Qhimm.com Forums
Miscellaneous Forums => Archive => Topic started by: Skillster/RedSarg99 on 2005-10-17 11:24:02
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Hello.
Kinda decided to pick up Elentor's Hardcore scene.bin
( http://forums.qhimm.com/viewtopic.php?t=4357 )
and continued editing the enemies in it.
Ver 0.01d:
Minor update;
Changed items on Bullmotor and Sandworm
Changed Speed and Mag Def of above
Ver 0.01c:
Minor update;
Fixed the elemental weakness bug that Scenester causes in most of the file I have edited so far.
Advised to post Patches instead of whole Scene.bin files for legality reasons.
Ver 0.01b:
Taken on board the advice about stealing decent items as well as morphing enemies into decent items.
Changed all the enemies accordingly that I had edited in the previous patch (Corel to the destroyed reactor town - Gongaga?)
Reduced the stats for Jenove-Birth so you do have a fighting chance as well as elemental weaknesses.
Big surprise when fighting the Land Worm (Corel Prison) - Very Hard (But Worth the items).
Dyne - Watch Out! If this works properly you will get a nice ambush!
Again I have added more Elemental Weaknesses.
Any feedback is Welcomed!
Ver 0.01a:
From after Jenova Birth up to Turks Rude and Reno (scene 124-135)
I have been basically doubling most stats - including Level
(exception being the bosses - even harder - and piss easy enemies).
Added some elemental double damage attributes to a couple of enemies.
Removed most items dropped, stolen or morphed to mainly Potions/Hi Potions/Ethers/Pheonix Downs (some exceptions).
I HAVE NOT TESTED ALL OF THE GAME USING IT.
So please can you kind folks give me some feedback (hope it works).
LATEST VERSION 0.01c
This is the file to patch an ORIGINAL scene.bin file
http://parvez-halim.demonweb.co.uk/skillster_0_01_d_full.exe
This is to upgrade from ver 0.02b (about 20KB and the above patch is 100KB)
http://parvez-halim.demonweb.co.uk/skillster_0_01_d_upgrade.exe
Thanks to my friend for lending me his webspace, please visit his blog here:
http://parvez-halim.demonweb.co.uk/
Very interesting and diverse look at life!
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As I know there already exists mod that doubles stats of enemies.
http://forums.qhimm.com/viewtopic.php?t=4470
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as far as I think I am concerned, the author quotes his game is difficult but not impossible, and that no levelling up is required.
I want to reach a level where leveling up is almost essential if you want to win without luck.
If people play RPGs like FF4/5 or Xenogears, then you might understand what difficulty should be.
Anyways on a side note, I have been editing the scene.bin looking for how to unlock the formations (the dialog in scenster program doesnt allow you to add more enemies then there is already),
I noticed the formations are in the scene file (extracted from scene.bin).
Starts at 0x108 and ends at 0x297 there is room for 4 sets per scene file.
Note you cant have enemy IDs that are not present in that scene file.
Here is the example of a 5 man formation:
52 00 24 FA 00 00 5C F9
01 00 00 00 FF FF FF FF 53 00 20 03 00 00 24 FA
01 00 00 00 FF FF FF FF 53 00 08 07 00 00 84 F8
02 00 00 00 FF FF FF FF 52 00 50 FB 00 00 1C F3
02 00 00 00 FF FF FF FF 53 00 14 05 00 00 48 F4
02 00 00 00 FF FF FF FF
This is at 0x178 of scene file 119.
Where the 52s and 53s are enemy IDs If you fill the preceeding 00 with FF you will disable that enemy from the formation (ie remove).
After this is a few lines of FF which is just to fill the gap before the next formation or section. You can just paste the next enemy data from the line above into the line after this and you will now have 6 enemies if you check this file with Scenester.
EDIT: Also the 01s and 02s at the start of the line indicated Front Row (01) and Back Row (02) Just so you know.
I havent yet tested this in game, so please let me know if it is ok to use.
Just so you know, I might include some more enemies alongside bosses, or a very tough group of 5-6 baddies in one go :) tastey!
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Hey, you're welcome to do what you want with your scene.bin edit. So I don't mean to suggest you NEED to do any of the following (although I apologize if I word it to sound that way). Just consider the following.
Cutting stealable items to generic restorative items across the board, ON TOP of doubling enemy levels will literally kill the usefullness of the Steal command. The success rate of Steal is dependant upon the Stealing character's level, and the target's level. The greater the discrepancy, the higher/lower the success. By doubling the enemy level 'stat', you are effectively doubling steal's fail rate. On top of doubled statistics, stealing ONE potion, after 20 attempts, and over 1000 HP, and 30 MP later, you have one extremely worthles piece of materia.
