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Messages - TheOppressed

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-01 16:25:20 »
Hard Mode toggle is also something new; this is what was going to be used with Arrange Mode (or Game Type B as it'll be called) but then I thought that people might want to play through the altered game events but without the difficulty increase, and then there might be people who want a difficulty increase but with the game's normal events/bosses. As the difficulty increase is handled through enemy AI, I figured the best approach would be to separate the difficulty increase out into its own option instead.

Just for further clarification, this Hard Mode toggle means the difficulty changes of Arranged from Normal, right?

For example (please correct me if I'm wrong), I could play in Arrange mode but not have this Hard Mode toggle on, resulting in a sort of difficulty between Normal mode and Arranged?   

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Releases / Re: [FF7PC] ZomiPlayFont UI
« on: 2020-05-29 15:14:46 »
Appreciate your hard work with the font.. They're very similar to OG IMO. Pointer and materia slots look cleaner.

Just a question with 0.96, if it will be enough to replace other UI mods out there like ESUI or Satsuki's (in his pack builder)?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-20 05:39:36 »
Look at what you described with Aeris: That requires a Materia most players wouldn't stumble on in an out of the way area, another Materia the player might not even think about pairing with recovery magic, and a staff that refills a stat most players don't pay all that much attention to overall. You put those three things together and you can do something amazing. That absolutely should be how things work, that the player can combine elements of systems to interact in fun and effective ways.

I come from someone that saw Wizard Staff and didn't even bother with any other staff I found after that. TBF it was endgame, but I haven't found the 4 last staves yet, according to the documentation.

I can concede with the Full Cure materia, because it can be easily missed without paying attention to the bartender's dialogue in Cosmo Canyon.
Nevertheless, I still think that restoring you to full MP is too much. It can still be "fun and effective", as you put it, but I'm not against Magic Counter+Renew anyway. Just tone down the MP recovery of Wizard Staff.

Edited for grammar

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-20 05:08:00 »
Just want to quote this to ask Sega Chief: Please don't start nerfing things like this suggests. That leads to a horrible loop a lot of projects get into where the developer just gets feedback from players with overly tuned characters and who enjoy punishing, grueling fights, and everyone else just has to deal with things gradually getting harder and harder as anything resembling an advantage for the player gets removed.

An important aspect of gameplay that a lot of people don't think about is when the player puts these things together, and realizes what they can do now. For instance, Aerith with Barrier + Added Effect. Most players have no idea this is possible, but when someone figures it out, that's a game changer. Suddenly it feels like a million things open up. Magic Counter + Renew is another one like that, where the player has a new tool in their kit that lets them deal with things that felt impossible.

Not the guy you were replying too, just sharing my thoughts.
I don't think that Magic Counter+ Renew is OP, I think that being able to negate its MP costs per se with Wizard's Staff is "a smidge" OP. Without that, the cost would be too high that countering every single attack with Renew, especially in endgame, would destroy your MP.  (I think its also possible for confuse to screw you over when it heals a boss, not sure though.) Even Caith Sith needs several turns defending to get its MP back.

Barrier+Added Effect is kinda OP though, with it making the Barrier spells obsolete. They're zero cost.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-20 03:42:23 »
Huh. That is weird. Especially the music problem, since I haven't messed with the music at all so both should be working as intended.

If you're using 7th heaven, make sure to have "Music Option" set to "VGMStream" in the settings.
It's specifically in Game Driver>Advanced

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-20 01:11:18 »
Let me clear up a few of the assumptions you made. 1st one.. you'll have to wait through some tedious cut scenes.
These kind of extra content difficult bosses would be specifically designed to have maybe a text dialogue or two before the fight. And you can save immediately before fighting it.

You made it sound like just normal enemies (as you said: "a few monsters") hence this assumption. Clarity would have been nice.

