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Messages - aquecoucou

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51
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-30 10:59:42 »
strawberries. you can probably reflect him to learn dragon force cant ya

why did i not think of that sooner

I'm pretty sure that enemies skill can't be reflected in vanilla. I'll give it a try.

52
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-30 10:48:07 »
How does aerith behave after the revival? Is she a silent npc all the way or had some scripts added in the scenes where other chars comment something or dialog?
She already had dialogues in Vanilla because she was supposed to die later.

Found another bug, it concerns the Gaea dragon (encountered in Gaea's cliff, at the last save point before the dragon boss fight (schizo in vanilla).
The gaea dragon will soft lock when trying to use a specific skill, but I don't know which one. Similar to the previous captain fight when poisonned, camera centers on a character, ATB goes to wait mode and nothing happens. (Gaea dragon doesn't need to be poisoned to happen)

Reproduction steps :
- No idea at all xD.
It happened twice. First fight it happened after 3 turns, even before the first use of dragon force. Camera locked Cid.
Second fight, it happened when fight was almost done, camera locked whole team.

Also, I'd like to mention that the fight is really hard since Gaea Dragon has some weird ATB spamming a Gale each turn + sometimes doing a random attack or a dragon force. Even if you slow it and haste your party, its ATB keeps up with yours. When you can't cure anymore whole party with the "all" materia, it's pretty much an insta death. I think Gaea Dragon has either too much hp either too much damage. I may not have found the proper trick tho. Also is the Gale skill an elemental one ?

53
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-30 09:07:46 »

Someone else mentioned this a while ago, but is the Striking Staff supposed to cause Barrier on hit? It did that in 1.35 as well, but it's counterintuitive for a weapon with very high attack and a name which implies it's for hitting things to give enemies a buff which halves the damage.

It should be the Prism staff. I'll check it as soon as I can. The VIT Staff (Prism) should cause barrier (but doesn't seem to be 100% on each hit) while the SPR Staff (Aurora rod) should cause MBarrier (was 100% when I used it, not sure if I was lucky). So I guess if the Striking staff is causing barrier, it's not intended, but let's wait SC before concluding :)

Edit: Yup, Prism = barrier, Aurora = MBarrier.

Also, I got a question regarding Jenova at the end of Disc 1 (possible bug) :
Spoiler: show
When Jenova use her undead skill (Ishtar curse) at the very beginning of the fight, it seems to only affect Cloud since I still can heal Yuffie / Cid. When she uses it again, it affects all characters. Is that intended ? Because the skill visual effect seems to hit whole party.

54
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-29 19:05:36 »

Edit2: And apparently the Zero thief enemy near Gongaga can cause a crash if he manages to successfully escape from the battle and the player opens their Menu afterward (not unlike the Mystery Ninja problem in vanilla FF7 PC if she ever manages to actually escape).

I can't find one, is that a rare/special encounter ?

55
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-29 13:59:03 »
Brass dragon fight is stil bugged. I'll explain it in a spoiler, so don't click it if you never did it in New Threat.

Spoiler: show


The fight is actually the same than in 1.35 (might be a bit longer tho). After some turns, Scorpion appears and help you but .. once the fight is won, you get to the xp/gil screens and right after these screens a new fight begin immediatly featuring Brass Dragon & Scorpion (already spawned at the first turn). I'm not sure what happens if you win the second fight since I ran out of softs.

Edit; Won the second fight, earned again xp/gil, no third fight.

I also noticed two other things:
-Healing Scope of Scorpion also ressurects dead characters (not sure if intended)
-You can steal infinite number of Megaelixirs / Ribbons doing the following method : 1- Steal Brass dragon once Scorpion appears 2- Die 3- Do not reload but choose the retry option 4- Repeat whole process

What happens when you retry is that your characters are put back to full life but keeps what they stole during the fight. (I didn't check but I guess it also means they lose what was used during fight such curatives.)


I'll give it another try but I think it will lead to the same result.

Edit : check the spoiler for the edit.

