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Messages - goodmorninpluto

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Releases / Re: [FF8-PC Steam 2013] FFVIII Crystal 1.0.3
« on: 2020-05-16 18:47:05 »
Finished disk 1, found two more bugs related to Mug:
I can steal some mysterious 0 s from Iguions and 1 s from Seifer. I checked my inventory, I think nothing important and new appeared (maybe it was some regular item or actually nothing, I dont't know).

Now regarding the gameplay. I am playing this mod trying to keep your intended roles for characters (but leveling all GFs to see gameplay possibilities), here's my ranking:
1) Selphie. Absolute powerhouse. Thanks to buffed magic she has the highest damage currently. She deals more damage than others Limit Breaks (which were nerfed across the board) with a single cast. Thanks to that I basically relegated my other two characters (until Irvine) to simple draw-bots that stores magic for her and occasional item usage (with items having great restorative potency, better than restorative magic).
2) Irvine. Him coming up with Aura ability made me realize that this + Shots is the intended way to play him (and that I missed out on Quistis). Could never get a crit gun to work (I guess I need ridiculous amount of luck for that and endgame), but his highest Str gun rivals Selphie in terms of sheer power. It had a drawback that it sometimes miss, but you can easily circumveint this by using Shots so it will be guaranteed hit. It's really powerful. The only downside is that it requires a bit of setup and some Ammo.
3) Zell. For the first half of disk 1, when I didn't unlock str bonuses, my main method of doing damage with him was not attacking, but actually draw-casting magic from enemies. I think it's a little unfair to him that this method easily deals x3-x4 damage compared to his fists. Though later it normalized after some level ups and a new weapon, but still not on the level of Selphie and Irvine. Chakra is great ability, thanks to many statuses regular enemies will inflict you with (I loved that!).
4) Quistis. I unlocked Aura way too late for her, so didn't realize at first that Blue Magic supposed to be used in normal circumstances, and not at yellow health. For the danger of yellow health the damage of her initial spells is way too low, so I quickly benched her and only occasionally returned her in the party.
5) Squall. Maybe later with some level ups he will deal solid damage, but for now it's really low (even with Renzokuken). I can't bench him, so he serves healer role for now.
6) Rinoa. By the time she comes, my party is much stronger than enemies, can survive a lot of hits, so I don't have the need for white mage (like I had during early game and had to use Squall for that). Her Limit Break deals miniscule damage, she can't cast black magic, so she's like worse version of Squall (who is already one of the weakest). Items command alone basically negates her role for now.

Overall I enjoyed disk 1, but for me it was a bit on the easier side (though harder than vanilla, of course). Difficulty peaks at Ifrit and then gradually comes down and then spikes again at Edea. By the time I assembled full party I could just faceroll through every encounter. However fight with Ifrit is really tense and challenging, where every action matters. But all bosses after that are pushovers. I think the reward for defeating X-ATMO92 is a bit of letdown. You don't really need that item at the beginning of the game. Defensive stats (Vit, Spr) doesnt really matter, offensive play felt more rewarding.
For now, I like what direction you went with, but I think some elements of it are a bit undertuned and doesn't come to its full potential. Maybe some tinkering with numbers here and there will help early game to retain that challenging feel of Ifrit. However this is only after finishing disk 1 and not full game impression. I am gonna continue playing and posting my thoughts!

2
Releases / Re: [FF8-PC Steam 2013] FFVIII Crystal 1.0.3
« on: 2020-05-12 09:10:31 »
Currently playing through this mod, up to Dollet (second visit), will post more feedback once I finish disk 1, for now I want to point two bugs (nothing gamebreaking):
- game text still says I received Occult Fan II instead of Gambler Spirit in Dollet TT player room (only text, item in inventory is correct)
- cockatrice AI near Dollet doesn't work, it just looks at me menacingly and not doing any moves.

3
Are sidequests and other expanded things the same between normal and hard mode?

4
Definitely looking forward to Remaster version!
Played an old build, and since then mod got quite a lot of changes and additions, would love to try them with new visuals.