Do youself a favor. Don't limit the player's options even further than they already are in such a traditional RPG. As it stands, whether you are attacking with the fight command, or a spell, the depth of Final Fantasy's IN BATTLE strategies largely boils down to "Attack, heal when weak." The better you can manage the balance between these two actions, the farther you will go without "botting" for experience. Chance commands like D.Blow, and Steal are there for situational bonuses. If you are doubling EVERY enemy's evade% without regard, you ruin the usefulness of the D.blow materia. You argue that the result is a more risky command? I say you miss the point of scenario design. D.Blow is just a special piece of equipment you use when you encounter an enemy with extremely low evade. Yes, you will deliberately make an enemy with extremely low evade percent, so you can encourage the player to think. Maybe it has very high phys and magic defense, and even a generous helping of HPs, so if you even gave it an element weakness, you would still hardly even deal average damage. How in the world do you make an interesting fight out of something that ammounts to 500 Fight selects, and 120 Cure selects, and 310 Fire2 selects? Well, you drop the enemy's evade stat to near 0, give a player the Deathblow materia, an elemental materia, and a fire materia, and the problem solves itself, but only if the player thinks, and experiments. D.blow + Elemental+ Fire = 4x damage per turn. The remaining characters could still be casting Fire 2. You could either gain 3 more levels, and then simply spam Fire2 with all three characters, or give the player outlets for creativity.
Thus killing the Steal command is counter-productive. FF7 have very limited options during battles. All strategy comes pre-encounter, but the one trick Steal has over all other commands in the FF series, is it unifies ALL encounters in a larger whole. By stealing, instead of buying a weapon, you 'save' money, which can be used toward purchasing consumables. By stealing consumables, instead of buying them, you save money which can be used toward buying unstealable armors. By allowing 90% of the enemies to have USEFUL drop items, you challenge the player to risk the damage. Steal will not be manditory. You can always buy those ethers at town. You do not need that Mithril Sword, because you can just it 5 feet away at Kalm. Let the player have the option to Steal, instead of buying everything, though. Give that command SOME sort of usefulness. If it is at all possible, even make it an attack command like was done in FFX. You don't have to go so far as to make the steal command completely kill certain enemies all together (although, that was the basis for FFX's random encounter strategy. Utilizing each character's stregths to exploit enemy weaknesses, which 90% of all enemies had SOME weakness), but IF it is possible, provide some extremely high defense enemies with a 'stealable' armor, at near 100% success. Get a piece of equipment, which might suck balls, but also drop the enemy's physical (and/or magic) defense by 100%. There are alternitives to the steal command, other than just getting the occassional bonus weapon. It depends whether or not there are provisions within the code to allow for such modifications.
If there are none, do NOT kill the Steal command. It already sucks enough as it is, since it gets one REALLY good run of usefulness near the end, and then becomes absolutely useless. If the ONLY thing you can steal (save 5 ONLY stealable weapons/armors) are items that can't even restore the damage you sustained while trying to steal it, you completely raped an already hurting command materia. It takes up a materia slot. Give the player SOME sort of reason to waste that space, other than to deliberately criple him/her self. Thos 5 rare items do NOT justify the existance of steal, materia, because players will ALWAYS have steal materia equipped during the fights which harbor those rare items. When an option becomes a non-option (you have no other choice), it isn't a justification. It just is. Provide the player options for stealing buyable items/weapons/armor, around the area in which they can buy them.
You don't have to go overboard. Maybe one weapon the player can pick up from a boss one area prior. Maybe an enemy in between have armor that will soon be buyable. Maybe an enemy not long afterward will have a weapon you could have just purchased. Not everything has to be stealable, but most things should. Same thing goes for Morph. I am not as fond of the materia, but if the player is going to spend about as much time trying to deal the final blow with 1/10-20th the damage, give them something back for their time and effort, instead of a kick in the nuts. "Potion"? I'll tell you what I see whenever I steal or morph an enemy into a potion. "Fuck you". Yeah, it is alright from time to time. Like I said, it is risky, but you CAN'T make it risky just to steal an item AT ALL, and then turn around and kill any reason to have tried to begin with.
Double fail rate...? Sigh. Fine. I personally think it is a pain in the ass, instead of challening, but I would rather spend my time in one fight to "earn" a new weapon, instead of spending just as much, if not more time farming gil from enemies. Bear in mind, each time a player decides to steal, instead of farm for money, they hurt their EXP gain. Someone who progresses through the game, stealing from every enemy, and harvesting rare items for money, or just to upgrade their party's armor, will be suficeintly lower leveled that the folks who spent half an hour accumulating enough money to buy a new sword.
So please, think about the thieves. Not every one enjoys using the Fight command all of the time. :)
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Hi thanks for posting, but I am not going to read all of that.
