This looks awesome, I'm pretty sure this is the first mod to fix some of the bugs present in the pc version as well, will give it a try kudos!
Found a bug for card mod. it says 3 Cactuar cards refine into 1 chefs knife while it's possible to refine it with 1 card.
when i refine fastitocalon-f card into a fishfin it took both of my cards while refine even it says that i need only 1 card.
and its not possible to refine 1 fishfin into 10 water, it says i need one but it seems i need more than just one.
I just see there more bugs that come with refine abilitys. need 2 jelleye cards to refine into sharp spike but i get m-stone piece whith one card. almost every card refines into the item it would normally do without the mod.
@SegaChief
Thank you for updating people on social media.
I noticed SB Gamers is streaming/capturing their playthrough of the early build on youtube. Would having more people stream/capture their playthrough be helpful? I can also stream to youtube via simple OBS.
Also, I noticed a couple changes were similar to Callisto's Ragnarok. Would you recommend playing Ragnarok as a precursor to New Threat? Both for balance ideas and the player/user experience?
EDIT: I actually own the old PC release of the game. I could test the mod's compatibility with that version if you'd like.
EDIT 2: I was surprised to see the likelihood of Limit increase. 50% HP to influence crisis level as well as the earlier introduction of timed afflictions like slow-petrification really shift the feel of the game based off what I see in SB Gamers' playthrough. I'm also pleasantly surprised to see how this was balanced, with Squall doing markedly less basic attack damage but making up for it with a limit that often rivals a fresh GF attack (with elemental bonus). That's just nifty and I can't wait to jump into the mod myself later.
.
Out of curiosity, once you advance into Disc2, should we be worried about chocobo world? A and B rank items from that are pretty busted (Rosetta Stone, Ribbon, etc), and that's not mentioning how powerful Boko can be. Summoning him with some greens can net big damage right away, assuming you're crazy enough to play chocobo world for that long or happen to have an existing save backed up from 2007.
Hey Sega !
I'm glad to see the first release of your new project, i'm sure that it will be as nice as the 7 later on :p
Juste a litle question, are you going to add some battles that doesn t exist but would be good to have in the scenario (like you did in ff7 with for example turk battle in the cave after the ranch chocobo)
Also about characters, what does it mean for rinoa first limit is physical? if she's a pure mage how will you balance it?
As for Quistis, i was a litle dispointed to see she's a slowly tank hybrid, she's the blue mage so i was expect to see her more in a mage role, but it's up to you and i respect it !
I'm not the only one to say it but nice ideas here about junctions, draw magics and cards lvl cap !
Anyway good luck for your work !
Edit : about graphicals mods, wich one is compatible with your ff8 nt mods? wich one do you recommand to play with? thx a lot.
Hey Sega Chief:
I first found your youtube channel several years ago when I found out about Tifas Bootleg. I learned about the hardcore mod, which you had youtube videos of each boss. Thank you for that by the way! Then I learned about the FF7 New Threat mod. I started playing I think 1.3 and it wouldn't update to 1.4, and now here you are at 1.5.
Anyways that's not what this is about. Last year I found out about you making the FF8 New Threat mod and I became extremely excited. I wish you nothing but support and gratitude for all the hard work over the years you and others have put into these mods. So allow me to introduce myself by first making it clear how impressed and honored I feel that you let others experience the game in a way that you see it.
Okay now onto the useful stuff. I decided to make an account and post because I have played through your mod up until yesterday. I made it to Galbadia Garden, but have already found a number of things to let you know about.
If you're interested and it's useful I will volunteer to put dozens of hours into it and beta test quite a bit more if you would like. Here is what I've found so far in terms of breaking your game.
Let me start by mentioning that it was actually a challenge to do this. You've changed quite a lot, and so it made me explore quite a lot. Even to the point where I was trying to remember field draws. Like the Esuna in the Balamb train tunnel.
So here's how I broke my game:
1. As you know, there is no working level lock, and the refine items are honestly a give and take. You're never sure which thing you're going to get. It does look as though as the FINAL spell listed is the one that's accurate. So maybe just several text changes will fix that problem. You already know about the refine problem though so I'll waste no more time on that.