5
Finished my playthrough of your mod. In the end you made magic a little too good :)
My final party was lvl 70 Squall, lvl 65 Zell and lvl 50 Rinoa. I kinda regret not swapping Zell midgame for another magic user, since he basically never catched up to spellcasters in terms of damage, so I relegated him to healer role. Other characters were 30-40 levels behind, so were their stats, and to me it seemed like every point in stats mattered a lot more than in vanilla. I like that you made level gain much more relevant.
Now unto balance. There is a brief period (~second half of disk 2) where attack was preferable to magic, but after acquiring Cerberus and Alexander you can get Triple (via GF summon or High Mag-RF) and can supply yourself with level 3 spells from Odyne shop. With bosses being immune to Vit0, not even 255 strength and abusing of elemental weakness could catch up to 255 magic triple casting Meteor. I know you suggested to use Berserk, but it comes with the cost of losing control over character and it's not really an issue of damage on hit (it's comparable to lvl3 spells), but rather the issue of physical attacks being single hit, whereas milticasting can break 9999 damage limit. Limit Breaks should theoretically bridge the gap, but staying on low HP is risky and Aura is very hard to stock up (until disk 4). Considering how potent Triple and Meteor are, I think adjustments for refine formulas of Dragon Fin and Star Fragment are in order.
Auto-Reflect, Counter and Return Damage are really good, especially for a point in time you get them. With these abilities it's basically auto-win against Seifer and Edea.
Regarding command abilities, they are mostly like in vanilla can be easily substituted. Kamikaze got nerfed (and for a right reason, it was broken), Recover, Revive and Treatment like in vanilla are good only until certain point. You lowered the requirements of Whispers for learning Recover, but I still don't understand why it takes so much work for getting this ability at the point in time you can learn it. Defend being available so late made me never even try bothering with it. Bosses attacks are either AoE nukes or can be negated with Protect/Shell. Also by that time you are already such a powerhouse that in just a few turns of attacking you get a victory, so maintaining defense is not that neccessary contrary to how it was during Disk 1 and 2. The hardest battle on disk 3 was against beefed up Elastoid and Esthar soldiers during Laguna's flashback. Level Up/Down don't work on enemies I want them to (like Ruby Dragons or Iron Giants). Darkside being single hit loses to magic. Is there a way for this ability to break damage limit? Perhaps that could be the solution.
Disk 4 balance is heavily in player's favor. By getting to Ragnarok and playing with CC group you can get endless supply of Aura Stones (Gilgamesh cards), Megalixirs (Bahamut) and Holy Wars (Seifer). I don't really think player should have so much convenience for so little trouble. Is there a way to make CC group play only the cards you didn't get yet, but not the ones you refined? Because since you can get the cards again and again it doesn't really matter that the number of items you get through modding is lowered. If you abuse Holy War + Triple Meteor final dungeon becomes pretty much a joke and not posing any challenge at all.
Overall I enjoyed this mod. New additions in sidequests, much more desirable level gain and great balance during disks 1 and 2. It just needs a bit of fine-tuning on disk 3 and 4, because if player keeps up with the best options the difficulty drops down significantly.

6
Is there a way to acquire Windmill without card modding?
By stealing from lvl 30+ Thrustaevis I get Shear Feathers, and stealing from Abyss Worm nets me Mystery Fluid.

7
You need to play further than that to really judge the difficulty of this mod :)
Story content is challenging but not unfair, it still requires preparation and knowledge of the game systems and enemies weakness.
Optional battles are much harder, so perhaps you will enjoy them more.
Disc 2 and onwards really shines in that regard, because you learn new useful abilities and can approach the battle in many ways.

8
I think you already provided a nice incentive to spend money with Odyne shop. It is the most reliable way to quickly get lvl2 spells late disk-1 and lvl3 spells late disk-2 (with Tonberry's Familiar). Monsters in my lvl range still provides only lvl2 spells, scouting draw points around the world takes time and with reduced amount of items you get via Card Mod you can't easily stock up everyone with 100 of every spell. So this shop helps a lot and is the reason I run with 0 gil most of the time :)
Btw, is the Double draw point in Library ever going to refill?

9
Finished Fisherman Horizon section, now onto sidequest stuff!
I enjoyed the difficulty on disk 2, the battles are challenging and engaging, not feeling too easy or too unfair. Zell with 100 str finally caught up to magic users and started doing same damage as lvl 2 spells. Though via card and item modding I do have an access to some lvl3 spells and with Double-casting magic still remains the king.
I have a question about Defend command. I remember it being very useful in Requiem mod, especially in the upcoming Raijin/Fujin fight. Hovewer I don't see it in Brothers ability list. Was it removed entirely or locked under higher level requirement?

10
Regarding Rinoa's card.
Spoiler: show
You came up with a nice way to give Caraway time to lose Ifrit card, I liked it! However there's a bug: he doesn't actually lose it. I challenged him again right after winning Rinoa's card and he played Ifrit.