Put it this way, I have played through Elentor's Hard mode scene.bin and I enjoyed it (except for the No1 Reactor at the start of the game).
So Hence I am continuing the editing of the bin file.
the evade hasnt changed, levels have doubled, but you need to realise the player has to be at around the level 20 mark after beating Jenova*birth, and now most are the enemies in the proceeding area are around the 40 mark. originally you might beat jenova and be at about the 15-17mark and the enemies are about 20-30 so there isnt much difference.
I dont belive in changing the evasion rates, not this early in the game.
Plus removing the equiptment and offensive items as well as the stronger healing items again increases the difficulty level, making the player depend more on tents and cure-all and trusty potions (what are they?).
This all adds to the energy of the game, players replaying the game will just be going through the motions, but hopefully this edit will make them work through the game.
Hence the name, if you dont like it - then its not for you.
And attack isnt so good in this, magic and summons as well as a good stock of limit breaks are the order of the day.
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I actually rather like Kiggles' suggestion of improving the items that you can steal from enemies/morph them into. Would justify the fact it is even harder to steal from an enemy because their level has been increased.
I hardly ever used steal when I played the game... if I had thought I could get some cool weapons or armour for free then it might have been worth my while. Obviously not awesome items... just things more useful than simple potions or elixirs or whatever. (Heh, would be cool if you could steal materia, don't think that's possible.)
Alternatively... isn't it impossible to increase the HP and attack damage of enemies without actually increasing their level? Would mean that the chance of stealing/morphing an enemy would remain the same (but stealing/morphing the enemy would be twice as risky due to the increased health and dangerousness of the enemy).
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Alternatively... isn't it impossible to increase the HP and attack damage of enemies without actually increasing their level? Would mean that the chance of stealing/morphing an enemy would remain the same (but stealing/morphing the enemy would be twice as risky due to the increased health and dangerousness of the enemy).
It is possible... Each stats are independent from each other.
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Hmm, I'm wondering whether to go for Skillster's 'hardcore' mod or hay's 'reasonable' mod.
I consider myself pretty 'hardcore' but if in the 'hardcore' mod you have to run around loads more doing random battles just so that you are tough enough to take on the enemies then I don't think I can be bothered. I never enjoyed running aroud the place to level up, I just wanted to progress through the game and enjoy the wonderful story.
I want a tough timebeating the regular enemies but not have it so tough that I dont' have a chance to beat them unless I'm a much higher level. I guess I want to replay the game again and have it be harder... but not have to spend a longer amount of time playing it. :)
Heh. I think its cool that we are getting a choice of different game modifications though.
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there's also smithie and his 2x mod :)
I guess I want to replay the game again and have it be harder... but not have to spend a longer amount of time playing it.
You don't have a choice. Harder battles requires some more time it could be 'tons' of time more or just some minutes :)
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Fair enough, Skillster. :) Thought I would throw out some suggestions, but in the end, it's your work. Take it the direction you're most interested in. :)
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You don't have a choice. Harder battles requires some more time it could be 'tons' of time more or just some minutes :)
Well of course the actual battles will take longer if the enemeis are tougher, I mean I don't want to have to go and do extra running-around-the-world-map-levelling-up as well before I can dare attempt the battles. :) Easy battles should be made hard, battles that are already hard should be left pretty much the same.
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In ff7 there are not many hard fights excluding Ruby ;] and Don Corneo's flying freak... Rapps was it?
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In ff7 there are not many hard fights excluding Ruby ;] and Don Corneo's flying freak... Rapps was it?
He just did lots of damage. Element + Chocomog on a characters armor helped waste some of Rapps' turns. Otherwise, it didn't have enough HPs to be a big threat. Those Bolt/Fire3 items you can buy in Wutai are real handy. :)
Anyway, regarding Easy battles made hard, and hard battles left unchanged... I don't think that is the best way to go about things. A variety of encounters is extrmely important. If absolutely EVERY encounter is a fight for your life, or even requires you undivided attention, it becomes redundant. Mixing in the occassional, albeit fairly rare encounter of fodder is important to the overall enjoyment of the game. Some batch of critters you can just charge through by holding the accept button are fine, but only used sparingly. Everything else may not even need to be more difficult, but simply more varied. Making critters tougher, but giving them varied and perhaps unexpected weaknesses makes the game refreshing, and encourages the player to think. Brute force leveling up could still solve the problems, but leaving the resourceful player an out is much more enjoyable. :)
Anyway, this doesn't really aply to Skillster's mod (too much). He has tweaked element weaknesses, so the adjustments aren't just a universal 2x stat boost, but I believe I get the impression he really wants to make FF7 play along the lines of SMT: Nocturne, in difficulty, where just about every single fight could send you to an unexpected Game Over screen. Maybe not. I don't want to suggest what Skillster's goals are incorrectly, but I don't believe he intends to just balance out the rest of the fights to be on par with some of the more difficult encounters. If anything, I believe one of the primary goals is to make some of the supposedly harder fights (particularly bosses) MUCH more challenging, while the rest of the critters don't change too drastically. Again. I am only making assumtions.
