Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4931736 times)

Sega Chief

  • Moderator
  • *
  • Posts: 4087
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4450 on: 2016-11-23 21:28:03 »
I'm having an issue stealing from the enemies in North Crater. My party is all level 99 from fighting Hojo multiple times, and I know that negatively affects steal rate. However, now I can't seem to steal anything from any enemy in the North Crater. I spent a good 30 minutes straight just attempting steals against a Crater Dragon with no success. Am I absolutely screwed because of my levels?

It's a mistake I made with AI and Level; your best bet is to use a Sneak Glove, as the odds will be too low for steals to be successful without it. I'll work on patching this tonight temporarily until I've implemented a more permanent solution.

Edit: http://www.mediafire.com/file/1clp5nspa75nrq0/NT_Mod_HotFix_Scene_-_24th_November_2016.zip

What I've done here is revised the item lists for Crater enemies. The drop rate on Weapon A is higher, and Weapon B is acquired through Morphing (still planning an AI solution for this); each enemy has a 100% steal that is NOT one of the weapons, just an item (X-Potion for instance).

I'm quite close to a big update for the mod that'll bring it closer to completion. I've rescripted some of the Lv.4 Limit sidequests (Cid, Cloud, and Aeris; still got Tifa & Yuffie Lv.4s to do) and I'm going to make a new Junon Leagues on the unused cargo ship field.

Arrange Mode is creeping along but the priority is getting the base mod completely optimised before committing to it. There's been problems plaguing the mod for a long time and it's time to get rid of them >:I
« Last Edit: 2016-11-23 23:35:03 by Sega Chief »

BelialLion

  • *
  • Posts: 50
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4451 on: 2016-11-24 03:06:21 »
It's a mistake I made with AI and Level; your best bet is to use a Sneak Glove, as the odds will be too low for steals to be successful without it. I'll work on patching this tonight temporarily until I've implemented a more permanent solution.

Edit: http://www.mediafire.com/file/1clp5nspa75nrq0/NT_Mod_HotFix_Scene_-_24th_November_2016.zip

What I've done here is revised the item lists for Crater enemies. The drop rate on Weapon A is higher, and Weapon B is acquired through Morphing (still planning an AI solution for this); each enemy has a 100% steal that is NOT one of the weapons, just an item (X-Potion for instance).

I'm quite close to a big update for the mod that'll bring it closer to completion. I've rescripted some of the Lv.4 Limit sidequests (Cid, Cloud, and Aeris; still got Tifa & Yuffie Lv.4s to do) and I'm going to make a new Junon Leagues on the unused cargo ship field.

Arrange Mode is creeping along but the priority is getting the base mod completely optimised before committing to it. There's been problems plaguing the mod for a long time and it's time to get rid of them >:I

I'm in the middle of Disc 2 right now, is there anything in particular you want me to keep an eye out for, as far as bugs/issues go while I'm here? Also, did you move Added Cut from the Great Glacier?

Sega Chief

  • Moderator
  • *
  • Posts: 4087
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4452 on: 2016-11-24 03:10:27 »
I'm in the middle of Disc 2 right now, is there anything in particular you want me to keep an eye out for, as far as bugs/issues go while I'm here? Also, did you move Added Cut from the Great Glacier?

Added Cut should still be where it is. In terms of issues, let me know how you're finding enemy strength and the length of boss/random battles.

BelialLion

  • *
  • Posts: 50
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4453 on: 2016-11-24 03:43:36 »
Added Cut should still be where it is. In terms of issues, let me know how you're finding enemy strength and the length of boss/random battles.

Well, I'm tellin' ya, it's not ----

Okay Tifa just slapped the **** out of me, I totally found it where it's supposed to be. I coulda swore I ran over that exact screen like five times..... xD

I haven't had any real issues in terms of balance. My only gripe (and it's a small one, NT to me is like, the way that vanilla VII SHOULD have been) is everyone starts having party-targeting confusion DX. I think everything's been really well balanced as is, and you made a good call by making Dual-Drain a dangerous threat to worry about for a lot of the serious encounters.

