep, Poison etc. so stick them with Bad Breath/Frog Song/Sleepel to start. Then hit them with Quadded-Demi/Demi2 to break their HP down quickly. If you have W-Magic on top of that you can hit them 8 times. Either way, once their HP gets low enough hit them with the Conformer to finish them off. Nastier status effects to watch out for are Paralysis & Confusion (Unknown 2), Instant-Death (Unknown 1) and Poison (Unknown 3).

As for Serpent, he's immune to Gravity but he's not immune to the Dual-Drain status that LV4 Suicide inflicts. This might take some timing; stick it on Active ATB and try to get a feel for when he's about to die (count the number of turns he gets, for instance) then hit him with the Conformer. It's not 100% reliable but it's much faster than whittling him down from 90,000HP. If you don't have LV4 Suicide, then Poison is a slower alternative.

Finally, Dark Dragons in the North Crater have Dragon Force; they're sort of common in the first spiraling area of that place. Try to manipulate them quick; they hit hard. Blue Dragon has dragon force but he's immune to manipulation if memory serves. It might be available elsewhere from other enemies, lot of new guys running around in this mod, but I never ran into that e.skill anywhere else.

ManuBBXX

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Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.6 FF7 PC
« Reply #1568 on: 2013-05-21 10:37:48 »
Hello evrybody.
I'm level 50 approximatively, and I can't beat Jenova death, with Tifa, barret & cloud.
At the begginning, I go with Tifa max lvl3 limit( 6 hits at 3k ~ ), so 18k damage.
Clad, has ruban accessory( immunised against all negative effects ), so no death problems.
But Tifa and barret dies alaways at jenova's death spell. And the red lighting hits me at ~3k, and I don't have time to maintain them all alive and full life. Tried so many times.
I have approximatively 4 / 4.5k hp on my characters.

Do you have tips for beat her ?  ;D

Sega Chief

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Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.6 FF7 PC
« Reply #1569 on: 2013-05-21 11:35:11 »
Yeah, she's a tough one. When the fight starts she can open with a Death spell which'll knock someone out more often than not. Red Light hits with Confusion, Fury, and D. Sentence while Tropic Wind hits with Silence, Dual Drain, and generally wipes out MP on the entire team.

Jenny Death is vulnerable to an element called 'Cut' which is on a lot of Cloud's weapons. Equipped with a Gigas Armlet and a Power Wrist (with Mystify+Added Effect in the armour, as well as some Long Range Materia) you can be hitting for about 4000-5000 a hit depending on the weapon; kind of a necessity as she has roughly 180,000HP.

Your other two party members should focus on healing and defence. Give one a Fire Armlet and the other Fire+Elemental (it'll negate/absorb Tropic Wind), along with some Peace Rings (anything that can protect against Confusion but NOT a Ribbon unless there's nothing else). These two should work on maintaining MBarrier on the team (switch to Wall when the 'All' runs out), Death Force, and healing. Note that Barriers won't work on anyone equipped with a Ribbon. They should also throw Slow at Jenny to buy some breathing space between attack waves.

For healing, White Wind and Regen can be effective in tandem, with the latter fighting off the Dual-Drain that Cloud will be taking from Tropic Wind (the other two won't get hit by it if they're immune to/absorb Fire).

An alternative strategy might be to deplete her 1700MP. Gear someone up with a Wizard Bracelet/Four Slots, Magic Plus, and an Earring then have them chuck out Magic Breath (with the other two supporting him/her) to deplete Jenny's MP in no time. Haven't tested it, but she doesn't absorb any elements that I can remember so it should work. Should disable all of her attacks, just like in the regular game.

ManuBBXX

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Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.6 FF7 PC
« Reply #1570 on: 2013-05-21 12:03:58 »
Thanks for your answer. But : Mystify+Added Effect in the armour, what's the goal ? Why not in the weapon but the armour ?

Sega Chief

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Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.6 FF7 PC
« Reply #1571 on: 2013-05-21 12:11:32 »
Placed in the armour, Mystify+Added Effect will give you protection against Confusion (and Berserk). It's a good way of rounding out status protection or freeing up the accessory slot for something else. You can try Destruct+Added Effect in the armour too, to give yourself protection against Death but Confusion is probably the status effect you should guard against for this fight; Red Light is too disruptive otherwise.

ManuBBXX

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Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.6 FF7 PC
« Reply #1572 on: 2013-05-21 12:24:18 »
Okay, thank you again. Yeah red light is a big problem, it hits so hard... But with protection against confusion, it would be nice.
But I didn't understood how can you hit so much with cloud.
I have Tifa who mortal strikes at 2k( 1k at normal ). But cloud, not hits very much.. So my unique nice way to deal damage today is Tifa

gjoerulv

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Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.6 FF7 PC
« Reply #1573 on: 2013-05-21 18:57:52 »
Jenny Death is vulnerable to an element called 'Cut' which is on a lot of Cloud's weapons.

This is true, but in the newer version Jenova are weak to all physical elements (weapons). So anyone could be used as a dd against her. The best way to damage her, as you suggested, is to get your attack as high as possible. And long rage or front row of course.

Bigmac

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Re: [REL/FF7] gjoerulv's "Hardcore" mod. v1.0.6 FF7 PC
« Reply #1574 on: 2013-05-21 19:09:49 »
If I remember correctly Jenova Death does absorb magic breath so if you are going to drain mp away then use magic hammer (grass creatures on the wutai island to the south, grass area).

I think the tactic I used was to use the item Dazers to induce stop while I set up Wall, Haste (or big guard), Regen and death force (turtles from wutai beaches I think). Then induce Slow on her. I also stocked up on a few hp plus materias, at least 1 per character and leveled them a bit so they have at least 6000 hp.

This is the only boss that I had to back track to get enemy skills as I didn't have death force, magic hammer, big guard or white wind when I first encountered her. Getting these 4 enemy skills will make the fight much easier.
   
« Last Edit: 2013-05-21 19:29:46 by Bigmac »