Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4963681 times)

Mithrain

  • *
  • Posts: 130
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2375 on: 2016-01-03 11:50:28 »
Speaking of Mystile; it says that it's "Yuffie equip", but Cait Sith is able to use it as well.

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2376 on: 2016-01-03 15:23:55 »
I think it'd be a good idea to add Quadra Magic to this list as well: it was a large factor in trivializing the Extra Battle bosses and final battles for me. Cloud and Vincent spamming quadded W-Magic Tornado while Tifa mimed the spell tore through Safer Sephiroth before his third turn. I didn't expect such an easy battle after the nightmare that was the Dark Cave's final boss. D:

By the way:
Spoiler: show
Am I supposed to be able to steal Mystile from goblins? Getting multiples isn't really helpful, but it feels weird to get an end-game item midway through disc 2.


Safer was a bit easier because he appears after Bizarro with no save point/menu prep but for the new build I'm going to try something there, hopefully it works out and we can have a more climactic showdown to round things off.

As for Mystile & Goblin, I can't remember giving them that as a steal unless it's their rare steal? I'd better double-check all the distribution of the end-game armours, etc. in any case.

Speaking of Mystile; it says that it's "Yuffie equip", but Cait Sith is able to use it as well.

Cait Sith doesn't have his own specific end-game armour so I set him to be able to use any of the other 8 character's armour. He can't use either of the gender-specific armours though (Escort Bangle or Minerva Armlet). On that note, how do people feel about character-specific armour? Should I just unlock them all again so anyone can use them?

Mithrain

  • *
  • Posts: 130
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2377 on: 2016-01-03 17:53:01 »
On that note, how do people feel about character-specific armour? Should I just unlock them all again so anyone can use them?

If the armour stays in their current forms, then you might as well. That being said, I would love to see character-specific armour, if only they had some kind of special effect.

Not sure what type of special effect I'd want to see, as I don't know the limitations you're working with.

Something to compliment their ultimate weapons perhaps, although that might limit choice when it comes to endgame.

Other suggestions could be:

- MP Attack effect (like the ability from FF IX) - spending MP on attack, to boost the physical damage.
- Some type of counter "attack" effect? Perhaps reacting to a specific status somehow.
- Percentage-based increase to a given stat, either befitting of their "role" or perhaps something that converts a stat into another? (For example turning Aerith into a STR-based support-healer.)
- Increased Limit-gain rate.
- Gain MP when hit by attacks and/or spells.
- Something to create a summoner-role perhaps, not sure how to go about this. Might just be something for Master Summon, should that make it back into the game.
- Perhaps an armor that gives a damage(?) boost, as long as you use different damagesources each round.


Edit: Doing my 2nd playthrough these days (Quite a difference with the intended hp stats  :-o ), and I find myself getting incredibly annoyed with the Mystery Prize from the Battle Arena. Killing Gilgamesh 20 times in order to try and get Dio's Special Set, only to be bombarded with numerous copies of endgame armour, throwables and other attack items.
I'd GLADLY pay the point-cap, to avoid the RNG.
« Last Edit: 2016-01-03 18:36:49 by Mithrain »

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2378 on: 2016-01-03 23:12:51 »
If the armour stays in their current forms, then you might as well. That being said, I would love to see character-specific armour, if only they had some kind of special effect.

Not sure what type of special effect I'd want to see, as I don't know the limitations you're working with.

Something to compliment their ultimate weapons perhaps, although that might limit choice when it comes to endgame.

Other suggestions could be:

- MP Attack effect (like the ability from FF IX) - spending MP on attack, to boost the physical damage.
- Some type of counter "attack" effect? Perhaps reacting to a specific status somehow.
- Percentage-based increase to a given stat, either befitting of their "role" or perhaps something that converts a stat into another? (For example turning Aerith into a STR-based support-healer.)
- Increased Limit-gain rate.
- Gain MP when hit by attacks and/or spells.
- Something to create a summoner-role perhaps, not sure how to go about this. Might just be something for Master Summon, should that make it back into the game.
- Perhaps an armor that gives a damage(?) boost, as long as you use different damagesources each round.


Edit: Doing my 2nd playthrough these days (Quite a difference with the intended hp stats  :-o ), and I find myself getting incredibly annoyed with the Mystery Prize from the Battle Arena. Killing Gilgamesh 20 times in order to try and get Dio's Special Set, only to be bombarded with numerous copies of endgame armour, throwables and other attack items.
I'd GLADLY pay the point-cap, to avoid the RNG.

I can't make effects like that, I'm afraid. If there was a way for the AI to track what Armour ID you had on or something then could do it that way, but there isn't as far as I know.

