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Messages - Sega Chief

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201
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-03-02 01:05:47 »
Hi, this is a wonderful mod and I've a few questions and suggestions.

I'm playing the newest version with the Seventh Heaven mod, the light dialogue changes are integrated in NT 2.0 right (either standard or rearranged)?
I don't have to download The Reunion mod (since I don't like the retranslation) ?


The rearranged events mode is definitely 'how it should be'  plot-wise, very well done, and the saving Aerith feature is absolutely smooth.
I watched a video section on it, and to save Aerith, I used the Odin Summon to remove her from that battle. Does it also work if you defeat Jenova in that battle while not attacking Aerith?

What's missing to make it perfect is some internal dialogue during that battle, (similar to in-battle dialogue tips in FF8), where the involved characters say a few lines on what to do in a situation.

I found a funny bug where during the Shinra execution scene, Aerith's model is still miniature while everyone else's was different.

With the HD graphics, this is definitely the ideal Remaking, if not better than the REMAKE itself.

Finally, if you could design some additional WEAPONS bosses in the world map, it'd be awesome and epic.
Like an actual fight with Sapphire Weapon (the one that attacked Junon), and then Jade and Omega as additional optional bosses.

The text & dialogue in the game had a few sweeps; it's a mix of unaltered lines, lines restored to the Playstation version (PC port had some changes), and then stuff I've given a once over. I tried to make sure everything 'fits' but it isn't a retranslation or anything like that (though sometimes I referred to translations if I was stumped by something).

I think the original events are a lot better than the Type B events personally, but I reckon they work as something different, or as a novelty, at least.

The way that I have the game detect the outcome of that fight was hacky; it's based on Gil received after the battle. Certain commands that deal insta-death have the effect of reducing the gil given by enemies killed by it to 0 so I guess that's why that happens. Good news is that I learned after the build went out that you can access most field variables from the battle so I can change this to use a variable instead.

If you use a model mod, then any model that was newly added to NT's char.lgp and which didn't exist in the base game won't be covered by it.

I'm afraid adding new Weapon encounters to the World Map is well outside what I'd be capable of doing.

Finishing touch insta-killed the type B playthrough monster in the safe in the shrinra mansion o.o....   imagine my shock when I used it as the very first turn of the battle and won without realizing it lol...  intended?   Tried putting the spliter material slow with added effect in clouds weapon.  Doesn't seem to be doing anything although casting that slow actually slows enemies.   Is it because slow has gravity next to its ability list?

Is the Type B monster in the Safe that Yin-Yang looking thing? I guess I left it vulnerable to KO by accident or something. Materia have their own set of statuses that they apply (set by flags) so it's probably just a case of the Slow Materia not having the Slow status set to it. One way to check is putting it with Added Status in someone's armour and seeing if it is highlighted white in the character's status defence (to check this, go to Status and on the character's page press confirm to cycle to it).

I'm currently playing through Type-B (Temple of the Ancients) and the Item Placement Document says that the Powersoul drops from the Demons Gate. When I was supposed to fight the Demons Gate, I had a different encounter. Wondering if I missed something or if the Powersoul is no longer obtainable in Type-B?


It should have dropped from the replacement boss, but there was an issue in 1.5 where the exact same enemy had Powersoul set as a drop but wouldn't drop it. If that's the case, I'll try the fix I used for that on this guy.

Ran into a couple more issues in disc 3.
Cannot get Tifa's Level 4 limit break - I've played the piano at all opportunities, but it never releases the item, as I think it should? Unless the melody changed, in which case I am lost!
Lucrecia's cave - after the conversation, no items received. I am removed from cave. When re-entering she is gone. Tried with and without Vincent in party.
The armour item under the Avalanche mansion - does it have a use?
One last thing - the guy on the Highwind who tells me about sidecontent says there is something in the Shinra mansion. Does this just refer to the safe? Because I have done that, and did the Cloud flashback for his limit.
Many thanks for your ongoing help - really appreciated, and I love the mod.

I think she needs to be party leader due to some holdover scripting from 1.5. To set this, head to the bottom of the North Crater then come back; a new NPC in the Operations Room handles party leader swap.

Lucrecia's Cave needs two visits, with a 'cooldown' before the 2nd visit will trigger (based on battles fought, similar to the cooldown for chocobo breeding). After the conversation + flashback, you'll need to check back in now and then later after fighting random battles for the next part to start. I could maybe try and change this; it's how it works in the default game but can be a nuisance to deal with.

The armour item I think is used to make a Masamune; if you go to the blue house on the world map that is close to Gongaga then the guy inside will have a list of materials needed for it, with that plate being one of them.

The NPC on the Highwind is referring to Cloud's Flashback, yeah.

202
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-02-27 12:24:09 »
I am just wondering what the best method of installation is if I am using Satsuki's new standalone mod, if it is compatible at all?

Thanks

I'm not sure how the standalone works; if it just takes the flevel and encodes the backgrounds then I guess it should be compatible. In that case you'd use NT's standalone installer, then use Satsuki's after it. If Satsuki's standalone overwrites the flevel however then they won't be.

If 7th Heaven isn't an option, then could try Reunion; that should support having the satsuki backgrounds + NT.

Hey, thank you for making an amazing mod. This was my first playthrough of Final Fantasy 7, and the challenge did not disappoint while (mostly) remaining a reasonable game to complete on hard mode while not finding much of any of the optional content.

I played through every boss after Demon Wall by using Caith Sith's transform limit. It really is a shame that it was locked behind slots in the base game, and it makes him a very unique character to play in this mod. With White Megaphone, Transform, and Ribbon, I outlasted almost every boss with countered cure 3s, barriers, and regen. The only ones that presented much problem were ones with instant deaths or who were otherwise capable of just outdamaging me.

I played the entire game in hard mode with a few exceptions for bosses I got stuck on - Jenova Death, Carry Armor, and Hundred Gunner. Hundred Gunner is an extremely early boss but is a massive spike for how early it is in the game, and is much harder than anything that comes after it for a significant amount of time. This is probably the most egregiously overpowered boss, along with Jenova Death having the very easy Sephiroth fight in front of it that just serves as a long loading screen for the arguable most difficult required boss fight.

Here is a quick boss tier list I whipped up. Keep in mind I did not hunt down items excessively and barely grinded at all. I ended with a level 45 Cait Sith and the rest of the party at 40 or lower. Random encounters became harder than bosses, because I am at my most vulnerable before Caith Sith transforms.



Unrelatedly, a frustrating bug that I would like to ask to be fixed in any future versions of this patch is an issue with Cait Sith's name being rewritten. If you go to the Shinra Mansion with Cloud to get the Zack flashback, the game prompts for you to rename Cloud. I kept his name as Cloud. The game renames the Young Cloud, which is the Cait Sith character slot, so it forcibly changed Cait Sith's name to Cloud. I had to go hunt down a save editor and figure out how that worked to undo it since I hadn't saved since Hojo, which was pretty frustrating.

