I was gonna hold off on a reply until I had a bunch of stuff, but one thing has been irritating me greatly. The encounter rate. Way too many enemies. I just visited Rocket Town and have not seen Enemy Away yet. This is probably a materia that could be dropped early on in the game to ease enemy encounter woes without any drawbacks.
A couple other things:
1. Palmer's step mine never did anything, it just said "but there was no step counter" or something to that effect.
2. I fought Palmer twice, and stealing from him in the second fight yielded a different item. I don't know if this is a bug, I just don't recall enemies having different potential items you could steal.
Hopefully if it's not a bug, then the items you can steal aren't good, because it would suck if you lucked into stealing a bad item instead of a good one.
3. I'm not sure how sense works, but I think it gives misleading results. Many times I base my attack on what sense returns, and it yields poor results. I think I have seen enemies take no damage (or worse, heal) from elements they are supposed to be weak to, and Titan seems to miss against guys who are weak to earth (Titan just misses a lot in general).
4. The Materia Keeper, or whatever his new name is, cast a spell which caused several effects on himself, one of which being death sentence. After his time was up it was revealed that he is immune to death. So what was the point? I had kinda thought it was a "You win this fight by not dying for a period of time" situation, but nope.
5. Vincent did a crazy jig upon seeing Sephiroth/Jenova at the mansion (He was supposed to walk calmly like my other companion). This one was amusing.
Okay-doke:
The encounter-rate wasn't changed for the mod, it's standard for FF7. I could place a new Enemy Away in, say, Mythril Mines where it can be retrieved by players who have already passed through that area.
1. All of Palmer's attacks are derivatives of FF6 Lore abilities (that game's blue magic). Palmer himself is generally considered to be something of a joke boss, so I had a bit of fun with it. The Step Mine attack is a wee joke; in speedruns, encounter manipulation is often attributed to the 'step counter' but the game doesn't actually track steps, it uses a 'danger value' to trigger encounters.
2. The majority of enemies have a 'Drop, Common Steal, Common Steal, Rare Steal' set up for their four possible items, with certain bosses having a roulette of four steals. The only time steals won't be set is if a boss has a missable item that I want the player to get (like the unique Fairy Tale weapon for instance).
3. I'll check out Sense to make sure it's giving the correct information for elemental weaknesses.
4. Powersoul Keeper, who drops the Powersoul weapon, uses Powersoul mechanics on two of his attacks (the beam and Soul Combo). The Powersoul formula on these attacks multiplies damage by 4x when he's under the Death Sentence status ailment, which is why he inflicts himself with this status midway through the fight.
5. The PC game has a fair few instances where the wrong animations are used for some characters. There's the infamous one on the Altar when Vincent goes a bit crazy because he's been given Cloud's animations. Cid also uses some of Cloud's anims which makes his feet flap up at a 90' angle. While I fixed most of the ones I saw during editing, there's still a few lurking about; I'll take a look and change it to something a bit more...appropriate.
@Bowser9 hey i ran into that when i was streaming, grab a south wutai island chocobo, they're 30, SC knows chocobuckle is currently hard to get early on despite it being a low level wind attack now, it was an oversight and might get changed later.
Yeah, I was intending for Chocobuckle to be available when you first get to the ranch but I clean forgot about the change to L5. I'll have a look at the Chocobo's AI and read around; it's hopefully not related to the grade of chocobo (wonderful, great, etc.) and if not then I can just change all their levels to be a multiple of 5 without incident.