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Messages - wdx

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101
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-08-07 07:01:00 »
You can get back into the cave for Red's final limit break but these enemies no longer spawn in here.

Spoiler: show
its specifically the enemy in which u break the rock, didn't work on the other ones

102
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-08-04 07:10:12 »
I also already broke the rocks in the Gi cave so I cannot get to the Gi Spectre again I am assuming? Or can this be found elsewhere?

not sure if the
Spoiler: show
battle square
could count worth a try, but location not revisitable in general.

103
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-08-03 07:55:40 »
I now cannot find Aeris' 4th limit break when it says it is in the mansion.

try the
Spoiler: show
basement shinra mansion in nibelheim. might be a one trigger fight only thou? if you have clouds you should have aries.


104
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-08-03 07:53:25 »
Also I have looked for some guides to show all super bosses and cannot seem to locate anything for 2.0.  Is there a list of super bosses out there somewhere? So far I have killed all the cave bosses and Emerald but I hear there are 2 new variants for ruby and emerald?

there is a boss called
Spoiler: show
 the calamity
which you have the option to unlock
Spoiler: show
 feed silver chocobo at the icicle area pahsana greens
to get the clues then solve.

check highwind NPC to the left of cait after point of no return for indivual missions listed.

there is no alternatives to ruby/emerald. perhaps your thinking of v1.5 where there was carmine weapon etc alongside the 'dark cave' side quests where many more 'superbosses' were to be found.  the battle mechanics are different to the original esp ruby :)

Spoiler: show
'The Curator'
is another 'superboss', which is not hidden. found outside the 
Spoiler: show
 diorama in the shinra tower






105
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-07-29 20:43:25 »
I do have a question though....are there missable items/gear? I know alot of things can be stolen/morphed but are all of these items able to be picked up somewhere else as well? Also I believe  I missed a 1/35 soldier in midgar..


some items are unique from some places can try berubs item list or my own guide (which is aimed ta helping a type b no sp hard mode no exp playthrough for missibles :) )  your unlikely to of missed 1/35th soldier all were moved to revisitable locations in later versions.

106
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-07-14 10:52:34 »
I have to ask this here, because I can't seem to find the answer anywhere on the internet.. I am currently playing NT 1.5 and am trying to morph Eligor for the Silver Glasses (and steal the Striking Staff :roll: ), and have seen a video on YouTube of someone fighting it with the Sense materia (https://www.youtube.com/watch?v=0rDnCwXn7pg). How did he acquire a Sense materia for this fight?? Did 2.0 change something that I'm not seeing in the documentation?

And also, in the base game you get your first Sense materia shortly after this, once the plate collapses, in the playground. I'm not sure if another mod has changed it, but in it's place I get a Counter Attack materia (much earlier! :o ). I've tried reading all of the NT documentation to no avail. Can anyone help me out here?  :-\

there is a fair amount of changes 1.5 compared to v2 should treat them as entirely seperate mods imo.

for v1.5 u can get sense very early think its possible to buy early however wil check  later on today when home and play through real fast.  theres another option very late game inplacea of witem materia location theres a mastered sense instead.   

- Materia given during 1st visit to 7th heaven tifa's bar. on leaving whilst downstairs directly after materia tutorial.


107
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« on: 2021-05-26 18:13:22 »
Hi Dio doesnt appear in his room for the dark cave side quest, im pretty sure i've already gone to the bottom of the north crater so im not sure why he isnt appearing, are there any other conditions required to make him show?

the dark cave side queest no longer exists for v2. only within v1.x pretty sure hes at the museum in that version.

108
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« on: 2021-05-15 12:03:11 »
I was going to give 2.0 a go and I have a folder from when I played 1.5 with Wallmarket,  Black Chocobo and Proudclod programs in it,   I assume one of them was to check the item drops/steals/morphs of the enemies within the mod?   Are any of them still needed or useful for anything?