2. I really liked being able to get mug going from the start, but it led to some issues. One being that if you mug the bombs in the fire cavern, you can refine those to Firas. That's a MASSIVE stat boost out of the gate.
3. Card Modding the blitz card gives you a Dynamo Stone. This gives you Thundaga before you even leave the garden. That alone boosted my attack to just about 1500 points of damage. Though I didn't have this unlocked until I was ready to leave for Timber.
4. If you card mod a single abyss worm, you will get tornadoes. You already know what that does.
Now you can go and change all that, but I've been thinking about a possible alternate fix. Would it be easier to either A; Limit the amount draw points give you to a sliding scale. For instance, if Squalls under level 10, you get 1, 10-20=1-3, 20-30= 4-5. Or B; maybe instead of only one spell being required to use the spell as a junction, maybe up the amount to like 10. (Not too many, but enough to where you don't become overpowered to all hell just because we managed to acquire one or two powerful spells.)
Anyways, regardless of what you do thanks so much for the time and energy you put into all of your work. You're my FF modding hero!
Additionally there is a glitch in the main game of FF8. When you are on Disk 2 and get control of the mobile garden, you can do the Winhill side quests. Well, for some reason if you change the name of your main character you CANNOT begin this quest. I don't know if it's fixable, but I thought I'd mention it.
I'd also like to give you credit where credit is due. You kinda annoyed me in a good way by how much stronger you made those damn beach fish. Also they only drop like 1 fin every like 2-5 battles. You made me almost lose interest in waters early on. lol
Lastly, No I was or at least have not yet gotten the Lionheart. I reached the Grendals at level 25, and I fought just about 10-20 of them and to no avail did I retrieve Dragon Fangs.
hey Sega
what tool did you use to edit the magic stock stat boost (where having 1 spell is equal to 100). I love your mod so far the dialogue edits are amazing, just curious to which tool because i'm considering perhaps editing my files to re balance the junction/draw system a bit more, any help will be much appreciated
Keep up the good work! :)
#Junction Adjustment: 1 = 100 Stock
#HP
963CB = B3 64 90 90 90 90 90
#Primary Stats
966E5 = B2 64 90 90 90 90 90
#Speed & Luck
96788 = B2 64 90 90 90 90 90
#Hit/Accuracy
96893 = B0 64 90 90 90 90 90
#Evasion
96921 = B0 64 90 90 90 90 90
#Elemental Attack
969D1 = B0 64 90 90 90 90 90
#Elemental Defence
96AAE = B1 64 90 90 90 90 90
#Status Attack
96BC1 = B0 64 90 90 90 90 90
#Status Defence
96C9D = B1 64 90 90 90 90 90
#HP
963CB = 8A 5C 24 14 90 90 90
#Primary Stats
966E5 = 8A 54 24 1C 90 90 90
#Speed & Luck
96788 = 8A 54 24 1C 90 90 90
#Hit
9688E = 8B 4C 24 04 31 C0 8A 81 B8 01 00 00
#EVA
9691C = 8B 4C 24 04 31 C0 8A 81 B8 01 00 00
#Elemental Attack
969CC = 8B 4C 24 04 31 C0 8A 81 B8 01 00 00
#Elemental Defence
96AA9 = 8B 44 24 04 31 C9 8A 88 B8 01 00 00
#Status Attack
96BBC = 8B 4C 24 04 31 C0 8A 81 B8 01 00 00
#Status Defence
96C98 = 8B 44 24 04 31 C9 8A 88 B8 01 00 00
Hey Sega, it's simply exciting knowing you are putting (again) a lot of work into a FF mod. I played thoroughly the FF7 NT mod 1.4 and I found it simply amazing. I am now waiting for your next release for the 1.5+ final version of it.
I'm really keen on giving this FF8 NT mod a shot asap and giving you some feedback.
