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Messages - Vaylen

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1
I'm currently in Oeilvert and am wondering about the Epitaphs. Is it intended that the clones can just remove party members for the rest of the dungeon? Is there any way to get them back?

2
I found a small bug.
Fenrirs two spells are swapped. First cast did the wind attack, second the earth attack, but the wrong name is listed. Might just be the animation that is swapped, I am not sure.

3
Oh very nice, I'll try to use that then, too. I want to enable Steiner to have a few options with the other spellcasters for his attacks.

4
I found a bug. Well, that, or somethings wrong on my side, not sure.
Windfall deals way too much damage and is AoE. In burmecia, from backrow, basic attacks dealt about 114 damage, windfall over 500. About 800 on ironites(Who are weak to wind, I think)
I tried looking at the hws file, but as it used a number of unused things(effect is unused 114, it has the menu flags Unused(4) and Unused(5), I can't make heads or tails of that.

It still does the defence decrease(the line of text for the decreases appears at least).

5
Another quick question: Does editing Magic Sword work now, or is that still broken? I remember you saying about something being hardcoded with that.

6
Ah, I see. Doing it in this order works. I followed memorias install instruction for moguri(install moguri, then update memoria), but that seems to not work out as cleanly.
Everything seems to work just fine now, thanks a lot.

7
When I install moguri(and update memoria after, as per instruction), I get the error message with Hades.

Soo, in short.. install ff9->install latest version of memoria->copy the csharp.bak.>install moguri->update memoria->copy the .bak into the proper folder. That correct? And to ask again, will the functionality of moguri be impacted by that or not?

Yeah, compatibility can be a bitch sometimes x.x

8
I ran into some issues with the Moguri mod and would like to double-check some things.

As far as I understand, Alternate Fantasy should be compatible with Moguri.
Hades Workshop is compatible with memoria, but not with Moguri.
Ive got a copy of the unmodded assembly-csharp.dll. If I now rename it to assembly-csharp.bak and copy that into ff9_Data/managed, Hades should work again. Will this disable features from Moguri?
Also, there is something mentioned about it being recommended to run Hades Workshop with Memoria installed. Will any of those functionalities be impacted?

9
Nice, that's much simpler than I expected. Thanks a lot for your help ^.^

10
Okay then.

Ah, the difficulty is actually reduced(from what the mod was before)? Well, I'll try a low-level run then.
I wonder~ how much work would it be to tinker with XP gain or levelup requirements? Basically something to make me level slowly(like halving all XP gains).

11
Great, I found it. Thanks a bunch.

Makes me wonder, is it somehow possible to read a mod with the Hades tool if it doesnt have a hws file?

Edit: Ive also seen that, since the last time I looked at this mod, you added a lot more modifications, especially to enemies.
How does the difficulty stack up? While I'm not a fan of ludicrously hard mods, I do like me a good challenge.

12
Can you still modify the mod using Hades Workshop? I can't seem to figure out how to open the mod in the tool.

13
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-08-03 23:03:34 »
A long time ago, each character had an 'endgame' armour along with their ultimate weapon that only they could equip. It was a bit restricting though, so in the end I got rid of it and made the armour available to all characters. What you describe with a hidden armour likely isn't feasible unfortunately.

It is possible to semi-'lock' a Materia onto a character by placing it into a 'non-slot' of a weapon or armour; it can be removed using certain options like remove-all/exchange however. It'd all be a bit cumbersome to set up.
Cumbersome~minity is a price you gotta pay for EVOLUTION!!!

Jokes aside, "specialized" armor, assorted into tiers, could be a good possibly. I see how it gets too restrictive - on the other hand, if you give multiple options per character(With a few of them overlapping), this could create choice and variety.

Disabling the "remove all" option would be a start. It is, I guess, a rather underused option anyway. If the bit of tedium added via removal of "remove all" is added as a cost, the prize would be a much more diverse cast. There is value in that, from my perspective.