56
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-28 15:32:33 »
I might not see the problem correctly but why don't you simply remove the 255 cap ? That would be the easiest solution to have Cid's rank to match with any other character

I'm right before the brass dragon fight, I'll wait for the patch to compare it with the 1.35 one :)

57
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-28 11:40:04 »
Shinra mansion in Nibelheim is the only area (yet) I had some difficulty with classic mobs. Dorky faces spams too much negative magics. Ghirofelgo is fine. I didn't force fights so I haven't seen any Jersey. Lost number only had one stage unlike in 1.35 which made him easier. Black bats are fine, Ying/Yang deals a lot of damage.

I didn't have much problems with normal encounters anywhere else (I'm currently at the Temple). Even the dragon in Mt. Nibel was fine (not too easy, not impossible. In 1.35 I couldn't beat it the first time I encountered one).

Globally I think normal encounters should have a 20-30% damage boost to match with the new HP/MP curves, maybe slightly less depending on zones.

Edit; I'll mention I run an all-rounder team with Cloud / Yuffie / Red XIII, not using any summon materia, not using any duplicate materia (only one cure, ..) except for "All" materia. These characters have a low VIT/SPR but "high" STR/MAG/DEX and I didn't overlevel since I'm running straight through the game. When I recruited Cid, I replaced Red XIII, Cid being 2 ranks lower I still have no problem with normal encounters. (Having him STR/LCK/SPR)

Edit: It reminds me that at the beginning, Yuffie level 1 limit (Greased Lightning) had a way better damage output that Red XIII (Sled Fang) / Cloud (Cross slash) limits while she had less STR. If I remember correctly she had a 800 damage output while Red & Cloud were around 600.

58
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-27 22:50:24 »
but she loses it all once the boss hits her with a physical attack

There are few bosses who use more magic than physical (and don't have a physical AoE)

59
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-27 21:39:02 »
I'm back from holiday!

*checks thread*

Oh dear.

Anyhoo, I'll be looking to get a patch together by Monday evening. Seems that some of these issues are very dire, but probably not difficult to fix in most cases; my worry is the damage done to playthroughs, like the EXP debug encounter popping up. Haven't looked through it all properly yet, there's a lot of pages :I

Welcome back :) I was wondering if Yuffie's innate is working as intended because magical buffs seems to remove physical stacks and add a magical one. Barrier, haste, .. The problem is using these buffs her magic evasion can be easily boosted, so when it comes to a magical boss, Yuffie is over god tier.

60
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-27 17:38:42 »
Adding some more feedback for when Sega will be back :

- Cid's innate is actually unclear :

According to the readme,
Quote
\\Character Innate: Luck Boost//

Cid's Luck stat will slowly increase over the course of a battle, helping his critical hit rate and his Lucky Dodge rate.

while in game, the text box says Cid gains luck when attacked up to 510. The readme is correct for each other innate, so was Cid forgotten ?

- There is two (or three?) blank text box right after the explanation of Cid's innate. It could be missing dialogues.

- Wutai is way too easy. Without over-leveling, Rapps was defeated in few dozen of seconds. He just used Aero 2 once during whole fight. Pagoda is also way more easier than in 1.35, especially the second, third and last fight. I needed 2 turns for the second fight (deathblow), 4 turns for third fight (deathblow + one cure), and last fight was just bio  and then deathblow for 10 turns :/

Also, capping max SP to 255 is a bit annoying because when you recruit Cid, he is already capped to 255 which means he can only get two ranks at this point, while other characters already have  3 or 4 ranks.

61
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-27 08:34:40 »
do you enjoy hard games or easy ones

1.4 is much much harder than 1.35.

this is a lie. im more or less what you'd call a semi-pro of ff7. i know ff7. and 1.4 is ferning hard until you assemble broken setups. a newcomer to the game would probably find the patch overly frustrating. unless they're a masochist. then they'd love it.

This isn't a lie. You can actually beat the game using any team given any set of stats. The only thing which will differ is the strategy used and the time needed.

You don't like the actual mod because a setup is broken ? Play with another setup, anyway in the end any setup can be overpowered.

Mobs are actually way more easier than in 1.35 (comparing to the Arrange mod), bosses are a bit easier but more strategy dependent.

62
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-26 13:45:46 »
Anyone was able to enter Shinra manor ?

I get soft locked each time during the shinra fight. When he comes to captain's turn, she tries to use a special attack, the camera get centered on her, ATB goes in wait mode and nothing happens. Tried 3 times, happened 3 times.