For now, the only suggestion I have is: do you think adding a "skip option" for GF summoning animations is doable/sensible? It happened to me in the past that playing FF8 modded versions where GF are made more "useful" resulted in a lot of time spent watching the same GF animation.
Anyway, feel free to ignore my request, it's more an idea than an actual request tbh.
Thanks for all the hard work!
If you want them based on level, the following patches should do the trick:Code: [Select]#HP
963CB = 8A 5C 24 14 90 90 90
#Primary Stats
966E5 = 8A 54 24 1C 90 90 90
#Speed & Luck
96788 = 8A 54 24 1C 90 90 90
#Hit
9688E = 8B 4C 24 04 31 C0 8A 81 B8 01 00 00
#EVA
9691C = 8B 4C 24 04 31 C0 8A 81 B8 01 00 00
#Elemental Attack
969CC = 8B 4C 24 04 31 C0 8A 81 B8 01 00 00
#Elemental Defence
96AA9 = 8B 44 24 04 31 C9 8A 88 B8 01 00 00
#Status Attack
96BBC = 8B 4C 24 04 31 C0 8A 81 B8 01 00 00
#Status Defence
96C98 = 8B 44 24 04 31 C9 8A 88 B8 01 00 00
WoW, this looks so cool, but how does it work??
Every magic boost the same amount as your level ?
I think it's using Level instead of stock; so to get the full stat boost from a junctioned spell the character needs to be lv.100.Correct, normally the boost is (magic_amount * stat_boost)/100 but the patches just cause it to use level instead of the magic amount.
Limits have had the RNG removed from their check, meaning that milling turns will no longer have an effect. If a Limit does not proc when the character's ATB gauge fills, it means they cannot get a Limit until the battle conditions change (HP is lost, status is inflicted). This works both ways, and means that if a Limit does proc it will be available even if you swap control to another character and back again.
Hey Sega Chief, it's great to finally see some more FF8 mods emerging, but too bad that they don't work with the German version. However, there's one change in your mod that seems brilliant to me that Id like to also implement in my own mod, and that is this:
This has probably got to be one of if not the most important feature to prevent endless Limit spamming, so I'd like to ask you how exactly you did that? I'm guessing it involves hex-editing the exe. I'm not really a programmer myself, so if you don't mind could you post the necessary changes to implement this? Thanks in advance.
+400000
#Crisis Level Check
#941F0 - Start
#Formula:
#HPMod=2500*CurrentHP/MaxHP
#DeathBonus=DeadCharacters*200+1600
#StatusBonus=StatusSum+10
#RandomMod=[0..255]+160 - 942E7
#LimitLevel=(StatusBonus+DeathBonus-HPMod)/RandomMod
#Random MOD 0-255 + 160 [Set to 0 for no variance]
942E7 = 83 E1 00 90 90 90
#Default: +160, Current = +255
942F2 = 81 C1 FF 00 00 00
#Change this to EB 09 (or JMP 494329) to set 'fixed' crisis level proc
#or deactivate limits altogether with 0
#9431E
#94329 - Where crisis level 4 checked for, can be changed to any level or 0
The next step of this would be deciding if a further restriction on Limits should be added;
But another thing I was looking at was trying to make Limits behave more like a character-specific skillset that can be used more freely as some have fairly versatile sets like Quistis and Irvine.
Thanks for the quick reply, and for sharing your documentation.
The Limit breaks are unfortunately one of the most difficult aspects of the battle system to rebalance. I actually like the idea of limited uses per battle as well, it would also restrict Aura over-abusing. I remember that FFVI had a similar mechanic with its desperation attacks, but that one was a bit too restrictive (only once per battle, only after a certain amount of time has passed, and only with less than 1/16th maxHP). Kinda like two extremes without a real middle path.
Another possibility might be tweaking the bonus numbers for dead party members, lost HP and negative statuses, or even the one for Aura. Do you by chance also know where to find those? Or could you give me a byte sequence to search for, since the offsets in the german exe are somewhat different from the english exe, as I've just realized.
The idea you get Limit Breaks according to the "danger level" the character is in is really cool, in concept. It's hit and miss in game, even without abuse, which is also easy.