14
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-08-03 10:16:47 »
Thanks for the clarifications.
I wonder how hard-coded the limitations are. Not my field of expertise, sadly. Is there no way to increase space for innate abilities?
If not, maybe some workaround could do. Materia seems to be able to support more complex effects... So would it be possible to equip a character with a second, "hidden" armor? This hidden piece of equipment would be auto-equipped and automatically contain materia. I can already see how this could create a range of problems, but it's a start, maybe?
Another possibility would be, if one could limit Materia to certain characters. So instead of having a new "innate", you would need to equip the materia for the effect to take place. Tinkering with the amount of materia slots for balance. The Materia would then evolve via story-events. So everyone would have a "personal" materia that bestows them its effects.


In terms of weaponry, abolishing the idea of truly "ultimate" weapons in favor of a broad range of weapons, each fitting(or enabling) a different playstyle is an idea.
That said, I am fine with not every character being wildly diverse, as long they got a good weapon for each of their "main" styles(Like Cid - Crit and/or Tank).
Some characters would naturally get a wider variiety of "ultimate" weapons(Like Vincent, being a Str/Mag/Tank hybrid), but that's not a bad thing. Caster Barret feels strange anyway.



Oh, and thank for the roadmap. I always feel lost when it comes to optional content and either end up doing it too early or too late ~.~

15
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-08-02 13:20:12 »
I believe (could be wrong), that Osmose is a refashioned poisona, and that there is space for new materia, but not space for skills? So you take poisona off heal, and make it it's own materia and change into osmose (I think).

So to  add new skills, you'd have to find redundant or at the least, skills that dont get much use so I guess something like..exit?

I like your ideas on how to create character distinction, I think anything that can help with that is a worthwhile pursuit, but I have no idea the feasibility of any of it....
As mentioned, Osmose is listed as "DO NOT USE" in Black Chocobo, making me think that there indeed is space for new materia, albeit not necessarily much. But we got to wait on a statement on this.


Lots of the ideas mentioned would require some time put into them. Assuming implementation is possible(and without hassle), that leaves balancing and creative work - something that is made a lot easier through, for example, this forum.

16
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-08-02 11:07:55 »
Small question: I'd like to have a roadmap for all the optional endgame content(Materia Caves, Weapons, ancient forest etc. etc.).
At around which points/Which levels should I do them?

17
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-08-02 07:50:15 »
Snip
As far as I know, Osmose was a completely new materia(In Black Chocobo, it appears as "DO NOT USE"). So there might be some space.
Additionally, a lot of those abilities could be innates or tied to equipment.
Especially tying some of them to weapons would be interesting. For example, the listed debuff-effects could appear more often on Barret or Cait Sith, giving their attacks more utility(Those two are the tankiest characters out there, after all). Cid's current innate also feels very lackluster - I had it proc once so far and it is simply... boring. I am taking some inspiration here from another FF mod I enjoy(Brave new World), which had weapon quirks as a core part of it and the builds of characters. For example, spears had "auto-cover" on them and usually gave HP boni for lower strength, but with the option to double-wield them(Foregoing a shield for high offence). This made the setups very specific and unique.
One categorize weapons into similary unique categories(A current example would be Aerith's healing stuff and Vincent's weapons focusing on status effects). Bumping up the uniqueness of weapons even more drastically by giving them more complex differences is a space ripe for exploration.

Another possibility would be to add passive effects(unlocked via materia growth) onto a lot of the command materia(Like Morph, Steal) and refashioning the stats on them to fit the passive boni(Like the mentioned execute).
But~ We would need to know how much space there is actually left to add new materia first.

Another possibility would be, if UI and the like allow it, to add a new command similar to magic called "Skills", which would contain steal, morph, mug etc. etc. That way, you could slam steal and morph onto one materia and have both commands available at the same time. It would need to function similar to the "Magic" command we already have, but encompassing commands instead of spells.