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I meant flying pet of Corneo when Yuffie stole your materia and you don't have any of it :)
There's also Barret's Mindblow that wipes MP of flying freak :)
Kiggles... You're damn amazing :D Like demagogue leaving those who read your posts overwhelmed ;] You've got some secret containers with vein or something? :D
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I played Elementor's scene.bin to test it out orginally and really liked it. However, all the enemies after the first reactor up until the end of his game had a flaw : the dropped items all converted to potions due to a bug in m4v3r's sceneedit that was since fixed (I think). I was just wondering if that was fixed in this version ?
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was that supposed to happen? I felt it made the game ALOT harder, since you had to stock up at the nearest shop full of tents and pheonix downs to survive certain areas?
OK, I take back some of the comments about Elentor's Patch -
Some of the boss fights ARE stonking hard, I just managed to beat Jenova-Birth this morning, and heres how:
I got onto the boat at level 17, got wooped inside 3 rounds by Jenova.
Leveled up to 18 and still got beat.
Got to 19 (got Blade beam for cloud and Fire2 by now) and beat her on the 2nd attempt (only cloud attacking the other 2 curing).
I have to admit, Fire2 was doing about 200HP damage and she has 6000HP! Summons did about 300, limits 400.
Jenova was far too fast getting off about 3 hits per turn (3x W laser or 2xtail laser) and doing 250 per W laser and 150 each with Tail Laser.
So that needs fixing as that was far too hard.
Ok so I checked some of the monsters in the Corel region of my patch.
Not too bad, the fight is a few rounds longer, but requires you to keep your eye on your HP, if it drops to less then half you need to Cure All, or those Thunder Kisses (lighting birds) are fast and can cause a rout if you are not watching your HP.
I will look at the stealing actually, since it is mighty difficult in Elentor's mod to steal It maybe worthwhile to change the items around so you could get a strong offensive item or even equiptment (especially on bosses).
But for the moment, these modifications I am making
(Corel to the destroyed reactor where you fight the turks),
is just the get a feel of what is a good difficulty level and what isnt.
I also want to bring characteristics of each enemy to light.
Some are stronger in some areas than others, such as Mdef or Str.
I want to amplify these to make each enemey unique and have to be dealt with in a certain way.
But of course this will be one of the last things I do to it.
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I didn't get to the first Jenova last time I played but I was close to it. As for the items, I agree that can make the game more challenging but getting some items would be nice such as the spirit charm thing after the fight with rufus and etc.
For most of these, you can't get them anywhere else so I think they shouldn't be omitted. As for the tents and stuff like that, I do think it adds to the challenge though.
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what spirit charm?
Rufus didnt drop anything other than potion with Elentor's patch, so I missed that
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I think he originally drops a Protect vest. I dunno what this "Charm" is, either =/
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Having played some more today I noticed a few more things:
When you SENSE enemies, you get the correct Level HP and MP.
But elemental weaknesses that you manually add do not show.
There could be 2 reasons, the application I used to put them in did it incorrectly (I will confirm this by looking at the data in a hex viewer) or the Monsters have all this additional info about them hardcoded to automatically display after the normal level hp and mp info shows.
About stealing, the default rates are about 17-28% on most monsters.
That means it may take up to 9 attempts to steal something!
I find that amazing, since you are sacrificing a character's turn to steal
and this has to change.
I am looking at increasing the steal rate to around 40% since if you are getting clattered by damn hard enemies it should be the foolhardy folks who risk getting a kick up the backside to steal from the monsters! :)
EDIT:
I did find a bug in scenester:
When setting a element to do double damage, it should be stored as 0x02 but in Jenova and Thunder Kiss they are stored as 0x03 which isnt anything to FF7!
So this is going to be quite difficult to debug :(
Thank God I have only done like 15 scene files...
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I finally used a old save to take on Dyne in Corel Prison.
(I save old save, It has cloud at Level 17!)
Funny, I edited the formation to have two bullmotors alongside Dyne.
Strangly there must be settings to set the X Y co-ordinates or 1 of a few set positions, since they all (2 bullmotors and dyne) were overlapping each other!
http://parvez-halim.demonweb.co.uk/ff7formation.jpg
I will keep working on this
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I was just wondering, can you also edit the number of people in your party?