EDIT: Minor issue, and I'm pretty sure it was somewhat prevalent in the vanilla game, but here's the thing. I decided to wait until you gain control of Tifa as party lead in Disc 2 to go to Wutai, just because I was curious, and the part when Yuffie tricks the party with the levers, I had to actually stand Tifa in front of them, and then make her /face/ the area where the cage drops to actually get the option to interact with the switches.
« Last Edit: 2016-11-24 08:26:20 by BelialLion »

Coca Cola Man

  • *
  • Posts: 8
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4454 on: 2016-11-24 11:43:43 »
Hey Sega Chief, first of all let me say how amazing this mod is. Just finished the temple of the ancients, those bosses were a lot of fun  ;D

However I seem to have run into a problem with the fort condor battle after it. I've completed every fort condor battle so far but this one always crashes my game with an "oops something very bad happened" error message.

the following is my APP log

Spoiler: show
[00000000] INFO: FF7/FF8 OpenGL driver version 0.8.1b
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: NVIDIA Corporation GeForce GTX 660/PCIe/SSE2 4.5.0 NVIDIA 372.90
[00000000] INFO: OpenGL 2.0 support detected
[00000000] INFO: Using PBO
[00000000] INFO: Found swap_control extension
[00000000] INFO: Max texture size: 16384x16384
[00000000] INFO: Original resolution 640x480, window size 1920x1080, output resolution 1920x1080, internal resolution 3840x2160
[00000000] INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 4096
[00000000] INFO: FFMpeg movie player plugin loaded
[00000000] INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
[00000000] INFO: VGMStream music plugin loaded
[00000000] INFO: Loading external library Multi.dll
[00000000] LOCK UNLOCK TEST
[00000001] MATRIX INITIALIZE
[00000001] INITIALIZE DD/D3D END
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] reading audio file
[00000001] loading static sounds
[00000001] sound initialized
[00000001] set music volume: 127
[00000001] set music volume: 127
[00000001] Entering MAIN
[00000001] Exiting MAIN
[00000001] START OF CREDITS!!!
[00000001] INFO: c:\steamlibrary\steamapps\common\final fantasy vii\data\movies\eidoslogo.avi; h264/aac 1280x960, 15.000000 FPS, duration: 10.193000, frames: 153
[00000011] set music volume trans: 127->0, step=60
[00000076] END OF CREDITS!!!
[00000076] Entering MAIN
[00000076] set music volume: 127
[00000076] Exiting MAIN
[00000076] START OF MENU SYSTEM!!!
[00000668] END OF MENU SYSTEM!!!
[00000668] Entering MAIN
[00000672] Exiting MAIN
[00000672] Field Start
[00001372] Field Quit
[00001373] Entering MAIN
[00001375] Exiting MAIN
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00002318] : unhandled exception


Any Idea what might be causing this? Many thanks

Sega Chief

  • Moderator
  • *
  • Posts: 4087
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4455 on: 2016-11-24 15:21:43 »
Well, I'm tellin' ya, it's not ----

Okay Tifa just slapped the **** out of me, I totally found it where it's supposed to be. I coulda swore I ran over that exact screen like five times..... xD

I haven't had any real issues in terms of balance. My only gripe (and it's a small one, NT to me is like, the way that vanilla VII SHOULD have been) is everyone starts having party-targeting confusion DX. I think everything's been really well balanced as is, and you made a good call by making Dual-Drain a dangerous threat to worry about for a lot of the serious encounters.

EDIT: Minor issue, and I'm pretty sure it was somewhat prevalent in the vanilla game, but here's the thing. I decided to wait until you gain control of Tifa as party lead in Disc 2 to go to Wutai, just because I was curious, and the part when Yuffie tricks the party with the levers, I had to actually stand Tifa in front of them, and then make her /face/ the area where the cage drops to actually get the option to interact with the switches.

I could change the Materia colour from it's pale blue to make it more noticeable; maybe purple and slightly larger.

