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Messages - atro city

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-19 02:54:09 »
Quick question: was the drop issue with Micro Engine fixed?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-15 00:24:12 »
I had him there for debugging purposes, because I can trigger the battle quickly through the talk script. This is probably the 10th time where I've forgotten to remove these before putting up a patch. It'll be gone from the next one; sorry for the confusion.

No problem, I figured it was probably something like that. Also found another bug in the Midgar Raid where the weapons from the shop at Shinra HQ aren't put in my inventory. I also noticed that the Maxim gun (forgot the exact name) says "Rapid fire AP" or something to that effect, but it only has normal growth.

Edit: Just beat the Shinra Curator and man...that's just rude. Though I think even if I knew what was coming, I would've killed it anyway. No hunk of scrap's going to tell me when I can visit the diorama.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-14 19:05:19 »
Having fun with the mod so far, although one thing kind of has me confused. On the Highwind I encounter Ziegfried in the chocobo room by going into a corner (?) and he promptly kills himself. Is this a bug or intended? From what I read Ziegfried is encountered in forests but I haven't found him there yet.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-03 21:39:31 »
Congratulations on your 1.5 release Sega Chief. I'm sure there's a ton of new stuff you've added and changed since the last time I played (I believe it was 1.1 a few years ago). I'm confused as to whether to play the regular version or this new Arrange mode though. I don't really understand the difference between them. Is Arrange mode supposed to be more "Hardcore" difficulty?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-16 15:29:55 »
randomly impale random enemy randomly with random hair spike.

I wholly endorse this. Cloud needs a rhino charge.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-30 16:49:51 »
same can be said for SP and special character abilities, this is just another thing that's like that.

I would say all 3 of things could be done, the moon phases added a lot of complexity to bosses, it basically changed the boss fight for each moon phase, with that being said the moon phases is more like the special character abilities.

The difference is that changing abilities based on time of day serves no clear purpose that I can think of and goes against the concept of elegant design, whereas the other two serve the purpose of allowing for character diversity and customization without seeming too arbitrary in the process.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-30 14:55:33 »
oh yeah sorry i already asked that ,this mod is soo huge and there are soo many things that have been said i just forgot.


Anyway, yeah, having that extra thing is kind of cool, a pretty awesome idea really.

FF4 the after years had a cool system where by the time of day would affect magic and attacks, example one part of the day could be offensive magic+, offensive weapon lowered etc.

http://finalfantasy.wikia.com/wiki/Moon_Phase

something like that can be thought of as similar to your suggestion, but instead of it being something you choose by sleeping in a tent you can just make it so it's a magic spell or something.

I don't know, that seems kind of arbitrary and in my opinion would add unnecessary complexity. As time goes on a possible issue with this mod could be feature creep, and players may be dismayed by the addition of dozens of new rule sets and mechanics.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-30 14:48:55 »
I've said a few times that I'm only starting work in earnest on New Game+ once the NT Mod has reached a point where I'm happy to call it 'finished' and upgrade it to 1.4. When the current re-balance + features are done, I'll likely call it 1.35 because the changes have been quite vast since 1.3 initially released. It's important I focus on the now and make the mod as good as possible with everything I can fit into it.

Edit: Forgot to mention something, I had an idea a while back about giving characters some kind of innate ability. For instance:

Barret: Gains +1 Vitality/Spirit when attacked (maximum of +20)
Tifa: Random counter-attack chance against physical attacks (separate from Counter-Attack materia)
Aeris: Party gets 2x HP from healing
Red XIII: Strength/Magic rises by +1 every turn (maximum of +15-20)
Yuffie: Has a random chance to evade a physical attack, separate from normal evasion (sort of like how Cactuars work)
Cait Sith: Some kind of randomised 'Rage' system using spells + buffs (like Gau, sorta)
Vincent: Innate Fire, Bolt, Poison, and Death resistance (based on his Limit forms)
Cid: When present in battle, all characters have their Luck stat doubled

Just stuff like that. What do you guys think, any ideas? Too broken? I couldn't think of one for Cloud :I

Would this be easily viewable by the player on the menu or somewhere they can always access? Other than double healing being completely busted, that's the only issue I can think of.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-29 16:02:09 »
sounds amazing, but I don't see why the active party members should get more SP, that will just make things worse when your forced to have a certain party member you don't usually have, i think they should all get equally the same SP, as essentially SP points is like a custom leveling up where you choose what stats get stronger, in the original game all party members end up the same level when they join the party etc.