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you mean enable or disable party members so you get 2 or 1 player in your party?
That needs to be done via the save game file, or a real time trainer program.
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I was particularly interested in adding another character to the party (would really nned a difficulty patch than) because I hate having to decide between Red XIII and Cid.
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Hello everyone.
I really like this project. And since I'm hardcore FF player, I can provide some bosses info that can be useful.
For example : everyone knows that Jenova-Life has only Water-based attack, and you can get Water Ring right before fight with her. Do you have any suggestions to make her hard except not equiping Water Ring. And btw she has only 300 MP. 3 Magic Hammers make her helpless to the end of the battle.
Then here goes Schizo. Fire and Aurora armlets and Magic Hammer = dead.
Jenova-Death - Fire Ring, Fire Armlet plus Magic Hammer = dead.
Carry Armor - dead Arms and no MP for Lapis Lazer = dead.
Ok, thats over for now.....
[EDIT]
BTW, Some bosses what vulnurable to Poison have one back door.
If they poisoned and have 7777 HP, it's will trigger All 7 attack, they will attack you once dealing 7777 dmg even through Barrier and then die from poison. It's happens not too often, but I think it's can be abusable if enemy have more than 7777 HP.
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Thats something I will need to test, are you saying they need to be poisened and brought down to 7777hp? there is very low chance of that happening or even to set that up.
Been playing with the formations in the memory for realtime testing.
So far only been able to either a) put the enemy next to Dyne or b) put them to the extreme left or right of the battle scene (very funny when the camera pans to them and they are sitting on some hill way out there).
FR---------------------<-ID-><---location------>
52 00 24 FA 00 00 5C F9
01 00 00 00 FF FF FF FF 53 00(20 03)00 00 24 FA
01 00 00 00 FF FF FF FF 53 00 08 07 00 00 84 F8
02 00 00 00 FF FF FF FF 52 00 50 FB 00 00 1C F3
02 00 00 00 FF FF FF FF 53 00 14 05 00 00 48 F4
02 00 00 00 FF FF FF FF
I have only been editing the values in the brackets, I may use values from other formations to mix and match and post my results
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Well I've used it then fought Materia Keeper. I poisoned him with Bio dealing 99 dmg (You can adjust it by adding\removing magic materia and\or putting MBarrier at MK), and after 2nd damage from poisoning (262+262), his HP become 7777 = (8400 - (99+262+262)). MK killed Cloud with Hell Combo dealing 7777 dmg, and then died from 7777 poison damage.
(http://i21.photobucket.com/albums/b281/TsukiNoNeko/MateriaKeeperGot7777.jpg)
Name of Cloud, EX-SOLDIER because of Debug Room using.
About Jenova-Life I have for now only one suggestion : change "Blue Light "'s attack elemental to non elemental may be, but I guess it not stored at scene.bin file.
And since I'm using PSX version (ISO), is there the way to change scene.bin or I must buy PC version ?
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It is possible to use an ISO editing program to change the scene.bin on the psx, please check the game tweaking forum for more details.
As for changing the type of damage down by monster attacks, this is something that lies deep in the scene files, possibly in the attack data or other section which hasnt been covered yet.
Does anyone know of identical enemies (or an enemy that has two identincal attacks, both with different elements?) but with different elemental attacks?
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May be Schizo ?? Both head have different attack.
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but do they both have the same attack but with different elementals?
I beleive they are two seperate enemies/sections as you can scan and target each one individually
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sorry. it is the protect vest. the spirit charm I was mentionning is an item that enhances spirit defense in the same manner. forgot the whole name. it's spirit something. but yeah protect vest is a good example of what I was saying. You can only get some of these items from fights.
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Right Head uses Breath with Fire Element, Left with Ice.
You can only get some of these items from fights.
No, you can buy them later, at Rocket Town for example.
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except for extremely good items/materia most stuff that is won in battle can be found in shops across the world
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Skillster. I appreciate you taking efforts to help balance out some of the materia/commands, like Steal/Morph. You really sound like you're getting into some nitty gritty, so I'll have to give this one a go. Esspecially with the effort you are focusing on making creatures more diverse.
Doubt I'll be able to get you any helpful feedback on your work, but thanks for taking my, and other's advice, even if you came to your own conclusions based on the existing game mechanics. :) Good luck. I'll be keeping my eye on this project.
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Hi, I am play testing my section of the scene.bin, and I will admit some of the enemies are a tad difficult, and would be bothersome for players a little below the level my players are at.
I will tweak the speed a magic levels further to enhance the playability.
I am still to search for the elemental properties for attacks.
I am still not enable been able to discover exactly how to set the position of an enemy on the fighting field, but I know which settings need to be changed to change the positioning.
