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Messages - GeoFlare

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-01-01 08:27:50 »
I can modify the physical formula directly now which means I don't need to use work-arounds that don't deal with it properly. But more than that, I can also adjust the modifiers given by elemental, critical hits, Berserk, etc. which will make it a lot more stable at end-game when numbers are getting higher.

There's two ways to go with SP; either ditch it and make it locked behind certain story bosses/events or have SP not be character-specific and the player decides who to spend it on (with progressive purchases for a character becoming more expensive each time).

I'll see what I can do about Mug; I was going to adjust Morph and Deathblow as well but I suppose it would be a good idea to do something with Mug too.

In the current build, Deathblow and Added Cut were swapped so you get the former in Great Glacier and the latter in Gongaga. Command Counter doesn't have much to pair with, except maybe Steal, and Morph is a fairly useless pair for it due to the damage being so low. It could be made more useful with a change to Morph's damage and if Deathblow was made available earlier again; that'd give 3 realistic options for it: Steal, Morph, or Deathblow.

EXP Scaling I'm not sure what to do with; could drop the spike thing I went with and go back to a more normal method. Probably need to look at that.

The Steals and Morphs went through a lot of changes; I think what it boiled down to was that I was worried people would be focused on farming the rare steals or trying to Morph bosses and it'd make the game feel like a chore. Feedback generally has been that it was a mistake to remove them (or at least, it was a mistake to remove the majority of the Boss Morphs) as it isn't making the effort of doing it worthwhile.

I'm using HextTools for the .exe changes, which basically means I can apply them to any .exe and change the memory addresses I use if anything clashes. It should be easy enough to make it compatible with other .exes.
I am all for the idea that bosses unlocking upgrades, especially since that helps to balance out each individual character. As it stands now I rarely use anyone but my main 3 as it is a pain, and a chore, to grind SP for the characters I don't use as much. I would be much more inclined to switch it up if the characters got their upgrades at the same time (keep the different sets for characters though to keep the customization aspect).

I brought up the limit thing earlier because I kinda feel like limits hold certain characters back as well (looking at you Yuffie (LV4), Red XIII (LV3-1 and 4), and Caity just in general). I liked how you wanted to change certain ones to make them more useful such as adding statuses and whatnot. Aerith's level 2 limits could use a bit of a tweak as well, although I mainly mean Breath of the Earth. Breath of the Earth could be nice if it gave some buffs to the party. I go back and forth with Fury Brand, not really sure what my deal is with that limit.   

Stealing I also go back and forth with. I like the idea of bosses giving either the steal-able item or the item they usually drop which gives the player a choice in the matter but, still like the prospect of a super rare low steal to give me that rush if I ever do steal it.

Morphing in general I absolutely cannot stand because I have the patience of 4 year old with how slow it goes. I like the idea but, I just think its something I could live without but others like it soooo...meh I guess. The only battle I readily think where I morph every time is the Jenova fight where she spawns her adds that give the earring and power wrist early as I love the raw boosts they give.   

I am in agreement with selius when it comes to the change to Mug. I also will admit I never used the EXP plus materia since levels didn't seem to vary much with the caps in place.  I never use counter materias since I am a control freak. 

Can't readily think of anything else I would want changed at the moment.

Edit: Forgive the awful grammar, still in recovery from the flu.
 

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-01-01 03:18:34 »
Well, seems like a good place to start discussion. Tell me about the things you don't like in the mod so I can avoid making the same mistakes. Same with everyone else reading this, be as honest as you can.

As for 1.5, I'm compiling a list of current issues and I'll post a list of them once I'm ready to make the new patches/installer. I've also got some updated documentation to put up like an FAQ and some fixes to the databases, etc.

Have you found ways to change limit breaks at all?

3
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-12-28 04:01:06 »
Howdy, its been awhile.

I think someone may have reported this bug before but, after Cargo Ship, when arriving in Costa Del Sol, if you talk to the innkeeper it seems to freeze. If Aerith is in the inn she seems to move vertically slightly but other than that the game completely freezes.


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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-11 06:26:09 »
Does anyone know what to do during the Shake fight in Wutai's Pagoda? I am utterly baffled at what to do.

5
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-10 07:51:53 »
A buddy who's playing the mod just told me that Cloud's "Second Wind" can activate while he's dead! It fully heals him but it doesn't revive him.

That has to be a bug, no?

No it has happened to me once before, although I am not 100 percent sure if it is always like that. He did it in the fight against Jenova-Decay and was undead (also KO'ed) at the time. Not sure if the undead status did it or if it always happens like that.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-10 03:16:18 »
It should be in the documentation folder of the Main Installer download. There's a Notepad tacitly called 'where is the thing'; please note that the wheres of the things may not be 100%.
Heh, I would forget about that list, thanks though

7
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-09 19:24:36 »
Anyone know/have a list of where to acquire all the E. skills in the game?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-02 18:53:03 »
I can confirm that it seems this patch has made the echo drops broken again (they stopped curing darkness). I double checked the patches to confirm that.