That's the first time I've seen the tier list format in here. Interesting approach to go with just Cait's Transform, but it's a pretty good Limit if you set up for it properly.

The rename thing is being retired completely from the next patch because it has a much more serious side-effect than Cait's name changing when Cloud's is changed. If Cait or Vincent are renamed directly using the Silver Chocobo in the Glacier, then their stats are actually re-initialised and any sources used on them are lost (but the source tracker used internally doesn't get reset, so they essentially lose their stats permanently).

So I have a question.  I am playing 1.5 at the moment.

How far down exactly do you need to go in the Northern Crater to get the NPC to change the party leader.  I went as far down as where the party congregate and then split up and I thought going beyond that point was non returnable (Although I could be wrong, that was going of vague memories).  But when I climbed back out of the crater couldn't see any additional NPCs in the operations room?

You need to go all the way to the bottom when the party reunite again. This is the threshold of the point of no return, and you can talk to the characters to get items that they found on their respective paths. At this point, the game's internal progression value is set to 1998 and the split-up no longer happens when coming into the North Crater (whereas if you leave beforehand, you have to assign characters to paths again). Reason it was set behind this was to avoid the hassle of scripting up Tifa and Cid as party leader during these scenes.

Hey Sega_Chief, got a quick question. Got to Costa Del Sol, and I unlocked SP upgrading. Thing is for Cloud, I couldn't cancel out when I clicked his name. So I picked Ex-Soldier, but I didn't use any of the sources. The smiling guy said, hey you didn't use any, so I said cancel and continue. He took the sources back. But Cloud is still at level 1 of the SP chart now. I can't go back and use those sources, or pick another job class. What's going on? Did I glitch the game? Am I out of luck on using those sources?

Also, is there a way for me to reset my job classes in the game? Let me know. Thanks! Awesome mod by the way. I love the new additions.

When going into a character's upgrade menu, you have to pick one and then use the Sources it allocates for it. As a failsafe against players that might have maxed their inventory out using a tool or save editor (or for whatever reason may not want to use certain Sources given), it does allow the player to continue out with unused Sources but will give a warning beforehand:

Mr. Smile
“You can't take 'em with you!”
{CHOICE}Use remaining Sources
{CHOICE}Discard and continue

If they discard and continue, then the unallocated sources are lost permanently. The reason it's like this is because the game doesn't really have a way to check through its field script what the stats/sources used by a character are, and if Sources escape out of this menu and remain in the player's inventory then they can be allocated to different characters instead.

Also, there is no reset currently on a player's choice of Source upgrades but you can choose whichever of the 5 options each time you have an upgrade; you don't get locked into taking the same one each time.

One way to fix this is to use a save editor to go into Cloud's stats; you'll see he has 2 separate sets. One set is his 'base' stats, and the other is his Source stats; these get added together to make his final stats that you see in-game. You can reset his Source stats to 0 and then set the ones you wanted to pick manually. His Source options are:

Code: [Select]
{CHOICE}Ex-SOLDIER: Str+15{, }Mag+7{, }Vit/Dex+8
{CHOICE}Mercenary: Str/Vit/Lck+15
{CHOICE}Makonoid: Mag/Spr/Dex+15
{CHOICE}Duellist: Str/Mag/Dex/Lck+10
{CHOICE}COMMANDO: Str/Vit/Spr+12{, }Mag+6

So if you wanted to pick, say, Makonoid instead of Ex-SOLDIER you'd set his Source stats to 15 in Magic, Spirit, and Dexterity while setting the other Source stats to 0 (make sure to change the Source stats, and not his base stats). After that he'll be where he should be and you can just use the Source system in-game as normal when you get the next upgrade unlocked.

203
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-02-25 09:35:18 »
This was the problem. I was using the NGPlus version and using the link in the OP seems to have fixed the issue. Thank you so much for your fast response and for your hard work and dedication to this mod, I can't tell you how much I have enjoyed playing it.

One more question: is Omnislash only supposed to do 1 damage per hit? Is there something else I need to do in-game to let it do damage?

That doesn't sound right, Omnislash should be dealing damage; I'll check into the .exe for 1.5 today to see if something's up. What enemy was Omnislash used on?

204
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-02-23 22:35:12 »
Can you play 2.0.94 in conjunction with 7th heaven mod? If installed as 'a hard-patch of the game's files' then using the other 7th heaven mods but not stacking NT again ?

Also forgot where to turn in 1/35th soldiers... doh

Yeah there should be an IRO for it; when installing 7th Heaven it comes with 3 catalog links pre-installed that should get access to it. Otherwise, download the standalone IRO from front of this thread and import it. I would recommend reverting your files back to vanilla and reinstalling the game before going with a 7th Heaven install though.

1/35 turn in is in Mythril Mines (the back room close to where you met the Turks).

After hunting for the 1/35th soldiers all game, I think I have missed one out AGES ago in the Prison. I take it that it is now lost forever since I cannot get back in there?? Your notes suggest I am missing out on something cool? What is it?

It's a special Plus Materia; you can get it by adding Underwater Materia to your inventory using a save editor if you want to check it out.

I'm playing 1.5 and I am in the dark cave. I entered the sewer through Don Corneo's but I am stuck. There's a car in the way that I can't move or interact with and it is blocking the only path forward and I can't go back up the chute.

I went to an earlier save and climbed up the wall to get to shinra headquarters and beat
Spoiler: show
Hojo and the other boss there
which kicked me out and now I can't get back in. The characters I didn't meet aren't selectable.

I thought I'd fixed that, but it sounds like it's still busted; where did you get NT 1.5 from? I think on NGPlus.net (and maybe the Qhimm Gameplay Catalog, unsure) those versions are behind the current 1.5 build. If it was from there, then I would try downloading the 1.5 build from this thread. If the version you're using is from this thread, then I'll get it fixed up and reupload it.

The issue is to do with a bad decision I made to try and replace the 'set character to unavailable' state with 'lock character in PHS' because it unequips all Materia and people were saying they lost Materia if they had too much in reserve to take what was being unequipped.

205
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-02-23 08:46:28 »
So I'm on disc 3 collecting ultimate weapons and final limits... and am a little confused by the docs:

Spoiler: show

W-Attack - Sacred Cave
X-Attack(4x) - Kalm Traveller


I got the W-attack materia just now but is there *also the quadra cut materia?
Spoiler: show
 Kalm Traveler doesn't say that's what he will exchange for the rare items.


Thanks as always!
Web

Yeah they were separated out onto their own Materia. W-Attack is 2x-cut, and X-Attack is 4x-Cut; Kalm Traveller should give X-Attack (along with some other stuff like Core Materia) once he has all 3 items (Desert Rose, Earth Harp, and a Guidebook).