An idea: it could depend on a character being hit by a strong enemy attack that leaves them near death and only counting dead party members and status effects when caused in a small amount of turns by the enemy. So lots of damage/status/S.Effects done in a short time by enemy only.
As for Aura and Meltdown they should be removed entirely, or their effect changed completely. Removing the Crisis Level from the LBs at any point defeats the purpose of the mechanic, imo. So is zeroing enemy VIT. Since Meltdown is a cool late game spell, perhaps it should do something like lower stats (or just one stat) progressively during the battle? Something like a stat poison effect that could be maintained by constant application. Would fit the name and make results fit the effort and expense instead of just erasing enemy defenses. As for Aura, it could level up the crisis level when it occurs, instead of increasing the chances of one happening.
I think you can improve the versatility of Quistis and Irvine by simply making their crisis level require a less critical situation, something already done for Seifer and Edea in the party iirc, while decreasing this "bonus" when they gain their stronger LBs, or simply decreasing the bonus with their increasing in levels. In this way low level quistis would be able to use the LBs almost every battle, while Irvine would be mostly limited by ammo.
I always thought that if the game was ever remade it would be cool if they let you switch between your cloths and SeeD uniforms if it's possible I wouldn't mind seeing it here.
Hi everyone !!
I am looking forward to try the full version of this mod but, does anyone know when will be available ?
I enjoyed A LOT the ff7 new threat mod and i´m really really interested in this version.
Thanks
Hey Sega Chief,
first of all, thanks for your work so far and the NT mod for FF7. I had a blast with all the tweaks/fixes and new bosses.
irlite already brought up most points that I have noticed during my run so far and I agree with pretty much all of them, so I just wanted to add a few things:
- Draw point choice is missing for Deling City sewer and the tomb
- Diablos is affected by Demi the first two times of usage. Not sure if that is intentional or just a bug on my end. Also he is still easily beaten when blinding him. Maybe you can make him cast silence or (that spell which disables limits)
- The Raldos (Granaldo fight) take almost no damage until Granaldo is dead. However, I hit them for around 100 once, but I'm not sure if that was a bug or has to do with the mechanic. First I though it had to do with the position of Granaldo (either making them have high or low defence), but that doesn't seem the case.
- Magic is finally usable with this mod, which opens up to new strategies and playstyles, but I think they are still too weak (or physical damage is too high). Comparing character damage with similar stats in Str and Mag, even when exploiting their elemental weakness, there is almost no difference in damage. In my opinion magic users should be more of a glass cannon, especially because you need resources (spell number/MP) for them.
- Some of the draw points feel unrewarding because you already encountered enemies with both options before getting to it. Maybe you can make spells of draw points exclusive to them (until you get the flying garden or so) and add spells that are very useful but not essential and can't be drawn from any other mob (like Life, Esuna, Dispel, Regen, Double, etc)
- Encounter rate seems higher than normal, especially in the training center I was getting into almost 10 fights until I got to the "hidden area"
That's it for now. I will probably do another playthrough and pay more attention to detail.
Hopefully the code of FF8 allows you to make a mod similar to FF7 NT. Though I don't wanna know how many hours went into that ;D
Let us/me know if you need any specific, time consuming testing. Cheers
You should nerf a lot the cards, because before going to Deiling city, I managed to get all the really good cards and transform them in good magic like tornado and curaga and have all my char to have 3.5k hp, >100 str and just spammed Mad Rush (to get haste + protect + berserk) to get my way to all the bosses until the end of disc 1 so I think you should really nerf the cards or Mad Rush.
Hey, I just finished the mod and I noticed a few things :
- When you refine Cottage into Curaga, it says that it'll give you 20 but it actually give you 50
- You use the wrong item to cure blind (or my english is really bad at this point when I was looking for an item to cure it)
Is it normal to have to steal Carbuncle but not Undine ?
You should nerf a lot the cards, because before going to Deiling city, I managed to get all the really good cards and transform them in good magic like tornado and curaga and have all my char to have 3.5k hp, >100 str and just spammed Mad Rush (to get haste + protect + berserk) to get my way to all the bosses until the end of disc 1 so I think you should really nerf the cards or Mad Rush.