I agree, plus having active party members get more SP and EXP would be a double whammy. It would also discourage switching your party around even more than it already is.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-29 14:25:09 »
Does the rank up happen for every character or just the ones you use?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-20 00:01:13 »
As far as Square Enix goes, they're quick to protect their IP from anybody looking to make money from it (that live-action web series on kickstarter and the 3D-printed models being good examples) but they (hopefully) understand that mods help to drive sales for their games. I think they hosted some Thief modding competition a few months back, which is a positive sign, and while this might be incorrect I think they used Aali's graphics driver (or a modified version of it) for the Steam release. Short of it is, so long as you're not forcing people to pay for it then it tends to be fine. That being said, if any problems arise (or if people aren't comfortable with that donate button being there on the front page of this thread) then I'll remove it.

I hate to be the dissenting voice here.  While ethically I very much support the idea of optional donations for modders, at the same time it would really suck if this got a C&D out of the blue because it's shaping up to be the best FF VII mod by a long shot. You can argue that accepting donations is within legal bounds, but at the end of the day Square-Enix has the nuclear option, they have used it in the past, and if they decide to use it again you're pretty much screwed. I don't think it's right, but it is what it is.

Realistically speaking, I don't think Square-Enix would shut down a FF VII mod. But if it were me, and I had put as much work into a mod as you have, I wouldn't risk it.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-03-19 20:38:59 »
-) Add bosses to the Crater, and maybe even try for a 'team swap' mechanic like FF6 has so the player has to guide three parties down to the bottom.

Hopefully it won't be exactly like FF6 where unless you switch your teams constantly through the game and take time to grind them up to speed, you end up with 4 or 5 all-star characters to split between the teams and the rest are complete dead weight. Right now I'm playing the final dungeon of FF6's Brave New World mod and most of the characters in my 3 parties get one-shotted by everything.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-02-18 01:21:14 »
I always figured they used the battle music because there are a lot of bosses in a short period of time, and the boss battle theme would get redundant if it was used for every one.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.1)
« on: 2014-09-04 00:45:02 »
-) Related to that, something that caused a lot of grief on the NT Mod's Jenova Life fight was the opening 'attack' that sets the player party to nullify the Restorative element, cutting off conventional healing. While I'm planning to change that to 1/2 resistance for the 1.2 release, this mechanic is great for flipping a battle on it's head. Regen can derail it, but some (sparing) use of Resist, Reflect, and/or Dual Drain should be good counters to that.

That's a shame, I liked the fact that no healing forced you to rethink your strategy, and it was flavorful as well. It's kind of terrifying to know that in a boss fight your HP can only go down (without using unorthodox methods of healing). 1/2 resistance would seem more like a minor annoyance than a major problem that has to be dealt with, and would take away from the charm of the boss fight in my opinion. I think a better way of balancing her might just be reducing her HP. Last time I fought her she was sitting on a mountain of it.

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Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-17 12:32:18 »
Hey, you can get a golden chocobo around 45 minutes without racing. Use this video for the steps (pretty easy). You just need morph to get zeio nuts from goblin. If you don't have morph, you can at least make a black chocobo until you get the zeio nuts!

Edit*
Thanks for catching my fail covarr!!
Here's The video link     
https://www.youtube.com/watch?v=R1Cj-XwZVCI

I remember trying RNG methods before to raise a fast Gold Chocobo and it never worked for me.