206
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2021-02-22 15:57:55 »
Does this mod work on the remastered edition, or only vanilla?

Only the Steam version, I don't think the remaster was out yet when this beta was put together. I'm not sure what the porting process is but if there is one (or an alternative, like that demaster patch I saw) then will do what I can.

207
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-02-22 15:37:01 »
I just finished my NT 2.0 run and registered to express my gratitude towards the creator of this mod

i don't have good memories from the first time i finished ff7, the game after Aerith's death was just a chore, but this mod not only refreshed the playtrough (and challenged me a lot more) but allowed me to finish the game with my favourite party (Cloud, Aerith, Vincent) from start to finish and that made me enjoy the game sooo much more.
it made me want to fight the weapons this time instead of skipping them, the bosses in the materia caves were a very hard challenge, the SP system added a lot of diversity in the cast that i didn't know they needed. It is without a doubt a better ff7 experience

so that's it, no bug reports, no questions i just wanted to say thank you for this amazing work

Cheers, man; I'm surprised you didn't hit any bugs though (plenty of those in the current build; the battle music toggle turned out to be completely busted).

208
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-02-21 04:19:11 »
Not sure this is the correct place to praise, but please move if needed :)
Soppy and cliché warning been made.


Just wanted to give my sincerest thanx and appreciation to SegaChief, for creating (with aaaall the different and time-consuming things that include) and writing(?) such an awesome mod.

Imagine the feeling you get when you are able to go back to one, if not the, most cherished and happy memory of your childhood. A childhood that had some damn good competition of what that might've been.
And to finally experienced amazing choices/presentations in all the new, funny and heart-wrenching stuff that is our beloved FFVII. To laugh out loud from Barret's "upfrontness" and drive, Red's dry/sarcastic/pragmatic humor, the adorable innocence of Aerith and her endless curiousity and love, Tifa's longing for Cloud and his wellbeing, torned CID's journey from a possible wife/woman-beater (if not verbal one) into a space-visitor and something much more different and better, Yuffie's pathological decieving and seeing her mature, Vincent's stoic mysticism along with his heart-wrenching sorrow, the _incredibly_ tear-jerking moment when Cat Shit turnes from traitor to saviour of not just the day, but the whole world by his actions.
To give someone the possibility to do that, and in a new and intresting way like this... I just really cant find the words on how much it mean to us passionate people. And especially me, that longed/hoped for the official remake for 18 long and doubtful years.

I'm just a simple, struggling and poor industrial smith, and I'm not sure I can contribute in much worthwile ways, but I really implore you SegaChief to reach out and tell me if there is anything. Anything at all that would make your life easier, or what you would need for your projects.
Thats the least I could offer since both the official FFVIIR and your New Threat really helped me though a horrible time.
From the inner-most place in my old grey heart; Thank you <3

Cheers, bud; it was fun putting the new build of the mod together. I think I went a bit too far in places but it is what it is.

You mentioned going through a horrible time; hope things are going better for you now.

If I missed comet earlier, do I need to black chocobo that in? Hmm wonder how I didn't see it or where it was

Comet was sitting in the Whirlwind Maze (think it's either closer to the Save Point or it's in Neo-Bahamut's spot). In any case, a few people have reported missing it now so I need to move it somewhere. I could maybe place it as a drop when Schizo is beaten, or perhaps in one of the chests on the route instead. I'll also add a failsafe location after whirlwind maze so that it can be grabbed that way if missed.

For the time being though, if it's been missed you'll need a save editor I'm afraid. Sorry about that.

Hey Sega Chief
Where is the 8th 1/35 soldier at? I looked in the item placement doc for it's location but I got an elixir instead. I am on disk 2 if that makes a difference?
Thanks for the reply about the Wutai issues  :)

For the submarine minigame, I think each 'level' has its own unique one-off prize. The 1.35 soldier is for what I think is the last one. What I would do is, try beating each Submarine level and you should get it along with the other stuff (Dragon Scales, M-tentacles, and a Cauldron).

209
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-02-16 22:38:03 »
Question about Yuffie's Innate - I'm in the Gongaga area fighting the the Heavy Tank monster - drops 1300 gil normally, does the innate double gil not kick in for single monster battles ? Grinding some exp AP and gil and have yet to see anything other than 1300 drop post battle.

Thanks in advance!
-Web

The gil thing was retired, it wasn't reliably increasing gil. The new one is Throwlette; when it charges up, use Defend and she'll use a no-cost Throw command using one of her shurikens at random (thrown weapon isn't consumed).

210
Troubleshooting / Re: How to remove critical "flash"
« on: 2021-02-14 00:39:53 »
DLPB had some hext for this, I've included it in a pastebin below.

https://pastebin.com/Qwtp3QFM

211
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-02-12 20:41:41 »
I am loving this Type B mode so much but is there a way to still use the program Wallmarket? I normally edit the buster sword throughout my playthrough because its my favorite model sword but it seems the New Threat mod overwrites it back to the mods normal stats for the buster sword. Is there any way around this?

If it's the IRO you'll need to unpack it, edit the kernel, then repack it again.

212
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-02-10 00:01:29 »
Afternoon Sega! Firstly I would like to say I am deeply enjoying this mod (2.0).  As someone who played the original in 97 and has logged thousands of hours in it, I was amazed at how this was able to rekindle that "new jrpg" feeling in me.  I can't stop playing!

As for the point of this post, I'm having a couple of issues that I hope you (or others) can clear up for me:

1) I defeated ultimate weapon, but he did not drop Cloud's Ultima Weapon. Is this supposed to be a 100% drop rate? Is there another iteration of him that I have to fight again to get it?

2) Barret's lv4 limit is supposed to be in Kalm, but I have spoken to everybody there (and in North Corel) and nothing is triggering. I already defeated the X-ATM at the Corel reactor and I have his ultimate weapon. Did I mess something up?

3) is there a way to re-spec your characters in game? If not, can one be added?

It's supposed to be a 100% drop when he's defeated over Cosmo Canyon. He won't drop it when defeated in Mideel or over other areas, only at the final encounter.

Barret's thing should be in front of the weapon shop counter in Kalm. It might be to do with the check for a key item that was added; do you have a key item in your inventory called Pendant or something like that?

No re-spec is in there unfortunately; there was a savemap editing feature hack made a long time ago but the functionality (I think) is tied to Reunion so it would need to be set up as specific to that version.

213
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-02-07 13:31:26 »
Aaaaah okay. That's actually pretty clever... Is it possible to add a note during battle that physical attacks weaken his armor? Like "Sephiroth's defence is eroding" after doing a physical attack or something.. well I suppose I did notice the dmg go up, but it was hard to figure what exactly caused it to go up. Like I don't think I would've guessed physical attacks would take down his armor so I rarely did them. Does the fire spell defence lowering stack? I always thought it was like a debuff that doesn't stack. That would make sense aswell then...
*Spoilers for Final Fantasy Lightning Returns*
Spoiler: show
That kind of reminds me of the Bhunivelze Final Form fight where you had to try and stagger him with your dmg slowly going up with the right abilities used, until he was staggered.
That's pretty cool.

