Yeah, that can happen sometimes (it's a rare game issue; cause unknown). The famous one is where Cloud will appear giant and upside down in North Corel, in a screen just besides the reactor, but it can happen in other places as well. As far as Materia goes, I think I've seen the Gravity Materia dropped by Gi Nattak go 'huge' as well. Leaving and then re-entering the screen ought to fix it, though picking up the Materia ought to get rid of it too.
Hi Sega Chief
Thank you so much for the mod! I've been playing it for the past month have been having a great time! I'm in the endgame, and have cleared most of the new Battle Square bosses and am currently attempting to take on the Goldberries. I just had a couple of questions/comments so far, if you wouldn't mind and have the time...
1) There is a new NPC standing at the ropeway entrance to Fort Condor. He seems to have no real purpose, am I missing something here?
2) The Lv 70 cap is great, but is there a way to give experience points to lower level members even after the party leader has reached max level? Not like it's a real problem, but with 9 members, I would have kept Tifa and Cid at lower levels if I knew that this mechanic existed.
3) The new cactuar boss dropped the 7777 needles, but I never received the X-ATM core after the new fight by the corel reactor. Should I keep looking?
Thanks again for making the mod, I'll be sure to follow future progress!
Cheers for playing the mod, bud:
1) That NPC was a placeholder for a Fort Condor 'warp' that's going in, to save people from back-tracking from the other continent for each iteration of the minigame. Basically, that guy would warp you back to the town you came in from. He was supposed to be set as invisible, but I clean forgot. He should be harmless enough though.
2) I'm not a big fan of the level cap for that reason; it's quite messy and due to passive party EXP you can have characters all over the place . As of the next patch, the level cap is going to be removed in favour of something much more discreet.
3) The Core is actually dropped by a different iteration of X-ATM Scorpion, not the one fought for Barret's Lv.4 limit. It's also unmissable where it is, so no worries about losing it permanently.
\\Edit: Update Progress//-) AI has been fully implemented for different difficulty settings. When starting the game, you'll have a choice of three difficulties to pick from. Each difficulty above normal boosts enemy level, defence, decreases EXP gain, and unlocks some special attacks/AI for certain enemies. The earliest example is the Grunt enemy in the 1st Reactor, who will pick up an attack similar to the Beta Wave used by Special Combatants in the 5th Reactor. This is all handled in-game, from a single scene + kernel. There will also be some key changes to the game's events depending on the setting so keep an eye out.
As far as the whole update goes, next on the list is fleshing out the Dark Cave sidequest; it feels a bit bare-bones to me at the moment and could be a lot better. After that's done, we're good to go.