Edit: Got past it. It seems to happen only when captain is poisoned. I guess she tries to use an anti-poison skill but results in a soft lock

63
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-24 22:22:50 »
I hope its not, since Sega did mention in one of his 1.4 boss run vids, that he has something special in mind for Clouds innate.
Edit: Sega mentions it in a comment, in his Aps boss fight.

The readme file has been updated for 1.4 as the Tifa & Aerith innates were updated but ... Cloud's innate is missing.

I'm 100% sure there was nothing mentioning Cloud's innate in 1.4 unlike other characters. Even the different tutorials in sector 7. I can't even recall what was Cloud's innate in 1.35 :/

64
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-24 13:21:46 »
Is it really possible ? I mean doesn't it hit for 9999 ignoring defenses ? Welp I'll give it a try later if it's possible :)

65
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-24 11:23:02 »
Edit : I'm editing cause it might be intended. Is the fight in the sleeping man cave supposed to happen or did SC forgot to remove it ?

66
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-24 00:02:32 »
Bahamut Zero is a given though. o.O The big thing with Huge Materia was always Master Materia, and Bahamut Zero was a nice little side gift.

Yup, and even if you miss Bahamut Zero cause you failed a Huge Materia event, you still can dig it in Bone Village.

67
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-23 00:32:41 »
Alexander was never missable (at least I'm pretty sure you could always re-enter the glacier), it is still in the same location. :)
Oh actually you're right, I remember I missed it on my first (playstation) playthrough and I never found the way to go back. Checking Internet, I just discovered you can. It's amazing to learn such things that many years later :)

68
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-22 21:08:31 »
It seems it's even more true in 1.4 since Ramuh has been moved to not be missed. Which makes me wonder about Alexander.

69
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-22 16:30:05 »
Ah right, that's why xD. So I guess it means I was unlucky, w/e.

Anyway, I had a heavily bugged fort condor on my first visit.
-> Couldn't talk at the very first npc (first screen, at entrance)
-> Went in, did the battle
-> Wanted to leave condor, couldn't (was stuck on second screen)
-> Talked to the supposed warp npc who asked me if I was ready to warp back
-> Said yes, nothing happened still stuck
-> Entered 3rd screen, leaved it, can finally leave second screen
-> Very first npc not there anymore

Edit: OMG, the Ziegfried fight is so epic. Thank you so much Sega Chief !


70
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-22 15:53:24 »
White Wind: I snatched a Mirror from the Plasma Buster (?), which I used on Rufus.

Dang, I just noticed it's the only boss so far I didn't steal and I forgot it has been used in Reno fight. Welp it could have been useful but not that much when thinking about it. Ty for the info though.

71
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-22 13:28:47 »
Concerning the Turks fight I found another way around which doesn't rely on Added effect+Confusion RNG.

Basically you don't need to burst down Elena, you might need to burst Reno depeding on your luck (but it's 100% reproducible)

Needed materias : enemy skill (with laser), chocobo mog (optional but recommended, I didn't use it tho), sense

Fight prototype : Start the fight by buffing your team (barrier/haste) and steal Elena (Loco weed). Get Elena down to ~1300 hp (use laser for more damage). Use the stolen loco weed on Reno to confuse him (100% confuse). Finish Elena.
You then have two options :
-Reno breaks out of confusion -> Get him down to 1200 hp, then you must do 1200 damage in 2 two characters turns : Laser + Chocobo mog /// Laser + Deadly waste /// Laser + Limit break
-Reno doesn't break out of confusion -> Kill him by using magic, no need to burst

Additional tips :
-Elena can confuse you, with a really bad timing it could ruin your fight. When you have to burst down a turk always keep a character ready to break confusion (Morph materia is really good for that)
-Deadly waste is an item casting Bio 2 damaging turks for 600 to 750 damage. If you didn't escape fights at the 2nd reactor you should at least have one, use chocobo mog instead if you don't have one
-You can match elemental materia with poison on a weapon to deal more with melee attacks
-I didn't test but Tifa limit break should have the best damage output at this point if you don't fail it.

Here is a video of my fight : https://www.youtube.com/watch?v=K96AyGdr5Rk

Fun fact, Elena still use antidotes on Reno when reaching 0 HP.