I thought about adding a prompt but decided against it in the end. If it displays once then might think it's only in response to certain things, if displays every time then it's a nuisance.

Here is a link:
https://mega.nz/file/sdAXFKpa#rWgtaAu1Y9-tH4Ij-GuKqZwN5VF3gGnIZ6ONXh9fVho

I really appreciate you taking a look at it. I've loved playing it so far and really want to see the new endgame stuff you've added.

Edit: I didn't realize that save files were editable. I found an editor called Black Chocobo and was able to reenable selection of all characters so it looks like I am back to normal.

Fair enough; I'll see if I can spot the issue and patch 1.5 for it.

Couple of things - just got to Wutai.
1. i turned in the flyers and ONLY got an astral curtain. I read a previous post that said I would get more, including gospel spark. Have I done something wrong?
2. in the pagoda, Yuffie's attacks only do 1 damage, no matter what weapon I use (it's not a materia element either)

Think it is just that now; in 1.5 it was a few things, but in 2.0 it's the curtain. Shield can be quite handy as most attacks have an element so it'll be like an invuln.

The first fight against Gorki; he has maxed defences, so you need to use attacks that get around it. I think gravity works, and there's some status ailments that will do the trick as well.

I've tried different crazy things like for instance for the secret 'Forgotten in a house: Daze for key cards' I went to a hell house and used a dazer


214
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-02-05 16:34:17 »
I tried this but the other characters remain unselectable.

I also tried going back through the crater but taking a different route and clearing the boss. I was able to go down the path (which I was blocked from during the initial descent) and get to the bottom again but the other characters remain unselectable.

Could I get a copy of your save file? I'll need to check through it to see what's happened. All characters should be unlocked once reaching the bottom of North Crater (when characters reunite) or when leaving. It'll likely be some old 1.5 flaw in the logic there that was introduced when I tried to circumvent player Materia loss by replacing 'character unavailable' with 'character lock'.

Hey can I ask a dumbass question?

What's the most efficient way of defeating safer sephiroth?.. the battle took ages for me cause I did not have alot of armor piercing attacks. What's going on here? What are you meant to do? For reference I was playing gameplay type A.

Oh yeah and when I manipulate a Dark Dragon at Northern Cave, is it normal that you can only select to use Dragon Force on one party member(which is the same one who is manipulating)?

Tiiiiiiiime for type B!

As you attack, his defences erode by 3. So if you hit him 10 times with physical attacks his defence falls by 30. So something you can do is start off with defence-ignoring attacks, Fire spells (Fire1 would be best as all 3 spell tiers have the same defences reduction), and some physicals from Added Cut or whatever mixed in there. Then once the battle has progressed for a bit and his defences have been shaved down, swap over to the more heavy-hitting spells like Contain or Ultima. Just mind that he changes his elemental weakness between Wind and Holy when he flies up/down.

If you have enough stuff gathered and levelled then a KOTR set-up would also do the trick.

Dragon Force I think I need to sort out due to the target lock. What you could try for now is:
Manipulate the Crater Dragon
Have another character cast Confuse (or similar on him); as the animation plays, quickly swap to the character controlling the Crater Dragon and select/use Dragon Force.
If it works, it should instead use Dragon Force on the party instead of himself as Confuse 'flips' single-target flags. This method was used to apply Hypers (and Fury status) to enemies in the base game.

It'll be sorted in the upcoming patch though.

Man trying to figure out what the Chocobo secrets are about is a headache.

I have a hunch about the red letters and why the U in luck is whitened out but I could be wrong. I'm thinking it's an A _ _ _ _ _ m

Anyway I have a question about it if you can answer it that hopefully doesn't reveal too much.

Is it something you can do post game after you've done everything, or are some of the places not revisitable, like whirlwind maze or corel prison for instance.

I'd love it if I don't get my time from 73 to 99 for no reason if that's possible lol.

Whirlwind Maze and Corel Prison aren't revisitable, no.

215
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-02-04 00:07:08 »
Hi there,

I registered in the forum to say that NT is an absolutely fantastic mod! I actually played 1.5 some time ago and never said thanks and congratulations for the amazing work that was put in creating this mod.

I've been playing 2.0 Remix lately and I decided to tackle the optional bosses, manly the new KOTR bosses, and then Emerald and Ruby.

I got past the KOTR bosses easily after finding a good strategy, but I've been stuck against Emerald for days because I can't find a good way to take it down. I DID won a few moments ago by spamming KOTR and Mime, but I feel like my victory is a bit..."empty"? I mean, I won but I feel like I cheese it a bit, so I wanted to try winning without resorting to KOTR spamming. The issue I'm having is that his eyes simply wreck me, and them having 12kHP doesn't help much either.

I wanted to ask if there is some trick to defend against the eyes. I know I can slow them, but I think it's still not enough.

Thanks in advance!

EDIT: Well, Ruby doesn't joke either. I think playing the Remix/Arranged mode was a challenge too hard for me.

It's been a while since I checked but I think you can forestall the Limit Mode by using the 3 bahamut summons; this is based on the original emerald behaviour where it would 'accelerate' to use Aire Tam Storm if hit by KOTR but could be delayed from it if hit by Bahamut Summons instead.

This is my first post I'm sorry if I'm doing this wrong. Anyway, I would like to report a bug involving 1/35 soldier items. The 1/35 soldier that you pick up inside the chest on the scaffolding during the Midgar raid does not increase your item value. Meaning that even if you pick them all up you still don't get the reward because you final value only reaches 11. Cheating the item with black chocobo without collecting them all gives you the prompt that they are fake. However if you do collected them all and then cheat the item in, it counts it as genuine. What I understand from this is that the game gives you the check for picking it up but it simply doesn't add it to your inventory. I made a video on this but I won't post links as I don't know if it is allowed, but it is under the channel name Rushiryu.

Yeah that's the issue currently; the variable flag is toggled but the item given is wrong (vaccine). It's been fixed in the patch but the patch itself isn't finished yet.

I'm new here, so I apologize if I missed any etiquette regarding quoting and such. Also, I'm pretty confident the bit of feedback below has been brought to your attention already.