Also is there a list of limit break changes?  I couldn't find them in the documentation.

you can see the limit break changes within the check limit area/or upon usage if hit assist/target button. braver for example reduces an enemies defense by 5%. 1.5 I'd keep that as balancing features etc are different :)

current list of steals morphs as of 2.099 can be found at: https://docs.google.com/spreadsheets/d/1UXnqC_AOEVEUEKx6ABYyzGBJ2a29qA7cS2rdk02nbFo/edit?usp=sharing and is updated as i play through :) (should be looked as a mini lvl7 guide walk through more or less) type B no SP No ExP run. might be a few changes since 2.094 or if an enemy had 2 different steals/drops might not all be listed, that guide is very comprehensive with original purpose to be used for possible hundo speedrun :> (i've had 2 successful runs so far) on hard mode type b (1 sitting) still to work out strats for lvl7 via one single sitting :>
 





109
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« on: 2021-05-13 11:17:49 »
Just started 2.0! Been really looking forward to it.

One small nitpick though... I've been playing on hard mode which is fine, and the no gil from battles is just might be okay and add to the experience, but I can never steal anything in new threat and atm I'm finding it a little too tedious rather than adding to the hard mode.



there are some really quick ways of obtaining gil at most points within the game, dex will help a bit.  between steals morphing and drops gil shouldln't really be much of an issue.


an example is the following:
Spoiler: show

2xWhole Eater 162hp Morph Setup need low roll
Cloud Hardedge, Titan Bangle, Acc star
restore dealthblow morph sense hp absorb steal
Aeris Gaurd Stickm Bronze Bangle
all ice lightning barrier restore steal


a little later just after leave midgar
Spoiler: show



efficient 3x kalm wolves method
TIFA setup
grand glove fire+all +lightning sense
bronze bangle elemental poison destruct
star pendant
BARRET Setup
gattlinggun gravity barrier ice heal hp absorb
bronzebangle all fire enenmyskill
phoenixring
CLOUD setup
hardedge fire-elemental morph db
goldarmlet 3xsteal chocomog
peacering
Tifa + Barret Cast Fire then Morph only with Cloud
KALM INN IS ONLY 20GIL A NIGHT
farm 50 vamp fangs. buy potions / tents etc


u can get slightly more effiecient than the above.  if u let me know where u are in the game i can likely give u a detailed setup that will provide u with all ur gil needs, tbh thou i highly suggest that you experiment a little more with materia setup alongside morphing almost everything you see at some point then check what that item sells
the highest selling item is
Spoiler: show
 stardust a whopping 25000gil morph from 1st jenova u meet cargo ship on way across to costa de sol




110
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99)
« on: 2021-05-08 04:16:42 »
wdx did it and the link had some missing characters because some of the characters in the link aren't valid for the game. I'll remove the text, I forgot all about it.

underscore was the problem char. was done with disabling the exp as well to see if the txt changed (which it didnt), on that side, curious to why both tifa/barret are lvl8 after the first fight (which can't run away from) rest of the party members are lvl7 :>
 
you could use the likes of imgur (which keeps images up) rather than downloading file first, that would solve the issue of _'s 

111
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« on: 2021-04-22 19:51:42 »
another thing: sorry for double post

I noticed in documentation says Steal materia is in the sewers, but i found  one at the shop right after 1st mission ended and i accepted tifa in party. Is that correct? or is not installed correctly the mod? (i use 7th heaven one)

there is a steal materia within the sewers. doc is correct. Its an option to buy prior to getting elsewhere :)

if you read the info within the beginners hall. there is part which is wrong. 8 sp upgrades, is 4, likely a left over from v1.5.


112
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-04-21 17:32:54 »
I've been doing the 4 secrets from the chocobo and managed to unlock them all by changing the item required for secret #2 (the 4 save point reads Awoken). I've been looking around in the game trying to find what's changed but I didn't found anything.
Did I missed something or is the reward (?) not implemented yet ?