9
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-02 02:12:30 »
You guys are crushing me in the limit department. I am in Corel now and not one of my party members is even at their 2nd tier of limit breaks yet (albeit I am switching people out this run instead of my usual pick 3 and go).

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-02 01:35:57 »
Also, I have a small request if it is at all possible.  Could we get a save point in Costa Del Sol for Rank up's and such? After fighting Jenova, we don't have another one till Mt. Corel I think.

I morphed them yesterday. I currently rock the earring and powerwrist.

Did you use Earth element and then try to Morph?
This was my next guess since I used someone with a long range weapon to do so. I had a 50/50 shot of being correct

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-02 01:31:15 »
they are not morphable. i spent over a half hour trying. no matter what morph always misses.

iirc in 1.4 it was the earliest you could get earrings too
Were you using a someone like Tifa to hit them? If so, that's why morph misses. They are technically flying enemies so you can only morph them with long range weapons likes Barret's guns or Yuffie's shuriken/boomerang.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-02 00:59:35 »
i was under the impression you were gonna nerf tifa.

giving work glove 2 linked slots pretty much removed all need for any other weapons.

http://imgur.com/a/A9xZ1

1200-1600 damage limit hits. lmao

and i just found a power wrist morph. heavy tank in gongaga reactor, so add another couple hundred damage to limit hits probably.
Honestly, I think Tifa is at a good spot with that kind of power considering if she gets smacked twice she dies anyway. If you use Tifa for her damage you basically have to have someone support her (via a healer/Tank) to get good use out of her.  Also, just to point it out you could have had a power wrist already if you morphed one of Jenova's adds that she spawns (I forget which one sadly)

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-06-22 03:43:49 »
No other mods on my game here, just so you know. The only mod I 'want' to add is the 'always run' option, though I've held off despite the usefulness of it due to it apparently causing problems getting the wig during the squats minigame for the crossdressing scene.

And yeah, the 'first' time Ziggy showed up his battle script played like it should (Odin being summoned and all that), though I restarted the game once it crashed. After that point I avoided fighting him, but that 'lack of MP' thing happened near Rocket Town on disc 1 as well. So it's not just a "Disc 2" thing.

I'm going to turn the "Random Ninja Fight" check back on and test it in the 'still-remaining' Junon Forest to see what Ziggy does (am on disc 2 atm, with one of the Weapons about to attack Midgar). I'll report back after trying it a few times.

EDIT; Ok, I turned the ninja encounter check back on using the Black Chocobo program, and Ziggy does not have enough MP to do his tricks. Did it three times. All had the same response there with that.

Second EDIT; Also, you'll need to expand the "Billy" text box at the Chocobo Farm when choosing to "Ride Chocobos". As-is, the text is squished due to the text-box size.

Third EDIT; I think I have spotted an issue with Red's "4th" setup for increasing his stats. The text says "+5 to all stats except Luck". Well, I'm getting "10" Sources for every stat here. The reason I bring that up is all the other options offer 25 additional sources (55 total), while that option offers 30 (60 total).

Also, I had pretty much all of the characters stats SP/Rank Up's "Filled" long before I got the last Mega-materia. SP is being handed out too easily here there with that.

I think you aren't taking into account the 5 sources you get for every stat per rank up. You get 5 for each stat before you purchase a specific set.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-02-07 04:28:22 »
Still looking for a response on the Battle Square and level scaling.
The levels should be pre-set, at least the last time I checked they were

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-02-06 11:18:43 »
To clarify about the limit gauges:

I had the 100GP from first arriving at the GS (very handy, thanks), and I decided to spend all of it in the battlee arena. Before starting the arena battles, my limit gauge would be 95% full. It would fill up during the course of the fights, and it would be full by the time I faced Dyne, where I would one-shot him with it. Upon returning to the ready room, my HP/MP/limit gauge would all be reset to what they were before the arena, which means I could rinse and repeat, using a limit break each time to quickly end the last fight. I don't remember vanilla well enough, but it's quite possible it has always been this way.

On another note, is there any way to get rid of the [Resist] status once it's been applied? I noticed that the handicap roulette-inflicted Frog/Small status would be applied despite me being in Resist, and then I wouldn't be able to use Esuna/items to restore my status back to normal. A double-edged sword, indeed :)
You can get rid of the "Resist" status with the dispel magic. Also the limit thing is in the vanilla game, I believe whatever your HP, MP, status, and limit will all revert back to what it was when you first start the arena after doing one (at least it used to be that way)

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-01-19 16:50:14 »
How much health does Reno, Elena and Rude have? I smacked Elena around for a good 15 min, then rude used Turk Cure, Bit a pain in the arse. Did steal the items off of Elena and Reno, Rude wouldnt give his up. I do not not wanna fight them, i want those items, but as long as the match goes i end up using 3 megaelixers 2 normal eliexers and around 45 phoenix downs.. and still some how end up losing...
I do believe that Elena has around 76,000 hp, I think Rude had the most at around 78000 and Reno was in the middle of the two somewhere.