Once I have finished playtesting I will know what is a decent level of difficulty and have saves in good testing areas so I can press on with the editing.
Thanks for trying my patch
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About the Land Worm, I came across one at about level 23, and your surprise did make it hard. Killed me even >.>. So I... cheated a little to try and beat it for the items you said would be worth it, to see what they were. After beating it all I got was a potion... bug?
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Enemies can have multiple drop items. Up to a total of four droppables, if there is nothing to steal. Drops are only one at a time, of course. The way it functions is the game will make a 'roll' on the first droppable item. If the drop fails, it makes a roll for the second item, so on and so forth, until a successful roll is made, in which case you get that item, OR all rolls fail and you get no items. Keep trying. There may be other items before the worthwhile drops to clutter up, and reduce the drop percentage of the good loot.
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Kiggles:
The item you can steal, are you able to win this item instead at the same rate?
Death Claw: A tad too hard, although his Laser attack IS supposed to do damage according to your HP.
Dyne: Not a chance, used Chocobo summon to stop Dyne, but by the time I went to use Cure 2 the BullMotors had killed me :(
I have cloud at Level 21 and rest up from Level 19 onwards.
Location in the Corel Prison.
So testing is good, I am getting a general feel for enemies;
2 Face: Too much HP to kill quickly but they kill themselves anyway.
those theives: Quick and maybe too much HP (one got away with my Turbo Ether :( ).
Death Claw: Beatable but deadly.
Sand Worm: not fought it yet... (weak against ice and water I think - Hint)
Bomb: Shiva and Ice2 all the way!
Thunder Kiss: Look our for its thunder attack, other wise fast and weak vs Wind.
big peacock bird thingy: Easy and slow but a fair amount of HP.
those annoying seed spitting toadstool things: Fast and dangerous since they come in groups of 5, when they start hitting you with Four Laser you will need to keep you HP up.
Nice fight to help you get a new Limit Break Level! Strong Vs Fire, Weak Vs Ice.
I will keep testing up to Gongaga and then I will refine existing enemies and then make any changes that any suggests to me (feedback please!) before moving onto new locations (I want to quickly get to sunken gelenika!).
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OK, this morning I did fight the sandworm:
He was bloody hard, very fast and kept doing earthquake (weak quake 3 all).
You can get around it with earth+elemental, but his sandstorm attack is almost undefendable, so I have toned him down abit and fixed his items.
Dyne is still too hard, so I have been playing with him :)
And those theives are now atad slower and beatable.
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The item you can steal, are you able to win this item instead at the same rate?
I think NO.
Dyne: Not a chance, used Chocobo summon to stop Dyne, but by the time I went to use Cure 2 the BullMotors had killed me
Transform=All Or Seal=All. If you did not added status immunities to them.
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Genji: suppose that is a good idea, this normally depends on their level vs yours doesnt it?
I removed one bullmotor from the fight, but still got wooped (assuming people havent leveled up as much as me this fight might be impossible).
So I may reduce Dyne's speed and strength some more.
I realised that Sceneedit actually turns all the items won into potions (noooo), so thats why you didnt win anything from the sandworm.
I put most the items back and played with some of the stats of the enemies in the prison.
But i wont release another update till I finally beat this portion of the game
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The item you can steal, are you able to win this item instead at the same rate?
I think NO.
This would be corrrect. Droppable items, and stealable items are designated independantly. An enemy can have 4 items they drop, and absolutely no stealable; or will not drop anything but can have up to four different items stealable. Unless you designate that a monster have had potions dropped AND stolen will it be possible to drop the same items you can steal. This does, however, require two item slots from the 4 an enemy can have. Drop/steal item variations can be anywhere inbetween, of course. 3 droppable: 1 stealable, 2 droppable: 2 stealable, 1 droppable: 3 stealable (or 1 droppable: 1 stealable/1 droppable: 0 stealable and up. In all instances, if any enemy drops an item you can steal it is because items droppable and items stealable are the same.
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I tried to download the latest version and I got a service unavailable message. The webpage of your friend also returned the same message.
I suppose that's temporary ?
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Possibly we helped him to exceed his monthly bandwidth Allowance (oops!).
You know, I actually thought through this abit more, I feel in some areas monsters being difficult works well (world map, early dungeons, etc) but their are some where it is annoying (nebelheim, Gi Cave, templae of the ancients).
So I am going to rethink the difficulty and maybe think of a "difficulty curve mutiplier" which to base monster increases against.
So some areas may have a x1 or x1.2 increase while others maybe x1.5 or in rare cases x2?
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Souds good. I find myself quickly becoming tired with a game if it is continually difficult. It is always a good idea to not only mix in a random critter that you can tear to pieces, but also have difficulty fluctuate slightly from time to time. In some instances being notably more difficult and others surprisingly easy. Even though a player could gauge their progress on old enemies, it has a better feel when you actually move through the game.