Well, I think I'm ready to give my feedback on the mod, as I feel like I've found all I'm going to find (around 1/3 of the extra battles are unfought, and I never got Morph). The mod is very well done, and I was surprised at the amount of new content and special sequences. It's obvious this took a long time to make, and the new enemy models are very good (my favorite was "Safer Sith"). To be honest, I didn't know you could do most of the stuff in this mod (the only other one I've played is Hardcore).

As for the difficulty, it started out pretty good. Some of the bosses in Disk 1 felt pretty weak (Red Dragon and Hundred/Heli in particular) but overall it maintained a consistent curve. From my playthrough, I felt that Air Buster, Rufus, Jenova Birth/Life, Materia Keeper, Zack, Ruby Weapon and the Kalm Traveler chocobo were the hardest fights. However, on Disk 2 the difficulty took a big dive. Tier 3 spells made sweeping enemy formations and wrecking bosses easy, and continued to do so all the way through the rest of the game. The combination of increased damage, lower MP cost, more elemental weaknesses and boosted EXP/AP (giving a lot more max MP) meant that I could continuously spam enemies with magic and almost never have to use Ethers or Magic Hammer. It also felt like the bosses did less damage and threw fewer curveballs at you in Disk 2. Of course, once the New Threat sidequests open up in Disk 3, ultimate weapons take over. Those fights were interesting for the most part (probably would have been more interesting if I hadn't gotten one of the most OP weapons [Missing Score] first).

Overall, excellent mod, just needs some balance tweaking in my opinion.

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Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-16 11:54:36 »
After I defeated Ruby Weapon, a green materia spawned at the Kalm traveler's house, but I couldn't pick it up.

Do the materia caves require raising a colored chocobo from scratch? The one that appeared after Ruby Weapon ran away. If so, I think I'll skip doing that. I was reminded how tedious and time-consuming raising a Gold Chocobo is when I did it for the Hardcore mod.

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Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-11 12:37:13 »
Quick bug report: On the Weapon Raid at Junon, I was fighting the SOLDIERs and procced Added Effect-Transform and Added Effect-Destruct against them at the same time. As they died it displayed "Cure" and if there were still other enemies, the game stalled indefinitely.

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Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-11 00:24:11 »
I was worried that physical attacks would leave magic in the dust fairly early on but it sounds like magic is getting a fair shake, particularly Earth which was sort of useless in the original game (few enemies were weak to it and flying enemies dodged it entirely; the slight damage advantage over other elements was also negligible and negated by the higher MP cost).

If anything it feels like magic might need to be toned down some. Throughout my playthrough magic has had a lead over physical attacks (especially when combined with All) which has only increased as spells became more powerful and more spammable. I just got Bolt3 at Gaea's Cliff and it's wiping most enemy formations in one go.


Quote
Difficulty-wise, I think it's close to fitting in the niche I wanted it to be. The idea was that an experienced player could trust themselves to get through fights reliably and quickly by using provided mechanics like Barrier, Time, elemental weaknesses, etc. while at the same time not alienating less experienced players who might not make full use of these. Then there's the fail-safes for underpowered teams like Paralysis, Stop, Poison, etc. I just wanted it to be accessible to everyone this time and fun to play.

I have a question about this. I have Aeris in my party and she's already busted open some boss battles with Seal Evil. I haven't gotten Planet Protector yet, but is that going to cause severe balance problems when I do? Aeris has by far the most broken limits in the game and I don't want to turn what's been a pretty enjoyable experience so far into a complete cakewalk.

Also, I really enjoyed the Jenova Life fight, it's my favorite boss in the mod so far. It was quite challenging and forced you to have a solid strategy going in.

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Releases / Re: [REL/FF7] New Threat Mod v1.1
« on: 2014-07-05 01:15:19 »
I read the readme file and didn't see any mention of this, so I thought I'd ask. Since back row and sadness are arguably broken, can the properties of those be changed to nerf them, or is that outside the realm of what is possible via modding? (I also have the same question about barriers, Dragon Force, and other methods of damage reduction)

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