Btw, how come you already have white wind & L5 suicide in your enemy skill at this point Mithrain ? Is there another mob than the owl thingy to get white wind ?

anybody making a drop/steal list for bosses?

or do they only drop one item?

only seem to get a talisman from the hojo boss fight while rescuing aeris.

If i'm correct there is only one drop for bosses (at least from what I've noticed in past versions & what SC said). Bosses have different items to steal tho. I was thinking about doing a list but it requires a lot of work. Also first bosses can't be morphed (until Jenova if I remember correctly).

Something that can help players, when you get out of Midgar, on the rocky ground you can have a battle with 3 mobs (a wolf, a sweeper and a bike), the bike can be morphed into a Carbon Bangle which is a cool armor at this point. (Yuffie has one)

Edit; from what I remember in 1.35, last boss (Godo) in Wutai Pagoda had a nice armor & accessory to steal, and the fight can be done an infinite number of times (steal, die, steal, die, ..).
Heavy tank (a gongaga monster) was also morphed in a crystal (or diamond ?) armor in 1.35. Not sure if it's still the case in 1.4 but it's really worth a try.

I really hope Sega Chief will bring back the database (there was one for 1.35 but it seems he deleted all links, and I don't have it anymore else I would have edited it)

72
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-20 16:58:46 »
Just did this, twice. Cloud still starts off with 1 agility (dexterity). Is this normal? It seems not, as his other stats are quite a bit higher.

Guess I may have to simply re-install the entire game :>

If you're using steam, try to check integrity, it should redownload correct files. (I uninstalled/reinstalled to be sure tho).

What is happening with Arrange mode in 1.4 ? I know it's locked until a later patch but to be honest, the game seems really easy in 1.4 (or at least the beginning). Just to give an example, the chocobo fight in tunnel (where you get chocobracelet) felt something around 4 times easier than arrange in 1.35. Maybe it's just the beginning which is easier.

In my opinion iron bangle gives way too much defense for the early game. It should be divided by two. Also the cure strength up might be a bit too much. The up was needed because spamming potion was more worth, but now healing items feel useless when a cure at lv 10 outpower a potion on the whole team.

I really appreciate we got sense materia sooner, even if it's more about comfort. Regarding the new ultimate weapon (not going to spoil the name) is it also a quest ? Or is it the same way than in vanilla to get it ?

Oh and, I also noticed a little problem when talking to tutorial NPC in sector 7. You can ask about innates to the first NPC but his only answer is that the level is capped at 70.

73
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-01 09:54:29 »
Happy new year guys. And everyone know a year always start with a bug :

(1.35, Advance, no .exe patch)  :



I got this picking up Kjata materia while having a ton of free space. Not much a problem since Kjata appears on my materia inventory, but ..



Leaving the screen and comming back allow me to pick another one. There's no limit.

You can't exploit it by selling (1 Gil) but you can equip all of these on one character to reach a high magic cap (Cait Sith built with materia tank and 8 slots weapon ?). The magic stat given would even be higher with the .exe patch.

Edit : At the end of disc 1 I had a bugged text box :



I could only choose "No" or an invisible option under it. No skipped the save, so no clue of what would have happened if I picked the other option.

74
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-12-31 09:01:15 »
Oh, about removing the morph I 'm 99% sure I morphed Jenova when you encounter it in the ship between Junon and Costa. Can't remember what it gave tho but was probably an armor or an acc.

Edit: Btw, is NG+ planned for 1.4 or is it still for 1.5 ? And if it's planned for 1.4, will we be able to full clear 1.35, then patch to 1.4 to start in NG+ or will we need to refull clear 1.4 before ?

75
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-12-24 13:46:39 »
Hey, it's me again :D Gonna bother you again since there's no actual full guide. As my question have a spoiler on an addition of the mod, don't read between the lines if you haven't done it yet.


_______________________________________________
According to the databse + from what I've read there is only one MP plus materia which we should get in the crater, yet the ziegfried fight (located in a forest near condor) rewarded me one, is it a random materia and is the fight redoable ?
_______________________________________________

And by the way, from what you wrote earlier in the thread you relocated some E. skills because they were too strong when we should only have a lower tier magic. The problem is that you can steal high tier magic to some mobs. For example in mithril mines before the turk fight there is an ark dragon spawning in the northen room. You can keep stealing a flame veil producing Fire 3 while your fire materia is still level 1.

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