Deffinitely be careful with marathon portions of the game. Like the sonw field/cliff/crater-> Junon. I'll let oyu figure out what sort of balanxing is best, but it's the kind of thing that can be irritating if difficulty keeps scaling the whole way. Just a sort of problem area to look out for. Also, when Yuffie steals your materia. Be careful with that portion, since lacking materia means lack of alternitives. You pretty much just run a battle of atrition through that segment, since you can't exploit weaknesses, or use defensive buffs.
Good luck.
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Yeah, it's sounds good, but first you need list of battles to decide. And btw having overpowered enemy, that have 2-side attack formation will end any adventure ))
You can raise some parts difficulty knowing that player will have HP Plus or two. I think you can variate difficulty of enemy in one area, for example make Kyuvilduns (monster with Lay Flat move) like 1.5 difficulty, but Dragon with 2.5. (in Nibel Mountain).
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I've tried to patch my scene.bin and got message "Cannot find file to patch"
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strange, pm me ur email address and I will send you my one
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Souds good. I find myself quickly becoming tired with a game if it is continually difficult. It is always a good idea to not only mix in a random critter that you can tear to pieces, but also have difficulty fluctuate slightly from time to time. In some instances being notably more difficult and others surprisingly easy. Even though a player could gauge their progress on old enemies, it has a better feel when you actually move through the game.
Deffinitely be careful with marathon portions of the game. Like the sonw field/cliff/crater-> Junon. I'll let oyu figure out what sort of balanxing is best, but it's the kind of thing that can be irritating if difficulty keeps scaling the whole way. Just a sort of problem area to look out for. Also, when Yuffie steals your materia. Be careful with that portion, since lacking materia means lack of alternitives. You pretty much just run a battle of atrition through that segment, since you can't exploit weaknesses, or use defensive buffs.
Good luck.
I've been wondering about changing alot about the dynamics of the battles. Not just making things generally more difficult but encouraging alot of decisiveness, earlier in the game too. I've played with introducing Double Cut and MP Absorb early while facing these enhanced enemies. Of course, I'd say it's then not quite as hard, but it is more engaging than normal. It seems to promote the fighter/healer relationship and raises the pace of the action.
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Interesting. I wouldn't mind looking into giving the player more choices from the get go. Effective, and creative party setups could be a really interesting dynamic, which I felt was very lacking for the majority of FF7.
Anyway, I have been playing Digital Devil Saga 2 lately. I'm going through on the hard difficulty, and it is some of the most fun I have had with an RPG. The basics are that most everything has a weakness, or small list of actions. Furthermore, your party is very limited in the amount of skills they can have active during battle. Ultimately, it is very simlar to FF7's materia setup. You have a max of 8 skill skills per character. Skills are individuals skills/spells, but the end result is something along the same lines.
Attempting to mimic the same format wouldn't work, because the Shin Megami Tensei Press Turn system is VERY reliant on exploiting weaknesses, not to mention protecting your own. However, I feel that giving the player Elemental (blue support) materia as early as possible, and a few other support, independant (purple), or command materias early on would GREATLY improve some of the strategy. Early on it may be as simple as finding out a boss' weakness, and using Elemental->Fire on everyone's weapon., or determining that most (if not all attacks) are ice, and using Elemental Ice on armor is the way to go. Basically, strategy would be pregame oriented. Yes, it is a little disapointing, since I like involved encounters, BUT we kind of need to work with what we have. Giving the player all the tools they need to make good pre-game strats is FF's strong point. Giving them the motivation, and enemy configs to exploit them... not so much.
Ah well, if I didn't say as much earlier, don't sweat this little deviation in discussion, Skillster. I think you are more of less on the same track, BUT using the existing FF7 gameplay feel (gradual progression/accumulation of statistics and equipment/items) which is good. I don't think you wanted to completely overhaul the FF7 gameplay, but make it a bit more interesting and challenging. What nl and I are mentioning is more along the lines of a big overhaul to the game progression/feel.
I may look into this, and experiment further. It'll be a while, though. I don't have the best of PC configurations right now.
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dont worry I feel you can increase difficulty by making very small changes to the gameplay, so far we are able to:
Increase the level and stats of enemies.
Decrease the chances of Winning/Stealing/Morphing Items.
Change Elemental/Attack Type Weaknesses.
Add/Remove the number enemies in a battle.
Change the Elemental/Status/Type of enemy attack.
[/list:u]
I feel that before in the previous patches all that was being changed were the first two items in the list, we can now change all these items and not massively effect the game, just the difficulty and the experience.
Which is the ultimate goal.