And we shouldn't be able to use magic that have under 10 uses in junction because otherwise we just have to put 1 magic on each character to make the early game a bit more hardSpoiler: show
Counter argument, when selecting New Game have a message that tells people to use self control if they don't want to 'break' the game.
@SegaChief
I am a massive fan of NT for FF7, and I cannot begin to express just how glad I am that you are working on another mod for FF8 now.
You have already in this early build made some of the most significant changes I ever wanted to see with this game, such as stock no longer influencing the stat boost from junctions and just overall balancing the game in general.
FF8 felt horrible to me to play, because it isn't inherently designed in a way where you can just "Straight play" through the game. Already just with the base gameplay design changes, I can already tell this will become the definitive edition of the game for me and will likely breathe a life into the game that was NEVER there for me before.
Thank you, and keep up all the amazing work.
/Schwahn
Yes, it's one of the most important feature IMHO.Limits have had the RNG removed from their check, meaning that milling turns will no longer have an effect. If a Limit does not proc when the character's ATB gauge fills, it means they cannot get a Limit until the battle conditions change (HP is lost, status is inflicted). This works both ways, and means that if a Limit does proc it will be available even if you swap control to another character and back again.This has probably got to be one of if not the most important feature to prevent endless Limit spamming
Hey there, just wondering if the % on squalls hit was reverted back to 255 or if I've managed to somehow mess up the install? Everything else is working as intended from the looks of it though.
I reverted it because the game seems to ignore the hit% and the attack will always land regardless.
Hello Sega Chief, you have really done some great work with these New Threat mods. My own mods for PSX FF7 and 8 I made, are based off of the ideas that yourself and others in the forum have made. They are nowhere near the quality of yours but that is to be expected with the PSX versions.
That being said, I uploaded my FF8 mod called Inernational GF Job System here but the hack is missing a few things that I hoped you could offer some insight with.
First, is how were you able to change junction magic to be 100% regardless of stock? I wanted to get that in my hack but am unsure if it is as simple as changing some hex values or if it requires coding. I could change the values if I new the offsets but that would be it.
Lastly would be if you knew of any way to change Squalls hit to be something other than 255 or if that is hardcoded. Thanks!
If you had any interest in seeing the changes to the game I made, it is located here:
International GF Job System (http://forums.qhimm.com/index.php?topic=19123.0)
I always thought that if the game was ever remade it would be cool if they let you switch between your cloths and SeeD uniforms if it's possible I wouldn't mind seeing it here.have you given any thought as to how this is even done?, I've wanted this for ages but have no clue, i figure its in the main kernel somewhere.
have you given any thought as to how this is even done?, I've wanted this for ages but have no clue, i figure its in the main kernel somewhere.
I loved your New Threat mod for FF7, its the reason i want to play it again.
I have a really deep conection with FF8 but i cant play it because it's not fun at all to me without a major overhaul of the junction and leveling up system.
If anyone can make me play FF8 again after 20 years it's you.
I can only dream of playing this game again in a few years time. I'd like to say it's in your hands to fullfil my dream :p
It won't take a few years to finish, probably a few months. A last update to FF7 NT before the remake comes out in early March is the current plan though. As for FF8 NT, the Summer sounds like a good time.
It won't take a few years to finish, probably a few months. A last update to FF7 NT before the remake comes out in early March is the current plan though. As for FF8 NT, the Summer sounds like a good time.
Nate about the enemies, its a kinda very hard job edit the level of every enemy and put then back into game because are 844 battle locations in the FF8.
Making the bosses at the same level as the party is nice (i started to mod a second time my game)
Bosses will be in the same level as the party
and Ultimecia's Castle will be ALL enemies and bosses in the same level too (i expended about 3 weeks making those changes XD and edited the enemies putting more old bosses in normal battles like GeroGero, Fujin, Raijin)
Thanks for your feedback ;) Regarding boss level scaling, when you level up do you feel like you probably didnt want to? When playing FF8 originally I tried to avoid levelling up because the bosses scale with you.