Lastly, another possibility to differentiate characters more would be "personal" abilities.
Via levelling, story events, limit unlocking or whatever, a character could unlock more abilities, unique to himself. This is basically an extension of the "innate" system. Cid, for example, would learn stuff like "Execute", "Wild Swings" and "Focus". This system would add a whole new dimension of possibilities for unique characters. A strong, unique character base is a good thing. Currently, for example, my Barret and Cid are very similar: Physical Cover/Counter users with support magic and attack-enhancing abilities. Very similar base, difference being Cid is more damage focused and Barret is more defensive. If I decided to go for frontline Barret, though, Barret would probably just be a worse damage/defence hybrid than Cid.
A more complex innate system would "fix" that.

The main problem with a more complex innate system is, that it might inhibit build-variety... Shoe-Horning characters into certain roles. However, that is already the case for most characters anyway via their base stats(Don't try to build a mage-Barret, for example).

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-08-01 08:23:35 »
Getting into a bit more detail on offensive options...

Darkside is obvious and a fine addition. Probably a natural pair with HP-Absorb.

Morph at 50% dmg would be a decent early option for Added Cut and make Morphing less painful(Corel Train was so annoying ~.~).

MP-Boost for physicals is a real good idea. Makes MP management an actual thing(Instead of just sticking anything non-mag power related on physical characters without much cost).

An independent materia with an effect like~ "Attack never misses, can hit far away enemies(Not long range, though)". Simple effect, but the kicker would be the stat boni, granting strength/luck at the cost of MP/Mag.
Overall, more command or independent Materia that boosts offensive stats would be interesting:
You'd be encouraged to use stuff like Sense on physical characters due to the stat boons, giving them more to do than smash that Attack command. Shouldn't always come with stat reductions(Or caster-stat reductions), to keep hybrids viable. There is some space to create spells meant for physical attackers, too.

Another possibility would be a seperation between luck-based and non-luck based builds - more attack-effects based on Luck, materia that increases critical hit modifier... While strength builds get consistently more attacks off; Could also create some attacks (partly)based on Dex, vit/spr or even Mag for more diversity. Some nerfs to current multi-hit materia may be in order(For example, 2x Cut lowering crit modifier). Creates a seperation between "fast and weak" and "heavy and big". (Basically Yuffie vs Cid, in terms of offence).

I'll just list some more effects I can think of, which could be used in any way~

Execute(high damage increase vs enemies below certain HP threshhold, based on enemy Max HP).
Stat-Decreasing attacks(Causes physicals to decrease any number of stats by a percentage for a few turns, non-stacking, non refreshing, with some sort of cooldown before it can be re-applied - would be a unique support-space for physicals).
Cover+Counter Command(Relegates a character to take any damage for an ally for a turn, countering 100% with attack; Needs some cooldown system).
Counter-Stance(Causes all allies to counter with Attack for a turn)
No-Effect, stat altering materia
Focus-Command(Drastically increases Critical-Strike chance for next Attack and/or Strength and/or ignores defence).
Taunt (Hit enemy has a higher chance to target the attacker; could be support, independent or command).
Big-Game Hunter(Increase damage vs target with high current health)
Wild Swings(Chance for an additional attack)
Revenge(Increase Attack Power whenever an ally dies)
Limit-Gauge altering effects(As physical attackers rely more on their limits)
Lucky Pill-Effect for a limited time on a spell/command(Usable once per battle)
Rage(Berserks the user for a limited amount of turns).
Added Spell(Chance to cast linked spell with Attack)



Hopefully, some of these ideas find use on equipment/materia  or even innates. I do not know what and what isn't possible to do in this game, so some may just be impossible to implement.


Edit: Just ran into a bit of a problem. Fighting the Zolom to get Alpha, but it never uses it. I did try to get it into low HP, too. Any help would be appreciated!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-07-31 16:35:52 »
Accident ~.~

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-07-31 16:33:12 »
Uuuhh, FF8 NT sounds nice. I'm in.