I'll look for instances where confusion is multi-target and make it single target (and maybe restrict it to enemies that appear only once in a formation) though Bad Breath will be left multi-target if that's what it was.

The line for activating the cages has always been a bit tricky. I'll see about changing it in some way, maybe using an invisible field model with a talk script instead of whatever it is they're using (probably an event line).

Hey Sega Chief, first of all let me say how amazing this mod is. Just finished the temple of the ancients, those bosses were a lot of fun  ;D

However I seem to have run into a problem with the fort condor battle after it. I've completed every fort condor battle so far but this one always crashes my game with an "oops something very bad happened" error message.

the following is my APP log

Spoiler: show
[00000000] INFO: FF7/FF8 OpenGL driver version 0.8.1b
[00000000] INFO: Auto-detected version: FF7 1.02 US English
[00000000] INFO: NVIDIA Corporation GeForce GTX 660/PCIe/SSE2 4.5.0 NVIDIA 372.90
[00000000] INFO: OpenGL 2.0 support detected
[00000000] INFO: Using PBO
[00000000] INFO: Found swap_control extension
[00000000] INFO: Max texture size: 16384x16384
[00000000] INFO: Original resolution 640x480, window size 1920x1080, output resolution 1920x1080, internal resolution 3840x2160
[00000000] INFO: Shader limits: varying 124, vert uniform 4096, frag uniform 4096
[00000000] INFO: FFMpeg movie player plugin loaded
[00000000] INFO: FFMpeg version SVN-r25886, Copyright (c) 2000-2010 Fabrice Bellard, et al.
[00000000] INFO: VGMStream music plugin loaded
[00000000] INFO: Loading external library Multi.dll
[00000000] LOCK UNLOCK TEST
[00000001] MATRIX INITIALIZE
[00000001] INITIALIZE DD/D3D END
[00000001] initializing sound...
[00000001] creating dsound primary buffer
[00000001] reading audio file
[00000001] loading static sounds
[00000001] sound initialized
[00000001] set music volume: 127
[00000001] set music volume: 127
[00000001] Entering MAIN
[00000001] Exiting MAIN
[00000001] START OF CREDITS!!!
[00000001] INFO: c:\steamlibrary\steamapps\common\final fantasy vii\data\movies\eidoslogo.avi; h264/aac 1280x960, 15.000000 FPS, duration: 10.193000, frames: 153
[00000011] set music volume trans: 127->0, step=60
[00000076] END OF CREDITS!!!
[00000076] Entering MAIN
[00000076] set music volume: 127
[00000076] Exiting MAIN
[00000076] START OF MENU SYSTEM!!!
[00000668] END OF MENU SYSTEM!!!
[00000668] Entering MAIN
[00000672] Exiting MAIN
[00000672] Field Start
[00001372] Field Quit
[00001373] Entering MAIN
[00001375] Exiting MAIN
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00001375] ERROR: COULD NOT CHANGE TO DIRECTORY c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\
[00002318] : unhandled exception


Any Idea what might be causing this? Many thanks

The Fort Condor minigame seems to be a bit unstable; I've heard that if the game is left running too long then it'll eventually crash, an issue with the actual game itself rather than the mod, but I've not head of it crashing at start-up. Maybe it's because a normally inaccessible encounter was accessed and now it's trying to load a broken one? Are there any mods affecting minigame models being used via 7H?

In the APP log, it says it's trying to access c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame/data\  but as far as I know, that extra data at the end doesn't exist. Shouldn't it be trying to access c:\steamlibrary\steamapps\common\final fantasy vii\data\minigame\condor.lgp? Not sure what that 'data' at the end is referring to. Could be an access problem perhaps, some security thing might have kicked in like antivirus (though it's unlikely I think).
« Last Edit: 2016-11-24 15:26:25 by Sega Chief »

BelialLion

  • *
  • Posts: 50
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4456 on: 2016-11-24 18:27:45 »
I could change the Materia colour from it's pale blue to make it more noticeable; maybe purple and slightly larger.

