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Messages - Owlrrex

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« on: 2020-08-02 10:11:57 »
Playing through 2.0.5 really slowly, enjoying every bit of it, I noticed one thing in terms of the balancing though:

The Boomerang is a crazy good weapon for when you get it, especially if you steal it in the forests before Junon:
Its +75 Dex boost is incredibly good, its bolt-element is strong against 2 of the 3 upcoming bosses (bottomswell and the optional in Corel), and the paralysis hits what feels like half of the bosses I've encountered up until Cosmo Canyon. The only place the weapon had to be put off was in the corel pass, bc of the thunderbirds, but as you find the windslash on the boat, you have a very strong weapon against those to replace with.

I feel like this weapon almost trivialises this part of the game a bit too much. Not worth an emergency-nerf, but maybe something to consider in the long run.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« on: 2020-08-01 18:21:52 »
Playing 2.0.5 now, I went back to costa del sol after finishing the desert prison episode (couldn't afford osmose the first time, broke little me), and I found Vincent standing around in the basement of the villa where the items are... that's probably a bug?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.4)
« on: 2020-07-31 17:04:34 »
I'm still on 2.0.3, but since it wasn't included in the patchnotes I'll report this bug anyway:

On the Corel mountain rope bridge (the screen where you walk towards the camera) there's an empty battle that can occur - you spawn in, black background, and immediately win with no rewards.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-07-27 22:27:54 »
I've installed 7th heaven real quick and that version worked with only NT, while the second installer gave me the error-code 81. Can confirm that the iro-version doesn't crash (except it fucks up everything else in my setup, but that's a me-problem).

One thing I noticed though is a cosmetic bug: When activating the help-window in combat, the description for the "defend"-command still says "halves incoming damage". I've read in the docs that you changed that. Just a little tiny thing. :)

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-07-27 21:58:02 »
I'm also getting an error after clicking "launch game" in the ff7-launcher, with steam's error code 81.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-07-27 21:49:40 »
Just saw your tweet, I'm considering it resolved. ^^

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-07-27 21:44:11 »
I just installed NT 2.0.0 through the Main Installer (no 7th Heaven) and it looks alot like what was installed was actually just NT 1.5 (menu prompts for "Normal vs. Arrange mode", instead of Mode A and a potential Hard Mode, Ability description for cloud upon leaving the train states his old passive.) Is this an oversight in the installer, or in the mod itself with not-updated text?

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Releases / Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
« on: 2020-04-25 13:50:58 »
Heyo, me again, with 2 more reports for Godo 0.4.4, no flevel randomizer, no other mods present:

I found both a crash and a softlock in the same seed. The settings are rather complex individual settings which I don't remember 100%, but I wrote down these notes about it: "Animations for everything are random, Model swaps, Player's arsenal same functionality (items & equip unchanged), character stats random except level & exp curve, limits random, enemy attacks random, mild status (no damage formula), enemies are random except names, enemy rewards random, rng table normal". Some of those are most likely not relevant to the reported errors, but I included it all for completeness' sake. The seed is 291709046.

Report #1: Crash on "Sword Dance" in Shinra Bld. 65f. I've never seen them do an attack successfully, it always crashes when any of them take an action. killing them all in a first strike ends the fight normally.

Report #2: Softlock on Boss: Sample: H0512. Attack: "Shady Breath". Attack plays animation and applies effect (poison chance to all characters) normally, then ATB stays locked in 'wait' if ATB is set to wait. Regardless of ATB setting, no further actions can be taken since the Shady Breath animation seems to never end fully. Camera is positioned behind the group, when you try to target any attack by having a character ready, the camera switches to the default side-view while the target cursor is out, and switches back if targeting is completed/cancelled. The fight cannot be continued in any way I've seen.

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Releases / Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
« on: 2020-04-19 13:52:38 »
Found an application crash: Godo 0.4.4, no flevel-randomizer, no other mods should be present. Enemy model is Lab-coat-green-skin hojo (Hojo fight first phase). Randomization option is the "Moderate" preset, nothing else. Seed is 201359140. No visible animation plays before the crash, but I assume it's when they try to take an action. Windows popup message is "An unknown exception has occured", I don't know further detail. If I kill them off quick enough I can get through a fight without a crash.

Also, I got a few questions about the program:
1) Do detailed randomization configurations combine with quick-settings. So, can I tick the quick-setting "Enemy attacks" and then also configure some of the detailed options from the top-bar? What if I tick "Enemy Attacks" quick option and ALSO set some detailed settings in the topbar, how do they combine?
2) When randomizing elements on attacks, weapons or armor, the presence of the "invisible" elements (physical & hidden) makes it quite difficult to determine what resistances are on your characters actually, since you don't know enemies' attack elements, or your own (Physical elements are not listed in menu), and so you can't test which types your equipment makes you resistant against. Are there any plans to alleviate this problem? Options I can think of from the top of my head: Somehow list elements in generated tooltips (probably rather tricky), an options to determine how elements are randomized: Fully random, physical <-> physical and visible <-> visible, but no mixing inbetween, no physical elements in random pool at all. There are probably other options
3) It seems to me that most enemy attacks are not affected by back-row damage reduction. Can you give any estimation of the odds that back row actually protects against a random enemy attack? I'm aware that it needs to use physical damage calculation and be flagged as short range, but I might miss something and I don't know which of those flags are touched by the randomizer & under which settings.

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