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So guys may be it's time to throw suggestions for boss modification ?
Here is the my list of them:
- Guard Scorpion
Make Rifle multitarget
Make Scorpion Tail add 'Poison' (Even swordmaster can't fight poison :)
- Air Buster
Make his counter attack HP based
- Aps
Make him Absorb Water
Make Lick add 'Sleep'
- Reno
- Sample:HO512
- Hundred Gunner
Make one of attack multi-target and HP based
- Heli Gunner
Same
- Rufus
- Motor Ball
- Bottomswell
Absorb Water, immune to poison
- Jenova-BIRTH
- Dyne
- Gi Nattak
Remove weakness to 'Holy' and absobtion of 'Restore'
- Materia Keeper
Immune to 'Poison'
- Palmer
Same, and make his attacks No Elemental
'Slap ass' move add 'Confusion' :)
- Red Dragon
Immunity to 'Poison'
- Demon's Gate
- Jenova-LIFE
Non-Elemental Blue Light and Blue Flame
- Schizo
Non-Elemental Breath
- Jenova-DEATH
Non Elemental Tropic Wind and Red Light
- Ultimate Weapon
- Carry Armor
Punch add 'Confusion'
- Rude & Attack Squads
- Diamond Weapon
Diamond Flash deals 9999 dmg.
- Rapps
Immunity to 'Gravity'
- Proud Clod
Need 'HP Based' attacks
- Hojo
- Hellectic Hojo
- Lifeform Hojo NA
- Jenova-SYNTHESIS
- Bizarro Sephiroth
- Safer-Sephiroth
Heh, cant think something else for now.
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Hi there, just wanted to know how much of this mod is complete? You said you started on elentors but his was only partly completed.
Also I've been playing around with a few idea's, one that might interest you, ive been giving the monsters mainly the one with no rewards source potions at 1 percent chance(steal&win). It works out really well in which about 1 once every hour you manage to find one, this gives the player a chance to shape the characters as they play the game.
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Gi Nattak- water absorb
He's a fire-based monster, so why illogically change his resistances??
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ive been giving the monsters mainly the one with no rewards source potions at 1 percent chance(steal&win). It works out really well in which about 1 once every hour you manage to find one, this gives the player a chance to shape the characters as they play the game.
That my friend is thebest idea I have heard for quite a few weeks.
I will take note of that and put it in my things to do when I become unemployed or injured list which should happen in a couple of months.
This patch only covers up to the fight with Rude and Reno at Gongaga.
It doesnt cover most of the monsters on the world map in the Corel/Gongaga Areas though because they are in the start of the scene.bin file and I am not touching that till later.
He's a fire-based monster, so why illogically change his resistances??
You are reading it wrong, the Water Elemental Comment is for the monster above.
Yes I got mistaken first time.
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That my friend is thebest idea I have heard for quite a few weeks.
I will take note of that and put it in my things to do when I become unemployed or injured list which should happen in a couple of months.
This patch only covers up to the fight with Rude and Reno at Gongaga.
It doesnt cover most of the monsters on the world map in the Corel/Gongaga Areas though because they are in the start of the scene.bin file and I am not touching that till later.
I sooo cannot tell whether you are been sarcastic there or not, but if you want i can break your legs for you to put you on the injured list :wink:.
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Love this scene mod, i think this is the one i downloaded and am using, i usually play ff7 without cheating and trying to get by w/ the lowest level possible and only using the buster sword and assault rifle throughout the whole game, the third person is my magic user. this mod is great, i always play to the north crater and then run around trying to do stuff before i ever finish the game, what i would really like, is a scene bin made specifically for when your guys are packing master magic - summon - command -got the ultimate weapons and are at 9999hp and hit for that ammount too. i tried to do some changes arounf mideel and nibelheim and wutai areas as well as around the gold saucer but i just kept f-ing things up - also i use scenereader and scene edit but for some reason the sense command never works, im also wondering what happens when you edit the level, does it do nothing except make the creature vulnerable to lvl-5 or lvl 4 death or does the game apply the neccessary stat changes, i want the game to be difficult and the battles to last much longer but i want to know when the hp is getting low so i can morph em into magic and power sources, I mean i am still using the buster sword and assault rifle here.
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Thanks for the appreciation,
I wasnt being sarcastic it is a very good idea to customise and individualise each character or simply make one character super good.
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awsome work skillster, im playing through it atm, much more fun now you have to actually think in battles :lol: trying not to lvl up but my lvl 9 cloud died to reno :(
is this project still being worked on? i know this is thinking alittle ahead but why not incorperate it with the 9999 limit breaker patch?
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This mod is going to merge with another project:
http://forums.qhimm.com/viewtopic.php?t=5130