I'll look for instances where confusion is multi-target and make it single target (and maybe restrict it to enemies that appear only once in a formation) though Bad Breath will be left multi-target if that's what it was.

The line for activating the cages has always been a bit tricky. I'll see about changing it in some way, maybe using an invisible field model with a talk script instead of whatever it is they're using (probably an event line).



Nah it definitely wasn't Bad Breath (that move should always be particularly nasty IMHO). A lot of the Snows in the Glacier were spamming Fascination like it was going out of style. I never saw them use another attack and in one formation I purposely left her standing and just waited  for about 20 some-odd minutes. Like I said I've been 100% salt free so far in this version's playthrough but just a personal observation.

As for the switches in Yuffie's house, I knew they were always kinda finicky but I don't remember it being that wonky as Tifa in vanilla (and admittedly I've never tried it as Cid). The idea you have for an invisible field model could very well work.

As an aside, do you /have/ to have Cid in the party to talk to his little assistant at his house? Trying otherwise pulled up no dialogue and I can't seem to even get a response out of anyone in the house but Shera.

EDIT: Okay, I gotta ask...what's the deal with the Carry Armor that's been guarding the diorama in the Shinra Bldg.? I'm back there during the Midgar Raid and the guy literally does not stop attacking once he gets his pre-emptive strike in with the Warning Shot.
« Last Edit: 2016-11-24 23:34:55 by BelialLion »

unclebiggs23

  • *
  • Posts: 32
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4457 on: 2016-11-24 18:30:56 »
Hey, Sega chief! I was wondering how you were going to handle aeris,specifically how you were planning to make her an optional character past disc 2. Were you going to just give an option for the player to use a Phoenix down on her when she's dead, or will you have the player fulfill a certain condition in the game prior to that event??

Sega Chief

  • Moderator
  • *
  • Posts: 4087
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4458 on: 2016-11-24 23:58:39 »
Nah it definitely wasn't Bad Breath (that move should always be particularly nasty IMHO). A lot of the Snows in the Glacier were spamming Fascination like it was going out of style. I never saw them use another attack and in one formation I purposely left her standing and just waited  for about 20 some-odd minutes. Like I said I've been 100% salt free so far in this version's playthrough but just a personal observation.

As for the switches in Yuffie's house, I knew they were always kinda finicky but I don't remember it being that wonky as Tifa in vanilla (and admittedly I've never tried it as Cid). The idea you have for an invisible field model could very well work.

As an aside, do you /have/ to have Cid in the party to talk to his little assistant at his house? Trying otherwise pulled up no dialogue and I can't seem to even get a response out of anyone in the house but Shera.

EDIT: Okay, I gotta ask...what's the deal with the Carry Armor that's been guarding the diorama in the Shinra Bldg.? I'm back there during the Midgar Raid and the guy literally does not stop attacking once he gets his pre-emptive strike in with the Warning Shot.

Sounds like Snows have a bad AI script; I'll check that they're using the correct local vars.

Cid's sidequest was disabled while I re-do it; the script for it is actually finished now, and you'll be talking to a technician round the back who is repairing the Tiny Bronco. You will need to have Cid in the party (preferably leading the party) to trigger and complete it. The one I made with the kid for 1.4 didn't click for me, and I wasn't happy with it + there was a softlock with positioning that could happen.

Curator is a (very) optional super-boss. I think the best time to tackle him is during the Dark Cave sidequest on Disc 3.

Hey, Sega chief! I was wondering how you were going to handle aeris,specifically how you were planning to make her an optional character past disc 2. Were you going to just give an option for the player to use a Phoenix down on her when she's dead, or will you have the player fulfill a certain condition in the game prior to that event??

There was a discussion about it a while back where people fielded their ideas for it, which I've kept a note of. I think what I'm going to do is wait until I reach that particular point and then go with whatever feels right when I see it in action. The technical aspects will be a doddle, but getting something together that allows for both options without disrupting the scene is going to be tough.
« Last Edit: 2016-11-25 00:01:51 by Sega Chief »

unclebiggs23

  • *
  • Posts: 32
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4459 on: 2016-11-25 00:54:19 »
Yeah, it does seem as though having a message when Cloud is standing over Aeris' body saying something along the lines of "Use Phoenix Down?" would totally destroy the scene. I was thinking that you would require the player to choose Aeris for the date at the Gold Saucer, since I believe this mod allows you to choose who you want for that scene. That's the best I could come up with, at least.