I agree it should be hard to edit all battle locations, but Sega Chief plans to edit all monsters to a fixed level, aren't the regular monster battles the biggest chunk of all those 844 battle locations? Shoulndn't be hard to edit the level of 50 bosses based on what the player level should be at that time and place in the game.
I would really like to hear your opinions (including of course Sega-Chief's) on the "MP like" system I talked about before.
I'm not keen on an MP system; Stock is fairly unique to this game and I'd prefer to work around that system. But Stock and MP aren't a million miles apart in terms of how they work; both restrict the number of times a spell can be cast, so if Stock regenerates in some way then it begins to more closely resemble an MP system.
The game has a field opcode where spells can be added to a player's inventory. Not tried it yet but assuming it's functional (can't recall an instance where it was used in the vanilla game though, as Draw Points do it through their own special function) then an Inn could replenish spells to a certain point. But this requires the following:
1) A way to check what spells were on the character prior
2) A way to check how many of that specific spell are currently stocked to add the correct amount (unless it caps automatically when hitting max in which case this isn't needed)
3) A way of preventing a spell from vanishing when all stock is consumed and being locked from use when this is the case.
As for level-scaling; currently, most bosses have level-scaling while randoms do not. The idea was that due to randoms being fixed level, it wouldn't be feasible to grind out to an absurdly high level that would result in a super-powered boss. The EXP given by randoms though still seems to be quite high even with that so if it doesn't work out I'll go for fixed levels on bosses as well.
So I’ve finished a no-refine rundown of the NT8 demo. First of all, thank you for allowing us to demo your mod. I specifically bought the steam version just to play it.
I wish to share my opinions about the good things and things that I believe could be improved. First, I’ve read all the posts on this thread so I’ll try not to repeat known issues as I wish that this feedback can actually be useful.
Overall: I enjoyed it! Made me wish for more, for sure. The choices made are definitely improving the game in the right direction.
1- Found a graphical glitch: After fighting the Anacoundaur in Dollet there is a random encounter with a couple of soldiers that always make a really crazy graphical glitch where colored lines are all over the place. It has actually crashed my game once. It's either only related to this mod or the original game since I was playing with no other mods. Happened every single time at the start of the battle.
2- Regarding Gil, I found it easy to get as well, and the only thing they were worth for in my no-refine playthrough was phoenix downs and hi-potions. Maybe remove the tests and add a new mechanic increase your seed level? I find the tests mechanic rather tedious because one can just search the answers. It’s not really rewarding to be rich because one replied all the questions correctly :p. Another idea would be to lock seed test levels by game stages?
3- After playing through this mod I don’t think a MP system like I mentioned would be worth it. It’s perfectly fine right now regarding magic ;)
4- Characters:
+ I love the new limit break way of proc’ing. They are a nice risk to reward. Feels great to pull them off.
Zell, Quistis and Irvines LBs seem a bit underpowered. Zell could do a slight damage increase on the base moves, maybe 20%. Irvine could do with a small increase too in normal and shotgun ammo damage. No idea what to do with Quistis here. Selphie LB is surprisingly fun to use
+ I love the super-fast Selfie and the tanky mage Quistis. Overall I still wished for Quistis to be a bit more tanky.
- Squall’s physical attack is ridiculously overpowered with the hit at 255%. Because of this, Zell and Irvine’s auto attacks are very underpowered.
5- Enemies:
+ Ifrit fight is great. I was surprised when he used his summon attack on my team
- Elvoret was a little too easy and could use some surprise moves.
+ X-ATM092, the robot fight in dollet is nice, perfect difficulty. I would like it if it surprised the party like the Scorpion Bot did on NT7 hehe.
- Granaldo was a little hard at first but super easy using siren to kill the 3 rock dudes. Killing the Armadodo’s makes the fight boring. It’s not that Siren’s op, it’s the armadoldos extreme water weakness. Probably can’t be fixed because they are random encounters.