Anyway great work ! Thanks again !
works. ps u do not have to change the item required for #2
Spoiler: show
use a vaccine to prevent paralysis effect from kicking in on one.. 
script works fine for me :> 

113
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« on: 2021-04-18 20:51:52 »

Cait Sith starts with about double HP of other characters? Is this intentional? I thought it might be to compensate for coming in late, and because I haven't been using the SP system, but then Vincent comes in with 800, so now I'm not so sure.

cait sith's mvp for low level runs with his huge hp pool :) are you on hard mode? if so
Spoiler: show
 u can get a secret ending for completing without sp usuage, there is no added ending for no sp no exp run thou
:)  good luck

114
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.97)
« on: 2021-04-16 04:53:00 »
very minor bug wee bug regards 35th soldier (infinate) can be got from bugenhagen's observatory (v 2.096).




115
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.95)
« on: 2021-04-12 14:43:22 »
would you guys recommend for my first time playing with NT 2.0 installed?

NT 1.5 Vanilla Combat and finish the game and try out NT 2.0 after? Or screw it and go full NT 2.0?

Thanks for the advice. Cheers.

v2 and 1.5 are a lot different with several aspects each a seperate mod in their own right imo :)

i'd try type B regular mode for your first play through. saying that thou when your party meets up at the bar, ensure to check out the 2nd floor of the weapon shop.  There is a very handy list of things contained within the tutorial section which will teach you the game mechanics alongside suggested weaknesses etc that a particular group of enemies have.

Have fun :)


116
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-04-12 11:26:33 »
Code: [Select]
v2.095
*) Toggle flags for Hard mode, Battle Music, and No EXP fixed
*) Hard Mode: Parameters adjusted

hardmode / noexp bug still exists in at least reactor1. will check rest area's later on thats on typeb and typea checked.

117
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-04-06 08:19:39 »
Does someone have the documentation that says what the innate abilities in NT 1.5 are? The game tells you once and then never again, and I forgot what they are, and I can't for the LIFE of me find anywhere online where they are listed.

try this: http://www.mediafire.com/file/8gsq2hylgfjxkpd/Documentation.zip  (1.4's not much difference from 1.5's)

installer has a readme :>  posted contents of that section below.
Spoiler: show

[Cloud]

An all-rounder that can be built in different ways, Cloud has decent
showings in his defensive stats but at the cost of Speed. He can make
good use of a physical build using his Limits, but is also suited to
a hybrid build with a solid Magic stat.

\\Innate Ability: Limit Boost//
Whenever a Limit Break is used, Cloud gains a stack that boosts his
Strength and Magic by +10. He can hold 3 stacks for a maximum boost
of +30.

\\Initial Stats//
HP (Lv.6-99:   314-6521
MP (Lv.6-99   54-602
Strength:    43
Vitality:    28
Magic:       27
Spirit:    32
Dexterity:    16
Luck:       14

\\Source-Point Options*//
Ex-SOLDIER:   +5 STR/MAG/SPR
Mercenary:    +10 STR, +5 VIT/LCK
Makonoid:    +10 MAG, +5 SPR/DEX
Shinra Trooper: +10 DEX, +5 STR/LCK

*Note: You can buy 8 upgrade sets per character.


[Barret]

With high HP, Vitality, and a range of long-range weapons Barret is
a natural damage-sponge with poor Speed, Magic, and MP. His builds
revolve around either defence or boosting his offence with his
short-range weapons offering Vitality/Spirit bonuses.

\\Innate Ability: Attack/Defence Stacks//
When attacked, Barret gains 1 stack (max of 5) that boost his attributes
based on his current Row; Front Row = Strength, Back Row = Defence.
He cannot hold both types of stack at the same time.

\\Initial Stats//
HP (Lv.6-99:   334-7535
MP (Lv.6-99   46-413
Strength:    45
Vitality:    43
Magic:       09
Spirit:    37
Dexterity:    08
Luck:       12

\\Source-Point Options//
Marauder:    +5 STR/VIT/SPR
Vigilante:    +10 STR, +5 DEX
Heavy Metal:    +10 VIT/SPR
Techno-Freak:    +10 MAG/DEX/LCK


[Tifa]

A physical attacker with high Strength and Speed but low Defence, Tifa's
weapons can either compliment her Dexterity stat for better evasion and
more turns, or boost Defence to help shore up her low Vitality stat.
Tifa also has various special weapons like Motor Drive and Powersoul
that offer either high stats/damage output with some drawbacks.