BelialLion

  • *
  • Posts: 50
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4460 on: 2016-11-25 01:01:39 »
Sounds like Snows have a bad AI script; I'll check that they're using the correct local vars.

Cid's sidequest was disabled while I re-do it; the script for it is actually finished now, and you'll be talking to a technician round the back who is repairing the Tiny Bronco. You will need to have Cid in the party (preferably leading the party) to trigger and complete it. The one I made with the kid for 1.4 didn't click for me, and I wasn't happy with it + there was a softlock with positioning that could happen.

Curator is a (very) optional super-boss. I think the best time to tackle him is during the Dark Cave sidequest on Disc 3.



Ahhh, I gotcha. So I'm presuming you put in some kind of warp/way to get back into the Shinra Bldg.? It's been a while since I ran Dark Cave back in v1.3 but I seem to vaguely remember going back there during it.....sorry if these are all herpderp questions.

I think I also encountered the Steal issue (I did apply the recent November patch, as well as all others) during the Turks fight in the tunnel. Had a party of Tifa/Cloud/Aerith, all 69 at the time of that fight, and I was able to steal (Mug, rather) from Rude and Reno okay enough, but Elena I just was not able to nab anything from her. I reloaded the fight a few times just chalking it up to bad rolls at first, but I just kind of let it go after the fifth round. Did she have a Minerva Bangle? Because I got an Escort Guard from Rude and a Touph Ring from Reno like he does in vanilla.

EDIT: Good Lord, you made Omega Weapon rough this time ;p
« Last Edit: 2016-11-25 05:35:52 by BelialLion »

trance7

  • *
  • Posts: 9
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4461 on: 2016-11-25 02:49:06 »
Quote
I think I also encountered the Steal issue (I did apply the recent November patch, as well as all others) during the Turks fight in the tunnel. Had a party of Tifa/Cloud/Aerith, all 69 at the time of that fight, and I was able to steal (Mug, rather) from Rude and Reno okay enough, but Elena I just was not able to nab anything from her. I reloaded the fight a few times just chalking it up to bad rolls at first, but I just kind of let it go after the fifth round. Did she have a Minerva Bangle? Because I got an Escort Guard from Rude and a Touph Ring from Reno like he does in vanilla.

The rate is low, but it's definitely possible. Keep trying.

Quote
What I've done here is revised the item lists for Crater enemies. The drop rate on Weapon A is higher, and Weapon B is acquired through Morphing (still planning an AI solution for this); each enemy has a 100% steal that is NOT one of the weapons, just an item (X-Potion for instance).

I'm concerned about the Dragon Armlet, Minerva Band, and Escort Guard being Rare Steals, and if I equip the Sneak Glove I have basically no chance at all. Is that what this hotfix will alleviate?

Also, is there any way to force the Parasites to use Lv5 Death? Since all my party members are 99, there's pretty much nothing I can do because Manipulate doesn't give it as an option and they don't seem to use it naturally if nobody has a level divisible by 5.
« Last Edit: 2016-11-25 03:11:05 by trance7 »

xDragoknightx

  • *
  • Posts: 1
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4462 on: 2016-11-25 05:49:21 »

Not sure if this has been covered, but I spoke to the lost and found guy in the airship, and when it was over it said "Obtained Mystile" but I got no Mystile. Just a bit confusing.

Sega Chief

  • Moderator
  • *
  • Posts: 4087
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4463 on: 2016-11-25 13:03:53 »
Yeah, it does seem as though having a message when Cloud is standing over Aeris' body saying something along the lines of "Use Phoenix Down?" would totally destroy the scene. I was thinking that you would require the player to choose Aeris for the date at the Gold Saucer, since I believe this mod allows you to choose who you want for that scene. That's the best I could come up with, at least.