+- I liked Diablos fight, but in my fight he didn't capitalize on my low hp and kept using gravity attacks instead. Only attacked phisically once or twice.
- Gerogero is just a little too tough offensively
- Minotaur and Sacred fight in my humble opinion could use some tweaks. They have too much HP or the characters don't have enough wind damage at that point. Maybe it’s because I had no Aero at this point? Ps: they can be slowed and if you use protect the fight is super easy, long and tedious. I like the float thing you did though ;)
- Seifer and Edea are tough as balls. I had to use everything I had, haste, shell, protect, dispel, everything. Then again, remember: I did not use any refines. I struggled most with the poison
6- Mecanics:
+ Junctioning is great. Cannot think of a better Junctioning system. Major thumbs up here.
- Hi-Potions with the med-data abilty, is basically a full-heal (1500hp). Intentional? Maybe reduce med-data to 50% instead of double?
- What’s your stance on Cure/Esuna/etc being able to assign to be used as a elemental attack for holy? Would that be boss breaking?
+ Draw system is actually interesting this time
- If you choose Water over aero in the first draw point with that choice, you never get to draw aero again. I would suggest changing the Timber bar entrance draw point to Aero/Water.
- Leveling up is too easy. Is there anyway to make level or EXP be gradual? Instead of being 1000p each level?
- Shell, Protect and Haste seem to last forever. Is this intencional?
7- Dialogues and story:
+ I enjoyed the few lines you added to some characters. It clarifies the story and makes the person feel more engaged. I would really love to see more of these lines on certain parts of the story. I do know it's a WIP.
-I wish there were more reminders to equip the Gfs and junctions in the game. Specifically, before the Iguion’s fight with Rinoa.
- I think players would benefit from a reminder after fighting the iguions, as squall enters the hallway, to search for the hatch.
+- Quality of life improvements are great and I hope you include more if possible. I would've liked be able to skip the sequence in which Rinoas farther explains the whole plan to attack the sorceress, for example.
Overall, I really enjoyed your mod. This is your mod, your decisions. If the feedback provided was useful in any way I would be really happy. I’ve got to admit I’m pretty excited to play the full version.
Cheers ;)
b) Altering the animation data so that trigger is no longer used and Squall's physicals are the same as the others. This would hopefully get rid of the 255% accuracy thing but it would also mean getting rid of a fairly unique battle mechanic (Renzokuken should be unaffected).
Actually What can be done is to Change his attack scripts by weapon
1) Make his attack at start to be a regular one
2) Make his regular attack non missable
3) Implent triggering for His ultimate weapon.
This Way his weapons Will be more unique and gives more reasons to upgrade.
It can be done on a weapon per weapon basis? That's great news.
Hi,
A few questions.
First, and foremost, how much different will this be than the Ragnarok mod? I have played your NT version of VII and loved that so I just wanted to gauge if I should just wait for this to be completed or if I should check out Ragnarok too if I get time.
To follow that, was wondering if there was an expected date for this to be finalized (at least fully playable). It looked like the last update was in March of last year, but the thread is still active so I assume it's still moving along.
And I don't think I saw anything about it, but are there any changes to Triple Triad at all? Including what cards are held, their locations, difficulty, A.I., etc.
Thanks so much for this work. If anything I asked has been answered elsewhere I am sorry. I just wanted to check on the status of this project but am currently in a meeting at work haha.
Hi Sega Chief, how things are going for this mod ? :)
Have you considered making Edea a permanent party member for this mod? This was done for Beatrix in the mod for FFIX called "Alternate Fantasy", and it integrated her into relevant scenes subtly to maintain continuity when needed. I always thought it was be a great idea for Edea in FFVIII and I'm surprised no one ever suggests it.I don't think I like this idea. FF8's story is very much about the orphanage kids and their destiny. Edea's role in that destiny is one of support.
Just an idea.
Have you considered making Edea a permanent party member for this mod? This was done for Beatrix in the mod for FFIX called "Alternate Fantasy", and it integrated her into relevant scenes subtly to maintain continuity when needed. I always thought it was be a great idea for Edea in FFVIII and I'm surprised no one ever suggests it.