A certain boss that does this would be less tedious. Still the point remains that just equipping the proper elemental materia would negate the challenge if it alone is the primary gimmick, especially when mastered ELEMENTAL materia would absorb elemental damage during endgame, the time you would see an "extra content difficult boss". And I haven't even mentioned null-elemental accessories

2nd, I'm not talking about the boss spamming the move... to the point where you're forced to restart. the game should give you a chance to kill it first try. essentially what im saying is this: as it stands you can get through the game pretty easily with completely ignoring resistances.
This I agree on, but I think that is more to do with other things IMO: e.g. Barrier and MBarrier being very potent

I could maybe agree to the idea, but it would require for some very hefty changes to its gameplay systems. For example, if such bosses exist as you say, then have it so equipping those materia have a heavier trade-off than marginal stat-loss (maybe a weakness system too). If so, as much as I like Shin Megami Tensei, it would resemble that too much and I would question why am I even playing this mod. But that's just me.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-19 23:55:18 »
i think this game needs a few monsters that have very specific strategies and basically cant be beaten otherwise, like a monster with an ice attack which one hits your whole party and also a wind attack which does the same.

so you basically need to have those resistances or you wipe. also more things with timers... if you dont beat it within a certain time limit of like 10 mins or something it wipes you.

I'm sorry but that doesn't feel fair or interesting.. OHK never are in my opinion, especially when it isn't a supporting ingredient of a particular fight. To me, it would just be incredible annoying as I roll my eyes, reload my save point, replay a few cutscenes and begrudgingly equip the corresponding elemental materia to negate the mechanic entirely.

Interesting usage that I've seen has one-hit kills that are either non-elemental or pierce resistance anyway, because they're never used as a primary gimmick.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-16 19:29:42 »
A kernel2 won't affect the main kernel, so it might be that the 7h game isn't patching the kernel for some reason. Two ways to check that; 1) Does Cloud start the game with Fire, Ice, and Bolt Materia equipped (or do Potions heal 300HP in-battle). 2) If you activate the Hardcore mod from the Qhimm Gameplay Catalog, does Cloud start the game at Lv.1?

I'll download this IRO to make sure it's the same one I tested earlier today.

The funny thing is I did just that with today's released IRO with my edited kernel2. I started a new game and it [Cloud's innate] works as intended! I just have no idea why whenever it hits the endgame, it doesn't work anymore.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-16 18:45:13 »
Edit:

I tested today's NT IRO (16th May) with Bonez' Spell Rename mod (using NT option) with Bonez' mod above NT in the load order and they appear to work together. I'm getting the NT kernel (including innates) with Bonez' adjusted spell names. Are you guys setting Bonez' mod to the NT setting, and putting it above NT in load order? Any other mods in use?

Oh no I'm not using Bonez' mod.. I'm using my customized kernel2.bin edited from touphscript. I wonder if that alone could affect it. And I've already turned off everything except New Threat and it [Cloud's Limit Boost] still doesn't work.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-16 17:05:37 »

3.Similar to Asherdoom's post, I am having trouble in proccing Limit Boost on Cloud, during the endgame. Popping Limits and still no pop-up. I am not sure if its just because it's hit its max stats or if something's wrong.

Yep speaking from this day's iro.. Still doesn't work, still no Limit Boost on Cloud.. I am patching a sort of a personal custom kernel2.bin for spell names.. Could that affect it?

I'll see what I can discover after I play it some more.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-16 14:12:40 »
Hello Sega Chief,

You've done one hell of a job. Very impressive. Just a few things:

1. First screen of the Forgotten City has a typographical error on its label on the menu (bottom-right bar that tells the name of a location in the menu)

2. Wizard Staff is a smidge OP.. 999 MP per hit + Slash-All is IMO too good; it overshadows the Princess Guard. Although that may just be because I have a pure mage Aeris.

3.Similar to Asherdoom's post, I am having trouble in proccing Limit Boost on Cloud, during the endgame. Popping Limits and still no pop-up. I am not sure if its just because it's hit its max stats or if something's wrong.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-09 11:07:56 »


Mystery solved for that cursed chest! Thanks for your work, really appreciate these updates.

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