I'll change that roulette on the Battle Square prizes so there's no RNG involved with it; it was a bad idea on my part.

Mithrain

  • *
  • Posts: 130
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2379 on: 2016-01-04 03:47:05 »

I can't make effects like that, I'm afraid. If there was a way for the AI to track what Armour ID you had on or something then could do it that way, but there isn't as far as I know.

I'll change that roulette on the Battle Square prizes so there's no RNG involved with it; it was a bad idea on my part.
Yeah, I figured I was asking a bit much with those suggestions/ideas. :>, glad to hear about the roulette fix!

lionheart82

  • *
  • Posts: 229
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2380 on: 2016-01-04 09:11:50 »
Yeah, I figured I was asking a bit much with those suggestions/ideas. :>, glad to hear about the roulette fix!
Too bad 4 d armour though those where some amazing ideas mithrain! :-)

Snap006

  • *
  • Posts: 32
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2381 on: 2016-01-04 15:22:14 »
Safer was a bit easier because he appears after Bizarro with no save point/menu prep but for the new build I'm going to try something there, hopefully it works out and we can have a more climactic showdown to round things off.

As for Mystile & Goblin, I can't remember giving them that as a steal unless it's their rare steal? I'd better double-check all the distribution of the end-game armours, etc. in any case.

Cait Sith doesn't have his own specific end-game armour so I set him to be able to use any of the other 8 character's armour. He can't use either of the gender-specific armours though (Escort Bangle or Minerva Armlet). On that note, how do people feel about character-specific armour? Should I just unlock them all again so anyone can use them?

I stole a Mystile from a Goblin yesterday. I love the idea of character specific armor. How about giving a piece of Genji Equipment from Gilgamesh?

Mithrain

  • *
  • Posts: 130
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2382 on: 2016-01-04 21:12:51 »
I stole a Mystile from a Goblin yesterday. I love the idea of character specific armor. How about giving a piece of Genji Equipment from Gilgamesh?

Would have to be some kind of mid-tier item (as he's easily farmable; even killable before he gets a single attack off), which would be odd, considering he's closer to endgame.  ;D

ketchupy

  • *
  • Posts: 1
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2383 on: 2016-01-06 02:16:46 »
Hello there,
I just post this to thank you so much for this new threat mode. I have been playing ff7 over and over for 10 years or so, and you gave a second life to this awesome game, so that I rediscover the game while keeping its best original features.
I just discovered the moding world with you, I did not know it existe before, and it is great. I am currently enjoying kicking some vlakorados' asses. They were pretty important in the originalgame but pretty easy to fight, in spite of the huge amount of HP. You gave that monster the credit it deserves, and it is only one of the great features you added, as I  discover everytime I play.
I knew the game by heart, but this new exploration aspect where one should better know the monsters he faces is really awesome.
Thanks again

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2384 on: 2016-01-06 03:24:09 »
Glad you're enjoying it, bud; good luck with the Vlakorados' and keep an eye out for the new release 1.4 soon; there'll be a lot of new content in it.

lionheart82

  • *
  • Posts: 229
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2385 on: 2016-01-06 06:02:31 »
Same here segachief your work is awesome, thank you from the bottom of my heart. Iirc 1.35 will be in new 2.0 catalogue right? And 1.4 will pe patched afterwards?

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2386 on: 2016-01-06 14:18:26 »
Same here segachief your work is awesome, thank you from the bottom of my heart. Iirc 1.35 will be in new 2.0 catalogue right? And 1.4 will pe patched afterwards?

I'm actually not sure; 1.4 will be patched onto it later though.

EQ2Alyza

  • 7th Heaven Crew
  • Global moderator
  • *
  • Posts: 3200
  • Dilly-Dally Shilly-Shally
    • View Profile
    • EQ2Alyza - YouTube Channel
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2387 on: 2016-01-06 14:45:27 »
1.35 is in Catalog 2.0, and 1.4 will be patched in after its release.

lionheart82

  • *
  • Posts: 229
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2388 on: 2016-01-06 14:45:50 »
So its ok to start playing now, and patch it when it comes out? There are no major overhauls for 1.4 to mess up my game if its patched midway?
Im asking so i know i can start playing as soon as 2.0 out, if the patch wont make me have to start from the beginning.
« Last Edit: 2016-01-06 14:49:46 by lionheart82 »

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2389 on: 2016-01-06 16:55:11 »
1.4 is a major overhaul; depending on how far you get into 1.35, I can't guarantee that something won't go wrong later or be missed permanently.

selius

  • *
  • Posts: 126
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2390 on: 2016-01-06 16:55:41 »
i suggest waiting for 1.4 as even if sega gave you the go ahead, there may be things he forgot.

it's a rather comprehensive mod after all

Mithrain

  • *
  • Posts: 130
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2391 on: 2016-01-06 18:05:41 »
Had a bug with the Dark Cave tonight, as I was going to go in and wreck the bosses. :>

If I declined to enter the cave, after talking to the NPC at the entrance, cloud turned around as expected and what not, I could however not move him or anything, but the rest of the NPCs along with the music, carried on like normal.