- Love this mod. I was let down SO badly by the Remake, but what you have crafted is by far one of the absolute best balance / challenge / content mods I've ever encountered across any game. Kudos. Double kudos. Triple kudos.
- It's possible to unequip and retain the accessories and Materia from the Kalm flashback. You acknowledged this on a YouTube video highlighting this exploit, but only Materia was mentioned.
- The Tough Ring I snagged off Sephiroth is spelled "Touph Ring". Not sure if this is a typo or something I misunderstood (especially since other rings have been renamed). The "Jem Ring" is also potentially mispelled.
- Weapons possessing innate elements are a pretty big double-edge. Yuffie seems especially hurt by this, as I found myself switching back to her initial equip for a chunk of the game after recruiting her. I'd gladly take lower base stats if it meant rebalancing weapons to not include an element.
- Why add Reflect to Big Guard? I've tried developing a strategy where I could make this Enemy Skill work, but fall flat. I know Haste in vanilla is TOO good, but Reflect ruins it. Shield would be cool, at the cost of much, MUCH higher MP, but is arguably still imbalanced. Maybe Resist instead of Haste or Reflect?
- Would you consider making Osmose (AWESOME addition) work with All in exchange for lower potency?
- I CANNOT get the Harpy in the Gold Saucer desert to cast Aqualung, despite the documentation saying to lower HP (even as low as 40). I tried against 20 or so before giving up and using Black Chocobo to edit it in.
- I also found myself too frustrated to keep farming the Jersey enemies in Shinra Mansion and used Black Chocobo to give myself the ? ? ? ? ? Enemy Skill. I went as far as only having Cloud alive with Enemy Skill equipped and they would not cast it; having anyone else up at all would result in the Jersey enemy targeting whoever did not have Enemy Skill equipped.
- Non-boss enemies being immune to Manipulate is pretty frustrating. The Mu, Harpy, and Jersey (and I'm sure others) really waste a lot of time when their Enemy Skill is not guaranteed to trigger under certain conditions (turn number, counter attack, etc.) when coupled with encounter rates.
- What are the proc rates for Red XIII's damage increases and Vincent's regen? I've only seen Red XIII's increase once after first recruiting him, and have yet to see Vincent's regen (I may need to slow down battle message speed). Also, Vincent's innate mentions in-game cycling through his limits, but I didn't see an explanation in the downloaded documentation.
-Once again: amazing work. Quadruple kudos!

May you and your loved ones stay safe and well.

The sephiroth thing is a variable that gets toggled before the flashback begins and I disabled that thinking it was affecting the hard mode toggle (which later turned out to be related to the G-Bike minigame which was unexpected). I've reinstated the flag but it's not in the current build yet. I kept the original Touph Ring spelling, I just kind of prefer it (but for other things like DeSpell, I went with Dispel instead). Oddly enough, I didn't realise Jem ring was mis-spelled until you pointed it out; just so used to seeing it as that.

Reflect can work in your favour as multi-target spells against a party with Reflect on will bounce 1 iteration of that spell back at the enemy each. So if you cast Bolt3+All at your party, 3x Bolt3 spells will hit an enemy.

I can set Osmose to work with All (I think).

I'll check Harpy out, seems to have come up a couple times. I think the issue is that the counter check needs to iterate through each % of HP before it will use it (and has a random chance to at that); it's a bit like Zolom in Vanilla who won't use Beta until it has used Raise Up and Eject via counters first.

Jersey I think they need to have a certain 'leaning' before they'll use it. But I forget if it's the physical immune or magic immune leaning for it.

Some enemies have to be immune due to moving parts like Mu who has a separate 'enemy' for the crater he fights out of. Larger enemies I think should be immune as they can be trivialised with Manipulate and are essentially dead in the water once that status is on them (I don't think magic attacks knock them out of it).

Red's proc should be something like 50% per post-action (any actor doing something, it evaluates this check afterwards). It won't evaluate though if he already has either 255 strength or 255 magic. There's also no proc message anymore and it rises by 1 when successful (for a max of +45). Vincent's regen is 20% and only procs if his current HP won't exceed his Max HP when it does.

I love this mod, im doing a playthrough of the most recent version  and the last version i played was the 1.5 release. I had a question about something that just occurred.  During the Kalm flashback scene i was able to remove the materia from Sephiroth and Cloud, then after the flash back finished it let me keep the materia. is this a bug or intended? i am playing on arrangement B if that helps.

It wasn't intended and will be sorted out soon.

Hey there! Played your 1.5 mod awhile back and really enjoyed it, so I figured no harm in sharing my thoughts.

Absalutely fantastic job! I'm a bit of a casual, but I found the original game too easy so I was in search for a more balanced game mod, this mod delivered all that except for a few things in my opinion such as:

- Moving the Contain, Ultima etc materia from their original gaining points to Northern Cave. I use to do everything post game before going completely down Northern Cave in vanilla. That's just how I played. So for me, having to complete Northern Cave only to have to go back out again feels anticlimactic. I know you have to enter Northern Cave in the original and then go back out, but that's still better than having to go all the way down.
- Although I love the idea of extra bosses to gain each character's limit, I found all the 1v1 battles exhausting after awhile and it kind of ruined the fun I had with the mod leading up to that point.

Now I'm at the endgame of your 2.0 mod. I played through type A and I loved all of it! I was also super relieved that there werent as many 1v1 battles to obtain all the final limits, aswell as not having to go through northern cave first to unlock the side quests. I also love how all the towns are ocupied, the new dialouge, everything is cool and sometimes funny, but never felt too out of place. Really great! So far the only issue that remains for me, personaly, is the Contain, Ultima etc materia being only obtainable in Northern Cave. So I used Black Chocobo to pretend I got it from their original places. I also minused 10000 AP from the Comet Materia since getting Comet2 was taking way too long(although I get it does more dmg, but I still couldn't see myself grinding that long, especialy since I'm at endgame and would like to have all my spells at my disposal at that point).

So exellent work! Thank you so much!

Just a quick question: I use to farm my limit break usage on cactuar island by manipulating one of the catuers and having it use 1000 needles repeatedly on the party member whom's limit break I wish to use. I noticed I can't manipulate that cactuer anymore, so I don't know where the next best place is to drive the limit gauge up quicker? I know I can kill multiple enemies to gain the next limit level, but I'm talking specificly about getting the limit gauge up as soon as possible to making gaining the next limit move within that level faster?

For Limit Gauges, I think Mandragora might be an option around the chocobo ranch. Their attacks are %-based on HP if I remember correctly. You just need to 'set them off' by targeting them with an action (maybe a grenade or something) and they'll start attacking after that in response.

I am playing on 1.5. I made it to the northern crater and split my party up. I made it to the bottom and talked to everyone but now I can't change my party to anyone I didn't bring with me the whole way through the northern crater (Cid and Red XIII). The only exception is Tifa which I suspect works because of the party leader change option.

Is there something else I have to do to be able to add the other characters to my party?

Not sure what's happened there; I would try going to the Highwind's Operation Room and changing party leader (just set it as Cloud again), that should unlock everyone. If not, let me know.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-02-01 11:29:22 »
I've been playing mod for a week now and I love it.  I've actually convinced 3 of my buddies to play it too.  I ran into some bug though.  For some reason Cait Sith is named Cloud...