That's not a bad idea, but I think the canon route is the Aeris date so it might not be an option.


Ahhh, I gotcha. So I'm presuming you put in some kind of warp/way to get back into the Shinra Bldg.? It's been a while since I ran Dark Cave back in v1.3 but I seem to vaguely remember going back there during it.....sorry if these are all herpderp questions.

I think I also encountered the Steal issue (I did apply the recent November patch, as well as all others) during the Turks fight in the tunnel. Had a party of Tifa/Cloud/Aerith, all 69 at the time of that fight, and I was able to steal (Mug, rather) from Rude and Reno okay enough, but Elena I just was not able to nab anything from her. I reloaded the fight a few times just chalking it up to bad rolls at first, but I just kind of let it go after the fifth round. Did she have a Minerva Bangle? Because I got an Escort Guard from Rude and a Touph Ring from Reno like he does in vanilla.

EDIT: Good Lord, you made Omega Weapon rough this time ;p

Elena has a Minerva Band, yeah. I just finished re-doing all of the item lists for enemies + steal chances so when you next see a scene patch it'll have what I'm hoping will be the finalised lists. There's also an excel spreadsheet to go with it that lists every enemy and its items, thanks to SirBlackMage.

The rate is low, but it's definitely possible. Keep trying.

I'm concerned about the Dragon Armlet, Minerva Band, and Escort Guard being Rare Steals, and if I equip the Sneak Glove I have basically no chance at all. Is that what this hotfix will alleviate?

Also, is there any way to force the Parasites to use Lv5 Death? Since all my party members are 99, there's pretty much nothing I can do because Manipulate doesn't give it as an option and they don't seem to use it naturally if nobody has a level divisible by 5.

Dragon Armlet is dropped by an enemy called Yahcobo while Minerva/Escort are available from other locations. The rare steals have mostly been eliminated and replaced with 1-2 steals instead which should work better with Sneak Glove.

L5 Death has been deactivated and replaced with a skill that's in testing which has the effect of Fury Brand in filling party member Limit Gauges instantly but inflicts heavy damage + removes buffs when used. When it's fully tested I'll be assigning to a Crater enemy.

Not sure if this has been covered, but I spoke to the lost and found guy in the airship, and when it was over it said "Obtained Mystile" but I got no Mystile. Just a bit confusing.

Must be missing an item drop script line. I'm deactivating a lot of the lost & found stuff soon as the scripts have been updated. The Mystile is dropped by the Mirage boss in Dark Cave if memory serves.

Fauve

  • *
  • Posts: 47
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4464 on: 2016-11-25 21:54:23 »
Just wrapped up disc 2. My ranks are higher than what they were on my last playthrough at this point (Cloud is currently max, everyone else is rank 6). The disc 2 end bosses were also shorter this time around. The length of the Turks and Hojo boss fights felt good, while Diamond Weapon and Proud Clod felt a little on the short side (especially the latter, it died before using a single Mako Cannon). Overall I'm enjoying the changes to the rank up system, the character stats feel much better than before. Though one pet peeve of mine is how far ahead Cloud is compared to everyone else. It makes sense since he's always in the party, but I wouldn't mind if his SP requirements were a little higher than the other party members.

BelialLion

  • *
  • Posts: 50
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4465 on: 2016-11-25 23:50:56 »
Just wrapped up disc 2. My ranks are higher than what they were on my last playthrough at this point (Cloud is currently max, everyone else is rank 6). The disc 2 end bosses were also shorter this time around. The length of the Turks and Hojo boss fights felt good, while Diamond Weapon and Proud Clod felt a little on the short side (especially the latter, it died before using a single Mako Cannon). Overall I'm enjoying the changes to the rank up system, the character stats feel much better than before. Though one pet peeve of mine is how far ahead Cloud is compared to everyone else. It makes sense since he's always in the party, but I wouldn't mind if his SP requirements were a little higher than the other party members.

