@Sega Chief
I've been having a lot of fun with this mod so far. The emphasis on party roles, mobs, early materia access, unique armor/weapon properties, combat consumables, and scaling boss tactics bring back the nostalgia for me. It reminds me of the tight design decisions present in FF5, but at an even higher level thanks to normalizing values (equipment by tier, element overhaul, etc). Thank you for all your hard work. You rock.
Thanks for taking the time to prepare that feedback, it's very encouraging that you feel the mod is as tight as FF5; I remember that game's fights challenging me the most in the FF series. I try to make everything useful and keep innate weaknesses in the enemies to exploit; there are still improvements to make but I'm going to keep at it until it's perfect.
About the list:
-) The first Beginner's Hall had a dialogue revision very early in the mod's development, but this hasn't been updated or brought across to the Respectable Inn yet (it's on the checklist for 1.3, though; I'm adding in as many tricks as possible or maybe some NT Boss info so that it's worth visiting).
-) The Gongaga Turks were left with low HP due to some debugging I was doing in that area recently and I forgot to restore their HP after fixing the issue; the current hotfix patch corrects this.
-) Limits can only be tweaked with an .exe patch; I've prepared an experimental .EXE for use with the NT Mod but it's strictly optional and will never be mandatory to play the mod due to clashes with other mods like Menu Overhaul that can arise. I tweaked Limits in this .exe, for instance making Braver stronger than Cross Slash and giving it a Debarrier effect while tweaking power, effects, etc. for the OP and weaker limits.
-) Adding the ability to see enemy buffs/debuffs to Sense would be great, but I'm not sure if it's feasible and would definitely require an .EXE modification of some kind. I could however add a pre-action AI to certain enemies not already using one that displays text detailing the Steal, Morph, and Drop of the enemy. Would be a bit of work, and I can't add that to bosses that already make use of pre-battle AI, but it could be an interesting addition to Sense or a command re-purposed to trigger this. I'll start some tests.
It's interesting that you've been using Throw, it doesn't seem to be used very often but it has a lot of potential. I've seen a lot of different strategies being used in tackling this mod's fights which makes me happy; I randomised the drops from bosses fought from Disc 1 to the beginning of Disc 2 as well so that different playthroughs might go differently based on what equipment a player got.
If Sega made a Fort Condor runner, I'd buy him tickets for a Distant Worlds show and buy him a couple of drinks
Consider it done, I'll make an NPC or perhaps assign a party member to handle Fort Condor return trips. Talk to them in town, and they'll transport you there. Expect that in v1.3, maybe a repeatable mini-game for Gold Saucer assuming it's all handled through the flevel.
Just thought I'd post this in the event it hasn't been taken care of yet or not, but in Cloud's flashback I can't play the piano. I read that it was a problem in 1.0, but I'm using version 1.2 and having the same issue. Is there a way around this or a way to fix it?
I'd forgotten that was an issue, I think it's because the field uses a separate 'Young Cloud' group during the flashback which is visually identical to 'real' Cloud (the current piano looks for party leader in the NT Mod, but Young Cloud likely doesn't have a handler added when he's 'party leader'; I'll repair it if that's the case).