11
Finally had some time to continue with your mod, finished disk 1 and Laguna sequence.
Battle with Esthar cyborgs was indeed tense, it came down to last character alive and deciding whether to do Limit Break or heal. Luckily, Limit Break did enough damage.
Your Deling city modifications came just in time for me to see them. I loved them! Spent like 20,000 gil right there at the hotel. Besides many useful items there, on one occasion I also received Magical Lamp.
The shop with different uprade components is a nice addition. May I suggest adding another one like this in late game for later weapons?
Also while traveling around the city I found old woman (near the sewer gates) talking about rare cards in this world. It striked me as odd when she talks about such topics but has absolutely lame deck and somehow wins all the good cards from the old man nearby, as he tells you. May I suggest adding some sidequest to this scene? I just find it so lovely.
Battle with Brothers was awesome. Got 4 game overs on them figuring out the strategy. Double + Haste, Protect and Shell seems like a must from now on.
Seifer was Seifer. Not much can be done with 1v1 battle under turn-based system. Return Damage is good here.
Edea fight ended pretty much instantly. After Carbuncle she Dispelled everyone, casted Thudaga on Squall and ended the fight while I was still setting up everyone's defenses. Apparently this is how it works in vanilla and you can't actually lose it?
The added battle at Winhill caught me off guard and got me another game over. It's nice that you can save right before it and adjust your strategy.

Can you say in the spoiler or PM what items Selphie gives to you for joining her committee? As these changes came when I was further in the game, I hope I didn't miss something important :(

12
I've been itching to replay FF8 lately, and your mod was the perfect excuse to replay it again.
Just beat Gerogero and done some sidequests in Dollet.
Overall the hardest battle so far was random encounter with red galbadian soldier + 2 blue ones :)
Bosses hit hard, but then they have a lot of downtime between turns, I usually can act twice between their next action, so unless they KO someone it's pretty easy to heal back up and continue your offense.
Granaldo was a total pushover with his weakness to sleep. And Quistis even advises you to junction that to Status attack right before this fight! Easy access to Protect and Shell spells.
Gerogero and Diablos were nice fights in which things spiced up a bit, but I do have a question regarding Diablos AI
Spoiler: show
Does he not counter Demi with Stop on third party member, if the two are already Stopped, or I just got lucky? With this pattern and the lack of physical attacks he has trouble beating your party and is actually not that threatening.

Regarding Gerogero, I think more status ailments would make this fight more interesting. He berserked me once, but that's it. Blindness is not a problem because (for now, at least) magic outdamages physical attacks, and silence and slow are minor inconvenience which can be treated right away with Esuna you can draw from him. Maybe change his Esuna for something else? With him casting silence on someone it was basically him skipping turn.
I read that difficulty spike is coming soon in Centra Excavation Site, looking forward to it!

13
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-10-30 14:32:55 »
What are the chances for enemies in Northern Crater to drop weapons? I've been fighting like for an hour, and still no items...
However I stole everything first try with Sneak Glove. Maybe add the option to morph monsters into weapons, in addition to drop? I have everyone maxed and every materia maxed, with only weapons left to farm, and so these item drop rates makes the battles just an artificial waste of time.

14
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-10-18 19:21:56 »
Quick question: do you need to do something to trigger Ruby (I believe it's called Viridian in the mod) Weapon to appear in the desert? I just beat Hojo, but did not venture into Northern Crater at all.

15
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-19 11:08:58 »
Finished Midgar, now on my way to Junon.
I had to replay bike minigame three times before taking on the boss - was it intended or glitch? If it was intended, I think some kind of message is needed here, otherwise it's confusing.
I'm trying to learn Chocobuckle, but I guess it's impossible right now - looking at your database, it says that it costs 24 mp now, while these poor chocobos near Farm got around 13-16. I just get the message "Chocobo MP was depleted" when they try to cast it, and then tey run away :(

16
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-18 21:54:44 »
Thank you for this mod!
This gave me motivation to finally buy steam version and start another playthrough of this brilliant game.
I like the mod so far, however I encountered something strange - Aps Senior HP was 12500 in-game which led to 20 minute long fight. I checked its HP on some videos of 1.3 on youtube and within Proud Clod tool, and in both cases it says 2250. I am using 1.3 with hotfixes. Dunno what to make out of this and kinda worried that this HP error gonna prevail on following bosses =/

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