There was a rename thing on the Zack flashback and through the Silver Chocobo in the Glacier; unfortunately, what I didn't realise at the time was that this rename function also renames Cait Sith (due to him sharing his character slot with Young Cloud at the start of the game). Best way to fix it is to rename Cait Sith through a save editor; I would avoid doing it through the silver chocobo as renaming Cait or Vincent in this way will also reset their stats.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-01-29 22:32:46 »
Alright, just beat Hojo and wandered the world a bit. I'm done for now until 2.1 comes out and I start a Type B game.

I have two last things to share:

-I got the golden chocobo from the Kalm guy by giving him the guidebook. However, Cloud says "our stable is full", and I can't take the chocobo on the Highwind. I checked on the Highwind, and there isn't a chocobo in it. The stable at the Chocobo Farm is also empty. I'm not sure if this is a bug or if I'm missing something.

-I beat the Diorama robot in the Shinra HQ. I'm not sure if this is something with my game and mod list, but the boss's final line before dying ("closed") only appeared on screen for half a second. I think it's supposed to stay for much longer; long enough for the player to have plenty of time to read it. Also, the line wasn't in all-caps; I feel like it would be funnier if it was. I dunno; I feel like a robot yelling "THE DIORAMA IS CLOSED!!!" is just super funny to me.

Cheers on the awesome mod, Chief. I'll be back.

Oh, while I'm here: do you have any estimation on FF8 New Threat's 1.0 release date? I'm very eager to play it.

I would try buying all 6 stables; it might be related to that.

If you have battle text speed set to fast then it whizzes by fast as it's technically an attack name and not a text string. I think it used to be in all caps in 1.5.

FF8 NT hasn't got an estimate at the moment, I keep running into unexpected challenges with it.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-01-28 20:42:40 »
Hi, does the limit requirement change in the  v2.0?

I have the two level 1 limits but it´s been a long time and seems that the level 2 doesn´t appear.

The story changes are AMAZING, i am enjoying A LOT, it´s like playing FF7 for the first time :)

They're roughly the same; maybe higher for Cloud but a lot lower for characters who join later. I think maybe some characters are killing less often than you might realise or less enemies overall are getting dealt with. If you want to speed it up, then I tend to use Mt. Corel's bridge area to fight groups of 5x Battery Caps and aoe them down with the character farming. There was a better way that most others use but I can't recall right now.

But just in case: The next limit level is unlocked by kills, the x-2 Limit is unlocked by using the x-1 Limit.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-01-28 14:55:37 »
Hey Sega Chief,

I might have encountered a bug in the Sacred Fire Cave, I don't know if this has been reported before. I was fighting the boss guarding the W-Attack materia and I managed to kill both the angel thingies at the same time using quadra magic mp turbo ultima, making them use both their Yomi Burial attack at the same turn. Yuffie got ejected by the whirlsand then Cloud and after that I still had Cid but the game crashed. So I guess this is a bug.

Other than that, Thank you for this beautifully done mod.

I'll have a look at it; did you have any battle mods on like for graphics or 60fps anything like that?

Any way of going back to places where you think you missed an item.
Example sister ray for the 1/35th soldier. Not sure if I missed it or not or Midgard raid

Nt2.0


Sorry if this has been answered before. Tried to use the search but couldn't find anything. Plus the words in the search needs to be 2 characters+ so it didn't like looking for 1 35 soldier

There isn't, I'm afraid. If you want the Materia given by finding all 12 then using a save editor add a Underwater Materia to your inventory (this was changed into a new Materia, but the save editor will still read it as 'Underwater Materia).

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Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2021-01-27 23:23:55 »
Yo! Hows progress going? ;D

I remember playing your FF7 NT 1.5 and loved it! I'm playing with the Ragnarok mod for FF8 right now and it's pretty decent.. but I like the sound of what your trying to do with the limit breaks and spells, so really looking forward to how it turns out! I definitely feel your changes are neccesary to spice FF8 up a bit.. FF7's battle system feels quicker and snapier cause of the atb continueing to fill up even whilst executing commands.. FF8's atb pauses on each and every action so it's nice to have limit breaks happen more often and not have to worry about drawing 100 of each spell etc just to make the combat system look a little more.. nicer.. I supose.

Will give your FF7 NT 2.0 a shot soon!

Cheers

Im also pretty interested on NT8 :) I absolutely loved that demo


It's getting there, but I started a new job a few weeks back so been settling into that. I've divided myself up a bit too thinly with a FF7 NT 2.1 patch, a randomiser rework, and FF8 NT again so I need to clear my feet of the former two ASAP.


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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-01-27 23:21:08 »
Oh, other question. Are the endgame sidequests (colored caves and the such) the same between Types A and B? Are the battles the same?

I'd also like to know how different the 2.0 Type A endgame quests are compared to 1.5. I only know that Dark Cave was cut. I'm interested in know how some of the fights were fight, if at all.

Right. But regarding the items that the lookout guy gives to the player after a successful battle, the ones that he found on the battlefield (the armors and the megalixirs), are these items given to the player if Fort Condor wins the battles by themselves using the money? Like, if the player talks to the lookout guy at the last battle, will he give the player all the battlefield items that they have missed? (provided money was given to him)

Sweet, thanks.

Optional sidequests added in for Disc 2/3 are the same between Types. As for 1.5 to 2.0 difference, there's less overall and some characters don't have one anymore like Cid. While that will be a step back for some, I feel it helps streamline things.

The items given for a battle aren't awarded if Fort Condor uses their funds to complete the battle instead.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-01-27 16:48:38 »
You made me realize that I was running an audio mod. I was using the original soundtrack from Anxious Hearts, as PC FF7 uses those shitty midi formats.

I just did a test by deactivating the mod and booting the game. It seems like New Threat is also using the original PSX soundtrack, so kudos for that. I didn't know that NT supplied its own soundtrack. I really hate the OG midi PC soundtrack.

While I can't test the lifestream scene to see if my mod was the source of the two aforementioned bugs, I did check if the field music toggle worked now. Unfortunately, it still doesn't work.

Perfect, thank you.

Ah, I see. Is this something that could be corrected in 2.1? Maybe making the scene play out the same whether Aerith dies or not, with just a couple of dialogue changes to reflect Aerith being dead or not? Having the scene occur in the hut with the beds is smart and the way to go, I'd say. If it's too much effort, it's not the end of the world. But if it's easy to implement, it'd be appreciated.

Ah, I see. Good to know. Thank you.

Does completing a battle through funding also give the reward given by the lookout guy?