My Tifa and Cloud hit max rank at the exact same time. Do you have Cloud do a majority of your actual killing?
« Last Edit: 2016-11-26 01:23:32 by BelialLion »

Fauve

  • *
  • Posts: 47
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4466 on: 2016-11-26 00:24:46 »
My Tifa and Cloud hit max rank at the exact same time. Do you have Cloud do a majority of your actually killing?
Not 100% sure, but he was the first to reach Limit Lv3 so I assume so. Party members can receive more SP if they land the killing blow?

Chronoseth

  • *
  • Posts: 17
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4467 on: 2016-11-26 00:51:55 »
Though one pet peeve of mine is how far ahead Cloud is compared to everyone else. It makes sense since he's always in the party, but I wouldn't mind if his SP requirements were a little higher than the other party members.

This is bothering me a bit, too. I did a bit of grinding to get to level 2 magic sooner and experiment with morphing, and this has resulted in Cloud being rank 5 while everyone else is rank 3 just as I've gotten to Nibelheim on disc 1.

Everyone is higher level than they really should be, but Cloud is so far ahead that he's outshining everyone else in every role. If I use Vincent and Cid when I get access to them so I can boost their ranks, Cloud will end up even further ahead.

BelialLion

  • *
  • Posts: 50
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4468 on: 2016-11-26 01:13:15 »
This is bothering me a bit, too. I did a bit of grinding to get to level 2 magic sooner and experiment with morphing, and this has resulted in Cloud being rank 5 while everyone else is rank 3 just as I've gotten to Nibelheim on disc 1.

Everyone is higher level than they really should be, but Cloud is so far ahead that he's outshining everyone else in every role. If I use Vincent and Cid when I get access to them so I can boost their ranks, Cloud will end up even further ahead.

It could be. My Tifa hit Meteor Strike on Lv3 before anyone else did, so it could potentially be a factor, but it's something that Chief would know best, of course.

Edit: Whoops. Quoted the wrong post but yeah, I think personally that those who get the kill shot in might get somewhat of an edge in SP gain. Tifa and Cloud are my killers but Tifa moreso because she's always going before everyone in my party. :D
« Last Edit: 2016-11-26 01:26:39 by BelialLion »

Rabagast

  • *
  • Posts: 3
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4469 on: 2016-11-26 03:19:49 »
When will Junon Leagues be available agian?

Sega Chief

  • Moderator
  • *
  • Posts: 4087
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4470 on: 2016-11-26 06:53:06 »
Just wrapped up disc 2. My ranks are higher than what they were on my last playthrough at this point (Cloud is currently max, everyone else is rank 6). The disc 2 end bosses were also shorter this time around. The length of the Turks and Hojo boss fights felt good, while Diamond Weapon and Proud Clod felt a little on the short side (especially the latter, it died before using a single Mako Cannon). Overall I'm enjoying the changes to the rank up system, the character stats feel much better than before. Though one pet peeve of mine is how far ahead Cloud is compared to everyone else. It makes sense since he's always in the party, but I wouldn't mind if his SP requirements were a little higher than the other party members.

I could adjust Cloud's reqs slightly, given that's he usually present. There's a little fine-tuning needed on Clod; I think he'll be fine once the Armour problem with defence has been sorted out.

My Tifa and Cloud hit max rank at the exact same time. Do you have Cloud do a majority of your actual killing?

Not 100% sure, but he was the first to reach Limit Lv3 so I assume so. Party members can receive more SP if they land the killing blow?

Killing blow doesn't net a boost gain in SP; only being an active party member does.

This is bothering me a bit, too. I did a bit of grinding to get to level 2 magic sooner and experiment with morphing, and this has resulted in Cloud being rank 5 while everyone else is rank 3 just as I've gotten to Nibelheim on disc 1.

Everyone is higher level than they really should be, but Cloud is so far ahead that he's outshining everyone else in every role. If I use Vincent and Cid when I get access to them so I can boost their ranks, Cloud will end up even further ahead.

I could maybe try adjusting Cloud's EXP arc as well so he needs a bit more.