\\Innate Ability: Grit//
Once per battle, if Tifa's HP hits 0 she will auto-revive with 1HP and
any buffs/Limit gauge/queued turns left intact. A downside is that she
will also retain status ailments.

\\Initial Stats//
HP (Lv.6-99:   315-5586
MP (Lv.6-99   46-720
Strength:    47
Vitality:    12
Magic:       23
Spirit:    18
Dexterity:    42
Luck:       09

\\Source-Point Options//
Monk:      +5 STR/MAG/DEX
Pugilist: +5 STR/VIT/DEX
Brawler:  +10 STR/LCK
Oracle:   +10 MAG/SPR, +5 DEX


[Aeris]

The strongest natural caster of the 9 characters, Aeris is reasonably
fast and has decent Spirit for Magic Defence. She has a unique weapon
type which can heal characters & sometimes apply buffs when they are
used to attack party members.

\\Innate Ability: Geo-Stance//
While defending, Aeris will absorb Fire, Ice, Bolt, Earth, Wind,
Water, Gravity, Poison, and Holy elemental damage.

\\Initial Stats//
HP (Lv.6-99:   263-5177
MP (Lv.6-99   58-845
Strength:    22
Vitality:    11
Magic:       47
Spirit:    22
Dexterity:    32
Luck:       25

\\Source-Point Options//
Flowergirl: +10 MAG, +5 SPR/DEX
White Mage: +15 MAG, +5 VIT
Geomancer:  +10 VIT/SPR, +5 MAG
Slum Drunk: +15 STR, +10 VIT/LCK


[Red XIII]

An all-rounder like Cloud, but with an edging toward Magic and Speed
over Defensive attributes, Red XIII has a wide range of weapon effects
that can absorb MP or apply status ailments like Berserk.

\\Innate Ability: Wild Fang//
As a fight goes on, Red XIII's Strength and Magic stats will slowly rise
up to a maximum bonus of +50 for both; this is more useful in longer battles.

\\Initial Stats//
HP (Lv.6-99:   328-5886
MP (Lv.6-99   48-746
Strength:    35
Vitality:    27
Magic:       32
Spirit:    25
Dexterity:    35
Luck:       12

\\Source-Point Options//
Cosmo Warrior: +5 STR/MAG/DEX
Guard Hound:   +10 STR, +5 VIT/SPR
Red Mage:      +10 MAG/DEX
Sample #13:    +15 LCK, +10 STR


[Yuffie]

A glass-cannon, Yuffie has high showings in Strength, Magic, and Speed
but also has some of the lowest defensive stats in the cast.

\\Innate Ability: Perfect Dodge//
When hit by a physical attack, Yuffie temporarily gains max physical evasion
until either a few turns have passed or she is targeted for any magical effect
(including healing).

\\Initial Stats//
HP (Lv.6-99:   328-5886
MP (Lv.6-99   48-746
Strength:    35
Vitality:    27
Magic:       32
Spirit:    25
Dexterity:    35
Luck:       12

\\Source-Point Options//
Materia Hunter: +5 STR/MAG/DEX
Gil Bandit:    +10 DEX, +5 STR/LCK
Wutai Shinobi:    +10 MAG/SPR
Goddamn Punk:    +10 STR/VIT


[Cait Sith]

With an abnormally high Luck stat, Cait Sith can either use this for defence
(evasion) or for offence (critical hit rate), he has good showings in his
conventional defensive stats as well but abysmal Speed and unlike the other
characters has no stand-out attacking stat.

\\Innate Ability: MP Regen & Overcharge//
Cait Sith will slowly regenerate MP throughout a battle, and will regain MP
even faster while Defending. MP gained can go past his MaxMP amount.