Just an idea.
Heyo! Since your work on FF7 New Threat was absolutely superb, and hearing you'd start focusing on this project after the next FF7NT Update, I figured I'd give this a try and help out with feedback!
I LOVE the changes to junctioning, with 1 stock =100 stocks for stat boosts. It makes playing Magic characters as Mages feel actually viable without shooting yourself in the foot.
I've made it to Timber where Rinoa officially joins the party, and I've intentionally avoided abusing Triple Triad, Card, and Card Mod (mostly because I really hate Triple Triad). GFs also have not been used in Combat.
Character related notes:Spoiler: show
Gameplay related notes:Spoiler: show
Glitch & Crashes related notes:Spoiler: show
Really enjoying the mod so far, and will continue to keep taking notes as I go! ;D
I think I've got a number of the glitches mentioned here sorted but will check the enemies as the AI bug can be quite subtle sometimes and not crash in certain formations.Oh that sounds neat with Zell's duels. I should take some time to figure out the path to Burning Rave then lol
Zell's thing with Duel was I think an experiment to see if I could set him up so that the goal becomes to get to the finisher rather than repeating the same few moves for maximum damage, with a dead-end reached if the path to one of the finishers wasn't met (or the finisher wasn't unlocked though I think they can be used anyway if you know the inputs; plan with that was to change the inputs for the book-locked finishers so the first playthrough at least can't use them early). I recall there being a problem with Zell or similar where an enemy would start to attack infinitely or behave strangely after Duel, but I think that was resolved after 0.3 went up so it won't be in the final build.
-Edea + Seifer battle was easier than anticipated, though Edea's Tornado being Single Target is a huge blessing as having Tornado hit the party like normal would make this fight significantly more difficult without Selphie's DemiCure (or Quistis' White Wind if it's available at all in the Disc 1 demo)[/spoiler]
Also played the demo and I actually agree with everything on your post, but to me, the Edea Seifer battle was on the borderline of difficulty. I found it hard, buffing them up could mean they would be OP. Might be just me I dont know, but since I agree with you in so many points, I really think this battle shouldn't be messed with.I think the fight is perfectly fine as it is, but it was much more manageable than I had anticipated given some comments about how hard they were in earlier posts on this thread. There really isn't a whole lot of room to buff them without making the fight nightmarish to manage without Selphie's DemiCure (or Quistis' White Wind if it exists in the demo) to keep up with the damage they do.
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
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
Does this mod work on the remastered edition, or only vanilla?
Hello Sega.
Could you tell me what program you used to make extracting 1 or 99 spells the same? I like to mess around with the FF VII programs, but I have no idea about the FF VIII ones, however I want to play FF VIII again, but the issue of using magic weakening me pulls me back and I really like your idea, however I'm Spanish and I can't play your mod like I did in FF VII because of the language, so even if I have to play FF VIII I would like to edit the extraction theme, thank you very much.
This was done in assembly rather than with a tool, which means either using a hex editor on the FF8.EXE or injecting hex script using something like Roses & Wines (which modifies the FF8.EXE at runtime). The issue may be that the spanish FF8.EXE has different offsets to the english FF8.EXE and I don't know what the differences in offsets are I'm afraid.
The hex addresses and the changes needed to be made for the english exe were:
#HP
963CB = B3 64 90 90 90 90 90
#Primary Stats
966E5 = B2 64 90 90 90 90 90
#Secondary Stats
96788 = B2 64 90 90 90 90 90
#Elemental Attack
969D1 = B0 64 90 90 90 90 90
#Elemental Defence
96AAE = B1 64 90 90 90 90 90
#Status Attack
96BC1 = B0 64 90 90 90 90 90
#Status Defence
96C9D = B1 64 90 90 90 90 90
(Credit to JWP for these)
If you're lucky these may be at the same offsets in the spanish exe. Sorry I couldn't be more help. As for what hex editor to use, I personally use something called XVI32 hex editor, but there's likely other free hex editors out there.