When will Junon Leagues be available agian?

I'm looking to get most of the work done before Christmas, so within the next few weeks.

BelialLion

  • *
  • Posts: 50
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4471 on: 2016-11-27 04:34:36 »
I could adjust Cloud's reqs slightly, given that's he usually present. There's a little fine-tuning needed on Clod; I think he'll be fine once the Armour problem with defence has been sorted out.

Killing blow doesn't net a boost gain in SP; only being an active party member does.

I could maybe try adjusting Cloud's EXP arc as well so he needs a bit more.

I'm looking to get most of the work done before Christmas, so within the next few weeks.

Chief, I'm not discrediting what the other players have experienced with Cloud's SP gain, but I'm just stating what's happened to me, so if my Tifa and Cloud both hit every single rank up at the exact same time....what exactly happened? I personally don't feel like Cloud's outpushing the other members, and I've recently started yet another file and advanced quite a ways in it just to double check myself. In this recent one, Barret and Tifa were both keeping up with him, so.....I'm not really sure DX.

alderez

  • *
  • Posts: 8
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4472 on: 2016-11-27 06:16:44 »
Hey Sega just dropping in to say nice work - been working through 1.4 for a while and I've loved every minute of it.

You asked for pacing feedback and the game was pretty well balanced through Jenova DECAY.  After that it feels like things started getting a lot easier for me.  Granted I walked into a couple fights properly configured out of sheer luck (right elements/status/etc) but Jenova WAR for example was a big step down in difficulty from the past fights just in terms of damage output.

Also....

Sounds like Snows have a bad AI script; I'll check that they're using the correct local vars.

Second this one (after getting wiped a couple times I had to load my party up with anti-berserk/confu to avoid the wipe).

Sega Chief

  • Moderator
  • *
  • Posts: 4087
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4473 on: 2016-11-27 06:26:28 »
Chief, I'm not discrediting what the other players have experienced with Cloud's SP gain, but I'm just stating what's happened to me, so if my Tifa and Cloud both hit every single rank up at the exact same time....what exactly happened? I personally don't feel like Cloud's outpushing the other members, and I've recently started yet another file and advanced quite a ways in it just to double check myself. In this recent one, Barret and Tifa were both keeping up with him, so.....I'm not really sure DX.

Barret and Tifa are mostly available throughout the game, and they both have extra SP coming from decisions that affect the Gold Saucer date, so I think both they and maybe Aeris have the best shot at keeping up with him for SP assuming they're used as active party members on a regular basis. It's characters who join later who're maybe going to be behind, or if players do what I do and keep mixing up their party compositions.

Hey Sega just dropping in to say nice work - been working through 1.4 for a while and I've loved every minute of it.

You asked for pacing feedback and the game was pretty well balanced through Jenova DECAY.  After that it feels like things started getting a lot easier for me.  Granted I walked into a couple fights properly configured out of sheer luck (right elements/status/etc) but Jenova WAR for example was a big step down in difficulty from the past fights just in terms of damage output.

Also....

Second this one (after getting wiped a couple times I had to load my party up with anti-berserk/confu to avoid the wipe).

WAR has had a complicated history with rebalances due to Berserk status, Peace Rings being missable, the pre-action mechanic using the two friendly enemies, and multiple attacks per turn. Maybe it's time to have an overhaul of it and try a different AI.

Snow's AI seemed okay when I checked it but just to be sure I replaced everything in it. I'll have new patches up soon.

BelialLion

  • *
  • Posts: 50
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4474 on: 2016-11-27 07:32:36 »
Barret and Tifa are mostly available throughout the game, and they both have extra SP coming from decisions that affect the Gold Saucer date, so I think both they and maybe Aeris have the best shot at keeping up with him for SP assuming they're used as active party members on a regular basis. It's characters who join later who're maybe going to be behind, or if players do what I do and keep mixing up their party compositions.



Yeah that makes sense. I dunno I just feel like even if I throw Vincent or Cid into the mix he's still not glaringly overpowering the rest of the team. Just my two cents. :o