Also had to sell a bit of materia to enter the Dark Cave, without worrying about losing crucial materia, which isn't all that fun, but I suppose I may have more materia than the average player at this point. :>

Edit: Not sure if I've mentioned this before, but you can encounter Cid in the wallmarket bar, before re-obtaining his services, making him appear both here and in Tifa's bar.
« Last Edit: 2016-01-06 18:46:18 by Mithrain »

lionheart82

  • *
  • Posts: 229
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2392 on: 2016-01-06 18:30:37 »
1.35 is in Catalog 2.0, and 1.4 will be patched in after its release.
Thx alyza, so i guess it's ok to convert fresh steam game, use the same 1.50 7h, play with 1.0 and just delete 7h cache when 2.0 is out, redl a new catalogue? Dont want to do umpteenth install all over of not neccessary.
1.4 is a major overhaul; depending on how far you get into 1.35, I can't guarantee that something won't go wrong later or be missed permanently.
Ok thx, ill try a speed run with invincibility to test that beacause script till then. :-) any idea when it will be done approximately?

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2393 on: 2016-01-06 19:16:50 »
I'm hoping to be done by mid-January, but anything can go wrong (mysteriously, nothing has yet which is a first). Boss AI can consume time if it doesn't work as planned, field script can become overly complicated/glitch out, etc. I lost some time re-doing the sources for the SP System yet again but I'm happy with it now.

Small update; just got done creating new scenes throughout Mt. Corel and Gongaga. The ones for Corel are mostly disabled/fragmented scenes that I recreated using Shademp's videos as a point of reference, but some are new and all of them have been reworked in some way to make them blend better into the game. There was a reason some of these scenes were deactivated in the first place :I

I also went and used the alternate draft of the Costa Del Sol scene; Shademp mentioned in his video that it was a lot longer which is true, so I speeded up the helicopter and streamlined some of the code to make it roughly as quick as the original. I did this because it features the greatest punch in the entire game makes slightly more sense story-wise. And because I could.

Next is Mt. Nibel. I'd been leaving this one off because it's a complicated area with two sets of flashback scenes already taking place there at different points in the game. Hopefully it'll go smoothly.

lionheart82

  • *
  • Posts: 229
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2394 on: 2016-01-06 20:27:35 »
Wow beautiful thats very close. :-)

Mithrain

  • *
  • Posts: 130
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2395 on: 2016-01-06 22:18:54 »
Testing out some videocapture software mentioned by Segabro, with the intention of making some (possibly playthrough?) videos of 1.4 when it launches.

Found this little amusing abillity while doing so.  ;D

https://www.youtube.com/watch?v=ZtLCJkJIjqs

lionheart82

  • *
  • Posts: 229
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2396 on: 2016-01-06 22:20:49 »
GUYS 2.0 IS UP! Check update &  reports thread!
Sorry that i meant 7h thread! :-)
« Last Edit: 2016-01-06 22:31:45 by lionheart82 »

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2397 on: 2016-01-06 22:34:57 »
Testing out some videocapture software mentioned by Segabro, with the intention of making some (possibly playthrough?) videos of 1.4 when it launches.

Found this little amusing abillity while doing so.  ;D

https://www.youtube.com/watch?v=ZtLCJkJIjqs

There's a small history behind that ability. It was originally listed as the go-to for 'secret' enemy attacks but it had no set animation and cost 65535 MP to use (although if it didn't then the game would crash). Turns out it had an unused + working animation for the attack, it was just never set up. I think I saw someone else had found it too (probably Gjoerulv).

GUYS 2.0 IS UP! Check update &  reports thread!
Sorry that i meant 7h thread! :-)

Oh my.

lionheart82

  • *
  • Posts: 229
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2398 on: 2016-01-06 22:38:12 »
Segachief your turn next! GOD I LOVE YOU GUYS!

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2399 on: 2016-01-06 22:48:00 »
Okay, so on the suggestion of my friend I just looked up what toss my salad means and I may have made a horrible mistake with that attack name :l