\\Initial Stats//
HP (Lv.6-99:   346-6708
MP (Lv.6-99   48-644
Strength:    25
Vitality:    39
Magic:       25
Spirit:    39
Dexterity:    10
Luck:       89

\\Source-Point Options//
Fortune-Teller: +5 STR/MAG, +10 LCK
Yeti Pal:    +5 STR/VIT/LCK
Materia Tank:    +5 MAG/SPR/LCK
Top Cat:    +15 DEX, +10 LCK


[Vincent]

Specced as a 'tough' caster, Vincent lends himself well to a durable hybrid
role as a joint physical/caster. His Limits also benefit from a mix of Strength
and Magic. His downsides are that he has very low Speed and Spirit, leaving him
vulnerable to Magic damage.

\\Innate Ability: MP Transfusion//
Intermittently, Vincent will regain HP based on his current MP; this allows his
MP to serve a purpose during his Limit forms and makes him more durable in battle.

\\Initial Stats//
HP (Lv.6-99:   269-5485
MP (Lv.6-99   50-818
Strength:    30
Vitality:    41
Magic:       45
Spirit:    11
Dexterity:    10
Luck:       14

\\Source-Point Options//
Horror Agent: +10 MAG, +5 STR/VIT
Beastmaster:  +10 VIT, +5 MAG/SPR
Berserker:    +10 STR/MAG, +5 LCK
Shinra Turk:  +15 STR, +5 VIT/DEX


[Cid]

A tough physical attacker with a strong Luck stat to make use of more critical
hits to boost damage at the expense of Magic, Magic Defence, and Speed. Cid is
a durable front-row fighter who can also serve as a reliable tank.

\\Innate Ability: Second Wind//
When Second Wind has charged during battle, Cid can trigger it using the Defend
command to fully restore his HP & MP.


\\Initial Stats//
HP (Lv.6-99:   340-7087
MP (Lv.6-99   42-539
Strength:    50
Vitality:    34
Magic:       12
Spirit:    10
Dexterity:    11
Luck:       90

\\Source-Point Options//
Shinra Ace: +10 LCK, +5 STR/VIT
Engineer:   +5 STR/VIT/SPR
Wingman:    +10 MAG, +5 VIT/LCK
Dragoon:    +15 DEX, +10 STR

118
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-04-03 08:51:07 »
- I found two Chocobo Lure in the Ranch but no Choco-Mog.
I don't know where Sacred Cave is to find W-Attack. Could you please help?
Comet2 is the only magic worth using late game because of MagicDef

choco-mog u need to 'wark' at  the choco's at the front of the stables.
sacred cave, pretty sure godo tells u where that is, it is the cave in wutai near the stone carvings, couple of screens from where u meet don corneo, if u did the finding yuffie quest when she nicks ur materia and jumbels it all up. you'll require
Spoiler: show
 to obtain leviathan scales to put out the fires you get that from defeating godo for the second time, anytime after you obtain the highwind i think that is availbale


regards physical attack str comment, try exploit some enemy weaknesses, such as if a boss has a weakness to fire element, you should equip elemental+fire on the weapon. alongside STR bonus materia which will up the dmg by a lot. things like cursering will also help, and deathblow will also give a boost.

regarding comment on comet2 being the only useful magic, wholeheartly disagree with that statement.  try up your magic via bonus, some give +25MAG. taking advantage of element weakness will also assist, some materia have an effect which reduces magdef as well, likes of fire -1%, clouds braver -5%, clouds climhazzard -10%, bahumut or something summon also does -10%. ontop of the above, via the beginners/intermediate hall it provides some suggestions to which type of creature if ussually (but not always) weak to a particular element. i found demi to be very very useful for low level run (no exp type b hard). If your struggling with dmg, via magic or physical if you use mr smiles for SP Upgrades you have a choice of making someone a particular class, mage, monk or whatever else which will also assist greatly, might be a good idea to make someone strong physically and another magically. ps on that side some enemies have either barrier/magic barrier which will reduce the amount of dmg they receive, good idea to dispel that status effect. also note some weapons do elemental dmg, so if an enemy is resistant to that element it will take a lot less dmg.

119
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-04-01 06:01:08 »
Yeah I been talking to the people at the 7th heaven board about that. I'm not a big fan of how it requires admin access to work. It also uses a disc mounting system to get past the disc check. It sucks. Messed up big picture mode with steam. A lot of the times I like playing from my bed without a keyboard, so I gotta have stuff work somewhat seamlessly. It was a good try.