In Game Type B, does the Scorpion Tank still appear during the dragon fight in the temple of the ancients? I thought that was super cool in 1.5. I missed it in Type A. The dragon fight by itself is a little bland; it doesn't fit with the rest of New Threat's philosophy of having boss fights have their own little quirks or gimmicks, I feel.

Completing through funding does count as a win; 3000gil for it, and they start with enough to cover most of the unreachable battles.

The 1.5 fight in temple is used in Type B, yeah.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-01-27 09:19:51 »
I just started New threat and I was confused on the hard mode toggle. is it the little window at the end that shows the current difficulty setting?

When starting a new game it asks what Game Type, then it asks whether to turn Hard Mode on or not. You can toggle hard mode on/off after that at a save point.

.

That's disappointing to hear about the lifestream reveal music; I suspect what might have happened is that the adjusted music track supplied in the IRO hasn't been loaded which can happen sometimes if there's another mod overriding it or maybe just because of other reasons (if the installer, then might be that the target folder for the music file has a different name or something). I made some tweaks to the field script to go with that track which has extra looping in it to make it 'fit' the length so if that track wasn't used then whatever was used instead would probably not make it to the end. Or there might be some other factor affecting things there.

The toggle flags are a bit busted at the moment; the music flag was using the wrong one for instance. I've got this sorted out in my 2.1 files but the patch isn't quite ready to go up yet.

Mindblow: I just checked and it has the MP Damage flag still ticked, where it should instead just be dealing magic damage to HP. I'll sort this out for the patch.

Jenova LIFE: I thought it was a good fit for the boss' theme, and it helps me integrate that decision into the gameplay a lot better than the old way which was a not-so-clear dialogue choice. Granted it's not 100% clear still but it is a lot more interesting. My first and foremost priority is the battle mechanics so that tends to take precedence.

From what I remember of the final Disc 1 scene, the location used in both cases was the Inn rather than the structure that vanilla uses. For some reason I decided to use the vanilla location if Aeris bit the dust, and to use the 1.5 version in the Inn if she didn't. I can't really remember why, but it is what it is.

And I don't want to lock this off to Type B; while it does make sense, it would just result in people getting to that point in Type A and then finding out that they can't do it which is one of the features billed by the mod so it'll be staying in both types.

Flashback: If you already know, then it's a giveaway (though it can't really be giveaway if you know about it). But if you don't know, then it's one of those things where it would only click if you were playing through the game a second time. I walked back some of the alterations to the flashback but I left that one in.

Fort Condor: You don't need to do any of the battles to get the Phoenix Materia, only the last battle which is mandated by the story (and you can clear this battle by fighting from the shed too); this is the same as vanilla. In 1.5, clearing all the Fort Condor battles yourself or through funding would nab the player a Masamune (this is no longer the case in 2.0, the drop was changed to a Ziedrich).

I had a look at the script a few times with a view to reducing the number of engagements as there's duplicate ones that give duplicate prizes, but it's a spaghetti junction and I ended up just leaving it to focus on other things. Maybe in the future.

The characters you mention are on Type B, but only appear once in front of the Shinra Mansion; their appearance later in the Whirlwind Maze and on the Highwind was axed.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-01-26 00:18:00 »
Really enjoying this mod, I love its progression system, it makes the characters feel more distinguished and feels really balanced.

I've made it all the way to the Underwater Reactor without too much trouble, but I have gotten stuck at the Carry Armor. I can clear out the arms pretty easy, but after that it just does too much damage to quickly for my party to beat it. My setup for the fight is Physical Tank cloud, fast attack tifa, and magic Yuffie. I'm not clear on what I'm supposed to do, because it seems like if I do anything but attack, including limits, it counters with a strong attack. My party is around lvl 53. Any tips?

It's getting a tune soon because its counter-heavy setup is a bit of a pain to deal with and slows things down.

Way the torso works is, that the lower its HP becomes the more likely it is to counter-attack against damage with one of its counter-abilities (and to use Lapis Laser on its actual turn). So one thing you can do there is hold off on attacking if you need to recover your group as it'll deny counter-attacks until you do start attacking again.

Zeta Emission is the last counter to get used and it inflicts Dual-Drain (reverse-regen). Protecting your three party members from that status would make the last part of the fight less risky. Two of the counters are also bolt element so that should be worth trying to guard against.

Before attacking, I would go through the 3 following checks:
1) Everyone is at good HP
2) MBarrier is active on everyone
3) At least one of your party has a turn ready to go in case of a Lapis coming out and you need to fix things up

For some extra insurance, you can go for a heavier counter setup yourself with Counter Attack, Magic Counter, and Command Counter. Then when you've dealt with the arms, you can lean heavier on counters proccing from Lapis Laser rather than attacking directly as your counters won't trigger his counters. Magic Counter with a Bolt3 or a Cure3 would be nice to have, or CMD Counter on Deathblow as the torso has no evasion and it should land frequently.

One last thing is to save powerful attacks for the last push on his HP; at 25%, he'll change to the Zeta counter and the rate will be 100%. That's when you'll want to make your attacks count the most to finish the fight up. If you use things like Summons or powerful attack items earlier, or if you use Limit Breaks before then, you might find yourself in that nastier part of the fight for longer which is riskier.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-01-25 17:12:50 »
Hey everyone, I'm playing through the newest version of new threat with no experience enabled, I just got out of midgar.  Are there any documents about what items are available to find / from quests.

I want to make sure I don't miss any important items because some bosses might be impossible to beat without accessories or armors that negate certain statuses and elements

I found out how to examine the scene.exe to see if I need to steal or morph certain enemies but beyond that I'm pretty lost.  Trying to be careful but I see people playing other versions using equipment I don't have and I'm wondering if I missed things or if they just aren't in this version.

Thanks so much! Also thanks to the creator I'm having a ton of fun replaying my favorite game

On the first page of this thread, you'll find a documentation download. This has an item list which has a location for all e.skills, etc. There's a quest chain of 1/35 soldier items that are missable, and one of them in the Midgar Raid is currently dropping a Vaccine instead of the item by mistake.

splendid,

Your summary in combination with the editing tool is exactly what I needed and then some.
I'll start by trying to figure out the editor basics and how to make Aerith party leader.

many thanks!

Generally speaking, if the field screen has an actor set for that character which has the line 'This character is playable and it is Aeris' in the Init script then when you enter that field with Aeris as party leader, it will by default give you control of that actor (doesn't necessarily need to be the same field model). You can also manually override this by setting the 'Control group' opcode if you need to do that for whatever reason.

If you enter a field and find yourself to be invisible, it means there was no actor set for your current party leader so that'd be the first thing to look to.

Regarding Vincent's Death Penalty weapon, does that still have damage that scales with kills? Or does it only have the "ignores defense" attribute now?