17
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-11-11 15:28:58 »
I believe I've found an error with the rank system. When I chose to raise all of Cloud's stats by 5 I got 10 of each source instead. When it came to Barret, I chose to raise Str & Luck by 10, plus Dex by 5, yet I got 15 sources of the first two stats, 10 of dex and 5 of the remaining stats. So unless ranking up grants 5 of each source just by itself, I think the number of sources is correct.

Also, the guy at the entrance of Fort Condor that greets you until you climb up doesn't talk at all. I just got past him like he wasn't there.

You get 5 sources for each stat at each rank up automatically. As for the NPC he will always be there and won't do anything unless you used to him to teleport back from some other location. Later on he appears in various places to teleport you to and from from Fort Condor

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-20 01:02:07 »
Honestly speaking, I never use the resist spell unless an extreme exception occurs. I hate not being able to have beneficial statuses on my characters. I much prefer to use buffs freely while also using added effect materias. I think resist is perfect as it is. You can also get rid of its effect by despell I do believe if it really becomes an issue (Don't quote me on that but I am fairly certain it can be removed except for certain battles).

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-08 00:05:24 »
You guys? It's just me that works on content for this mod.

I'm too busy with Dark Cave (that you've been spamming me about for the last week) to start throwing in additional fights; not sure what this Midgar skip is either, NT has never had a Midgar skip.
To be fair it's uh the same guy that is asking for everything and spamming you....

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-04 12:22:15 »
Just wanted to pop in here and say that I loved the
Spoiler: show
Gilgamesh
fight. Especially the pun in the middle of the fight about mistakes being made. I honestly had to pause the game and have a good laugh before going back to it.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-09-24 09:50:09 »
The boss battles are my favorite part of this mod to be honest. It's made to where you can't just go into the fight with the same equipment and materia all the way through. Granted I ran thru most of the game with a select three (Cloud, Aerith, and Tifa) but still, the mod offers so many different unique challenges with each boss. Using the elemental materia is a very important thing in this mod. It helps physical fighters pump up the damage while vastly increases survivability with units who can't take magic damage. Once you start noticing bosses particular tricks it all comes down to good strategy and sometimes winging it does just fine too. Also, Dex is very important (at least in my opinion) I typically give dex boosting equipment to even out the turn rates. I have a particular fetish for the choco feather and bolt ring accessories for that sweet dex boost. This mod is great at keeping you on your toes and makes you think out of the box for boss strategies. I never think of using Gravity until this mod as I always assume bosses are immune to it or particular status effects. Also Slow is your best friend for many bosses if you would rather not go with the dex boosting route. There are sooooo many different ways to go thru each boss, even with different party setups. I wouldn't throw in the towel just yet.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-09-22 22:30:23 »
Hey Sega, just wanted to drop by to tell you I've made a list of all the enemies' steals, morphs and drops for people that are interested to know what items they have or are looking for a specific one. It might be slightly out of date since I created it before the Proud Clod hotfix. I have noticed that the Corel Train items have changed, as well as the X-ATM fight while escaping Junon and have updated the list accordingly. I'd appreciate it if you'd tell me if anything else has changed, because It'd be annoying to go through every enemy in Hojo again (And tell me what the 'Autograph' item was changed into, please, because I kinda forgot to write that down). This list might be a bit redundant with the area names and possibly formatted badly since this is my first time really using Excel for anything halfway important, but I tried my best and I think it turned out good enough. If you think anything needs fixing, tell me so. Also, if you want to add this to the main post, that's cool, if not, that's also fine. I just want you to know that I like the mod you've created enough to have spent quite a few hours typing this all into Excel and making sure everything is the way it's supposed to be. Keep up the good work, Chief!

Link below:
https://www.dropbox.com/s/yaq74qa9rwbm8ww/NT%20Item%20List.xlsx?dl=0
(Thanks to my brother for helping me with the steals early on before I discovered the magic that is Hojo.)

I just wanted to give you a big thanks for this excel file. It is organized perfectly and it is a great help. Thanks for all the effort that you put into this.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-09-13 12:10:18 »
See, I don't know if that's because I moved it from there last minute to Gold Match, or if it was intended to be moved from Gold Match to there. 1.45 will have a finalised placement for absolutely everything so it'll be fixed for that.

Ahh, either way, it's no big deal.
Now uhh, what exactly is Love Busters trick? He is the last thing I need to beat to finish off everyone's level 4 limit break (at least I think he is) and I kinda just got stalled here. Everything goes fine and yet all of a sudden I cannot damage him at all.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-09-13 07:59:55 »
Not sure if this was a bug or just text that wasn't supposed to be there but after the Aerith mimic fight it told me I had received the planet Materia but I never got it in my inventory. I can always use Black Chocobo to give it to myself but I just thought I would bring it to your attention. 

Also thought I should mention it did give me the white Materia, and Great Gospel like it was supposed to do.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-09-12 09:49:04 »
The way it was set up is that he charges up the breath attack but you can disrupt it by inflicting a status ailment on him; then he'll use an esuna-type move on himself and this'll remove all the stacks. It's not a great AI thing, and I'll probably change it to be more intuitive at some point, but that's the way it is at the moment.

Heh, the one thing I didn't think of. Kinda just assumed he would be immune to most status effects. At least I know I wasn't under damaging him.

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