Thanks!

if you have original discs: check out http://forums.qhimm.com/index.php?topic=16270.0
that will allow you to install with later OS's and then just insert the correct disc number when playing :>

120
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-03-07 15:35:00 »

I was going to drop it for the new patch (I'd planned to bring back Extra Battle but I've been stuck for ideas) but I'll add it in and put 1 match in it for now. Was supposed to be 3 but I couldn't think of 2 new ones.

how about maybe something like a boss rush of jenova's various forms? :)
alternatively sorta miss dark cave - boss rush of midgar bosses ? :)

121
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-03-05 19:17:59 »
there is no need to cheat :) nor even actually use witem glitch at lvl7 type b hard mode play through :)

i think the the single usage summons are good,  there is ways around the single usages, such as magcounter-summon cmdcounter-mime being equipped in that order.
the mime will still succed.

Flash works on some powerful enemies in game. good example is to use to level up some AP (if wish to) grinding is not really required.
Spoiler: show
Moovers suspectable to death is one, alongside a couple of bosses flash is superuseful in grindable area in the hatercy at northern crater


love the idea of 'darkside' :)

122
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-03-05 15:59:46 »
Uh... soooo type b 2.0.... just got to where I could unlock chocobo races,  spent some time killing things near model with a bunch of fire materia on chars with intent to sell for nice profit shortly in midel.   Ever since I left after selling the fire materia for a nice 1.3 mill profit, I haven't had a single encounter.  Double checked enemy away materia is definitely not on.  Tried reequpting it a few times and taking off to no avail.  Something has seemingly permanently turned encounters off 😂   normally not a big deal butttt I kinda need to find chocobos  lol.  It did crash 3 times total tonight as well

curious if perhaps u maybe of clicked a key combination which would turn off random encounters (FFnX) driver via 7th heaven v2.x has that ability.

123
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-03-04 09:56:57 »
The upcoming patch will fix the last step; it's basically ready, just been adding last minute fixes from reports that come in. Will probably go for weekend release.

looking forward to the patch :)

might want to take a closer look at fields some things can be found type A / B Hard / Normal Mode.  Can switch between to grab full set in places.  an example of this would be train graveyard with 'addedsteal' materia being available on type b on either the hard or normal option but not both.

Another is one of the materia caves, i forget where the rest where.


124
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-03-04 09:53:25 »
I'm level 65ish, and in Type B Mode, there is no Underwater Materia to fight Emerald Weapon, and Ruby weapon is immune to dazers, can swirling sand the remaining character away while the other two are K.O.'ed, and kills party with Cometeor and the other attack. KotR only has 1 charge, how do you beat this guy...? need level 99?
These Ruby/Emerald Weapon versions are not in Type A Mode right?

there is a way around the 1 charge limit, which is doing the likes of magic counter KOTR - Cmd Counter Mime.  That would fail the first time then suceed if both magic counter and the cmd counter triggered.

U can actually beat all bosses at level7 on hard mode without using SP Upgrades (both type a and b) theres an option to turn off gaining exp the only fight where level would be the initial battle :) was a little surprised no extra secret ending for doing above, whereas if complete hard mode with no sp usuage it gives a wee secret ending.


125
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-02-05 04:10:36 »
Hey can I ask a dumbass question?

What's the most efficient way of defeating safer sephiroth?.. the battle took ages for me cause I did not have alot of armor piercing attacks. What's going on here? What are you meant to do? For reference I was playing gameplay type A.

Oh yeah and when I manipulate a Dark Dragon at Northern Cave, is it normal that you can only select to use Dragon Force on one party member(which is the same one who is manipulating)?

Tiiiiiiiime for type B!
Spoiler: show

something like w-summonr 2kotr, cmd-counter mime, cmd-counter mime and mag boosting materia :) which is more or less cheese method


regards deathforce
Spoiler: show
 u can learn it from another enemy, wutai beach adamatoise selecting any party member to learn


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