Also I just wanted to say - I just finished the game, and man... I've beaten this game countless times in the past, and this mod really made it feel like a fresh experience. Bravo, you did an absolutely fantastic job, I'm probably gonna find myself suggesting this to most people I know hahaha

Cheers; In 1.5 I think it uses ignore defence, in 2.0 it probably uses the Yoshiyuki formula where it's stronger if allies are currently KO'd.

Really loving the mod BTW.

NTM 2.0
I seem to have run into a bug with the blue cave bosses Quadrangea. Managed to kill them however one of them didn't die.
It's invisible, no AI, shows a target icon, I can heal it, which shows HP with sense but every attack against it (even heals with Aeris staff) plays the death sound.
Dropping the HP to 0 again does nothing and I can keep attacking.

Had to use Ochu to force end the fight, not sure if I was supposed to have got any drops from them.

Loaded my save before the fight. Started them again and same thing happened, only to a different one this time.

Yeah there's a weakness in the AI where that can happen, so I need to re-do the fight.

Finally getting around to playing 2.0 ; Got to Costa del Sol and having a blast so far ; I was wondering if anyone had compiled a list of the Limit Break changes?

I'm trying to plan a bit ahead of time for SP Upgrades, trying to come up with the builds I wanna use ; and knowing what hits physically, what hits magically and which added effects are on what... is something I wouldn't mind knowing in advance to potentially come up with fun builds.

Thanks for the mod, SegaChief, you da man.

I'll write up a list and add it to the documentation:

Code: [Select]
//Cloud
Braver - Base: 52, Reduces enemy Defence + Magic Defence by 5% (stacks with other effects of this type)
Cross Slash - Base 48 w/ Paralysis

Blade Beam - Base: 55, Magic-based, Single then Split
Climhazzard - Base: 70, Reduces enemy Defence + Magic Defence by 10% (stacks with other effects of this type)

Meteorain - Base: 24 x 6, Magic-based, Random
Finishing Touch - Base: 70, Insta-KO, All

Omnislash - Base: 17 x 15, Auto-Crit

So Cloud has a couple of Magic-based Limit Breaks in his Lv.2 and Lv.3 to make use of. The defence reduction on Lv.1 and Lv.2 can be really useful in longer fights.


//Barret
Big Shot - Base: 58
Grenade Bomb - Base: 54, All

Mindblow - Base: 60, Magic-based, Inflicts Confu/Berskerk
Hammerblow - Base: 70, Insta-KO

Satellite Beam - Base: 70, Magic-based
Ungarmax - Base: 10 x 18, Random

Catastrophe - Base: 30 x 10, Magic-based

Took a bit of a risk with Barret in giving him a magic-based Lv.4 but for players who have built him that way it's a nice payoff at the end, and he has Ungarmax as a flashy physical alternative. Mindblow was bumped to Lv.2 with Grenade Bomb moving to Lv.1 so there's an early AOE Limit available for the player.


//Aeris
Healing Wind - 50% MaxHP heal for party
Seal Evil - Base: 16, Magic-based, Inflicts Silence/Stop

Breath of the Earth - 50% MaxHP heal for party, removes all detrimental ailments + debuffs
Fury Brand - Fills Limit gauges of allies

Planet Protector - Grants Regen + Wall for the party
Pulse of Life - Fully recovers party HP/MP, + revives 100% from KO

Great Gospel - Fully recovers party HP/MP, grants Peerless (invincibility)

Small tweaks; Breath of the Earth now recovers HP instead of just status ailments which was very underwhelming next to Healing Wind. Seal Evil does a bit of damage now which should be really useful early on, though the key thing there is still the Stop status. Invincibility was made the sole reserve of Great Gospel, and Planet Protector applies other buffs instead.


//Tifa
Beat Rush - Base: 20
Somersault - Base: 24
Waterkick - Base: 28
Meteodrive - Base: 32
Dolphin Blow - Base: 36
Meteor Strike - Base 40
Final Heaven - Base: 70

Nothing really changed here except for base power.


//Red XIII
Sled Fang - Base: 48, drains damage as HP
Lunatic High - Grants party Haste and Red's evasion stat is raised by 50% of its current value for each active party member including himself (so if he had 10% evasion, and 2 allies were up, he'd be at 20% evasion). This caps at 100% buff so only 1 other party member needs to be alive to get the full buff.

Blood Fang - Base: 70, drains damage as HP/MP
Stardust Ray - Base 10 x 10, Magic-based

Earth Rave - Base: 35 x 5, Random
Howling Moon - Grants Haste, Wall, Berserk, and raises current Attack stat by 50% (caps at 100% bonus).

Cosmo Memory - Base: 144, Magic-based, fills Limit gauges of allies

Red's Howling Moon was buffed a bit to make it a bit more useful, and it was moved to the 2nd slot so you can crack skulls a bit faster on Lv.3 with Earth Rave. Cosmo Memory is a bit OP, but it does help it compete against the Multi-hitting Limit Breaks, even synergises with it as it recharges them.


//Yuffie
Greased Lightning - Base: 52, inflicts Slow
Clear Tranquil - 25% MP restored for party, removes Poison, Silence, and Blind

Landscaper - Base: 62, Magic-based, inflicts Slow, All
Bloodfest - Base: 10 x 10, Random

Gauntlet - Base: 70, Magic-based, inflicts Slow, All
Doom of the Living - Base: 12 x 15

All Creation - Base: 180, revives KO'd allies, All

Clear Tranquil was made to be a bit more unique to Aeris' Healing Wind in that it restores MP instead with some statuses. Inflicting Slow is the common theme, and All Creation was set as having the highest base power of any magic-based attack in the game with the revive allies as a kind of extra support thing to help it against Cosmo Memory and the other multi-hit Lv.4s.


//Vincent
Berserk Dance - Base: 32
Beast Flare - Base: 70, Magic-based, Fire element

Gigadunk - Base: 40
Livewire - Base: 60, Magic-based, Bolt element

Splattercombo - Base: 16 x 5
Nightmare - Inflicts Sleep, Poison, Confu, Silence, Frog, Mini

Chaos Saber - Base: 40, Ignores defence, All
Satan Slam - Base: 100, Magic-based, Inflicts KO, ???? Element

I beefed up the Vincent transformation attacks a bit, and set it to alternate between the attacks rather than do them at random for a bit more consistency. Chaos is probably overpowered given the defence buffs that go with this form.


//Cid
Boost Jump - Base: 52
Dynamite - Base: 48, All

Hyper Jump - Base: 70, inflicts KO
Dragon - Base: 60, Magic-based, drains damage as HP/MP

Dragon Dive - Base: 27 x 6, Magic-based, Inflicts KO
Big Brawl - Base: 24 x 8

Highwind - Base: 12 x 18

I may need to uplift those Lv.1 Limits a bit so they match Barret a bit more.


//Cait Sith
I think there was some tweaks to the base power of some of the toybox outcomes like Toy Soldier but nothing drastic there.

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