On balance discussion:
A problem I've ran into is, that it is hard to support a variety of physical damage dealers with Materia. There aren't many stat boni via Materia around for physical characters and stuff like Slash-All or Double Cut are pretty late into the game.
Additionally, Added Cut is pretty iffy to use and Command Counter is essentially a worse counter for most of the game, until you get Deathblow... Which you'd rather pair with Added Cut anyway.
Attack not being combinable with most support-materia is a problem, making it very difficult to increase its power(Again, until you get your Attack-Altering or Quasi "Attack" Materia).
The setups for physical characters become solved:
Elemental/Added Effect/Counter-Stacking/Deathblow(Or Morph/w Ancient Weapon)+Added Cut;
The limited availability of most of the listed materia makes it pretty difficult to deck out your whole cast, too.

In contrast, magically based characters have Summon-Materia to increase their raw power, a large amount of spells to choose from, Magic Counter, MP-Turbo, All, MP-Absorb.
Due to limited slots, Magical-Setups are a lot more interesting to setup and involve decisions, while Physical setups are pretty solved from the get-go.

A few materia that boost physical offence(Lck, Str) would go a long way. Increasing the availability of Attack-replacing Materia would be rather useful, too. More independent Materia that supports raw physical offence would be another possibility. Overall, I believe the Materia System could use some more innovation, especially when it comes to stat-increases and attack-altering Materia.

Furthermore, physical characters especially could benefit from triple or quadruple-linked materia slots, allowing, for example, one Deathblow to be linked with Added Cut and HP Absorb or Command Counter. Those multi-linked slots could be exclusive to weapons found on physical-based characters(Cid, Tifa).


And lastly, a point about elemental balance:
Lightning(And Water) is naturally overrepresented due to the amount of machinery one faces - hard to change that and I think that is fine.
Earth, however, could balanced by more enemies resisting earth and tinkering with the Earth spells themselves: Possibly tune them a very small bit weaker and/or more costly than other comparable elemental spells. Would stand as a strong "go-to"-elemental spell, but oftentimes be outclassed in turn. I like the second option I named more, as it is rather annoying to have Earth as your go-to Elemental-combo for an unknown area, just to be helpless against resistant enemies.

On top of that, Ice/Fire are in... annoying spots. You usually only need one of those, not both. They are meant to be strong against Beasts and the obvious elemental enemies. It may be beneficial to tinker with their range of effectiveness, for example:
Fire: Beasts, Ice-based, Undead, Plant. 
Ice: Fire-Based, Water-Based, Small Enemies, Small Flyers.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-07-30 06:09:37 »
Will lvl-modifying actually work properly(via Black Chocobo) when I just adjust the xp values?

Haven't used Wall Market yet, as you mentioned it was a bit difficult to setup.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-07-29 21:19:51 »
Edit : download your files and replace my .exe with your, everything is ok (bolt give -3 vita - 3 intel and +3% max mp :)
For osmose i think i just have to continue the game and get the 2 others, i don't really want to restart new game just for this cause i can't go back to the garden
You can only get a single osmose anyway. Corel should be the next one, I believe.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-07-29 16:14:21 »
Is there a way to effectively level my characters down via an editor or the like?
I tried using Black Chocobo, but it seems to use its own xp/health/mp curves. As the NT-curves for all 3 are non-linear from what I can tell, it is difficult to calculate the values of any given level.
If I had the proper XP/HP/MP values, could I effectively level my characters down via Black Chocobo?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-07-28 01:59:04 »
I don't know if this exists but is there a bestiary somewhere online? Something that just lists hp and whatnot of monsters in the mod? Really love it, btw.
I support the idea of a bestiary.
In addition to that, I'd also like a document that lists weapons and abilities in detail(Showing their strength, too, for example).
Giving the player information in a strategy game is a good thing. It allows for informed decision making.
A spreadsheet containing information about magic, abilities, limit breaks and weapons(Especially the ones with special formulas/effects) would be really nice.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-07-25 03:37:09 »
Yeah, I am using the menu overhaul. Is that the cause there?


As long as it's fun... that's a good stance to take. I'll probably adjust the battle speed a little to reduce the effects of those effects.
Still, I remain that it may be worth nerfing in some way. Not a necessity, as I see the reasoning for it now.

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