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Messages - Nikkolas

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26
Releases / Re: [FF8-PC Steam 2013] FFVIII Crystal 1.1
« on: 2020-12-30 22:04:49 »
So you weren't kidding, things definitely get harder and all for the good. Galbadia Garden was one wild ride from the random encounters to Cerberus to Seifer 2. Edea 2 ironically was the easiest thing by far. With Haste on everyone she gets basically no turns and once it was just her, she only cast Stop over and over and over again and I think 2 Maelstroms. The real kicker though was the fact I swear each of my party members got 3-4 turns in for every single turn from her.

Seifer, my fave character, got a worthy boss battle at last. He certainly didn't get it in the original but I died more on this fight than any boss yet. Very creative mechanics, although I swear he just kinda bugged out and went crazy sometimes, attacking like 5-6 times in a row. My game also froze twice, only when two of my characters were down.
Spoiler: show
The "cast Zombie on characters in yellow health" mechanic is certainly intriguing and made me have to forfeit my other status defenses for Squall and Quistis. Quistis of course doesn't need Blind or Silence immunity since Acid isn't effected by either but I did have to give up Squall's Blind immunity after afew failed attempts when I realized how absolutely Zombie was fucking me up. I kept Silence on Rinoa's ST-Def though because of course. She rarely ever got low on health anyhow. Always gotta keep the healer safe.  I'm gonna miss her for the next few hours.


But yeah, dunno if you play Shin Megami Tensei but Seifer here reminded me a bit of an SMT boss with getting 3 or so moves in for his turn. Or like the Final Fantasy III remake where bosses get 2 moves in for their turn. I dunno if there's any rhyme or reason to it since sometimes he only got one move in.

Finding those Dispel, Protect and Shell Stones at Winhill was an awesome surprise, very useful. Gonna have to go load up on those now with Rinoa gone.

Thanks for the sidequest lowdown. I still got a little while before I have to worry about any of those except Winhill which I already finished and Dollet which I forgot about and gotta do now.

27
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-12-30 15:46:40 »
its possible to complete 1.5 at lvl1.  not tried at  v2 (yet for lvl1) have done a lvl7 playthrough though using type b hard mode no exp toggled thou :D



I've never done a low level challenge of any kind in any game because the point of an RPG is to make the numbers go up. The number going up is a big reason why RPGs rule.

I just wanted to try something different. I can't even understand how later game enemies don't just kill the entire party in one move since you will have 200 HP and bosses by that point will be dealing thousands of damage with normal attacks I imagine.

I'm fully aware it's doable but doable dos not mean possible for everyone. A Level 1 run of vanilla FFVII would probably be pretty hard for me, let alone NT.

28
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-12-30 04:14:25 »
Would the Level 1 Challenge mod be compatible with NT Vanilla Combat? I just want the extra  field events and the like.

29
Releases / Re: [FF8-PC Steam 2013] FFVIII Crystal 1.1
« on: 2020-12-29 07:20:21 »
I appreciate you being considerate about boss placement and difficulty. In the old FFVIII Requiem mod, he had Seifer cast Flare in your first fight with him which means he could potentially open up the fight with it and oneshot you before you even got shell ready.

...that mod had a lot of bad ideas but it was all we had for a long time. Thank God this awesome mod came along.

I have definitely seen a general increase in difficulty so far and I agree with your reasoning. Too often JRPGs became trivially easy with more options so I'm glad you are reversing that, making it more challenging with more options.

Speaking of boss placement and selling items though, I just beat NORG and I'm very grateful he's so easy compared to how he was in Ragnarok Rebalanced. I was totally out of Phoenix Downs and very worried his fight would e a nightmare like the last mod I played. I had a team of Irvine  and Quistis, sending Rinoa to the Missile Base so they had one great healer and I, with Irvine's heal gun, had another . But this meant I had no one who can use Raise so I was worried.

You don't need to tell me exactly what the added sidequests are but can you tell me when/where they occur?  Just curious what I should be on the lookout for.

In any event, this mod is extremely interesting and I will recommend it to people on other FF forums I frequent. For somebody who has played FFVIII as much as I have, you've really re=energized my interest in the gameplay. I intend to see this through to the end and hopefully my comments can help a little bit.

30
Releases / Re: [FF8-PC Steam 2013] FFVIII Crystal 1.1
« on: 2020-12-28 02:00:13 »
Okay a couple big problems to cover in D-District Prison.


If you put Berserk on this guy so he can't do Evil Eye while dying, he's just immortal and will keep fighting.

Also when I tried to Mug Wedge I got the "Stole 0's" problem reported on earlier.

31
Releases / Re: [FF8-PC Steam 2013] FFVIII Crystal 1.1
« on: 2020-12-26 19:13:47 »
Thanks, hope you enjoy it.

Oh, I didn't realize. I'll fix the link in the next update. Thanks.  :)

No problem. I just got to Galbadia Garden and having fun with the changes you've made.

I do have a few questions, though.
1. Would you say the game gets harder later on?  Maybe I'm just overleveled (Squall is Level 16, Rinoa is Level 18 and Selphie is Level 21) but things haven't been too difficult for a while now.  if this was a normal RPG you'd expect challenge to increase with time but since it's a mod, you usually see a huge spike in difficulty right from the start ya know? I dunno, I don't think it would hurt to increase damage and HP a bit on the enemies.

2.Do you ever get more GFs? I've already "mastered" all the innate abilities on a few of my GF's. Or do you just learn more abilities for the GF's you have?

3. Do you ever get Abilityx3 or Abilityx4? In general I'm just curious how I learn more abilities for my GF's since right now I've been Drawing all my magic and am sorely missing Refine abilities.

EDIT:

Okay just about to do Sorceress Assassination and Shiva is gonna learn Blk Mag RF 1. I guess i's a Level thing, maybe? Oh well, sorry for the dumb, impatient question.

EDIT 2:

Also I kinda cheated with Rinoa using Aero against the Brothers... Aero is a White Magic spell in many FF games but I just got Blk Mag RF 1 and it's Black Magic here. My bad. I def won't do it again.

Edea was a pretty sweet boss fight.

32
Releases / Re: [FF8-PC Steam 2013] FFVIII Crystal 1.1
« on: 2020-12-24 19:01:06 »
Yo. this mod looks awesome and right up my alley. Thank you and I'm excited to try it.

But just a heads up for you or anyone else who is just coming back here for the first time in months - the Roses and Wine thread is gone because the creator was banned. So the readme instructions included with the mod needs to be fixe.

And since RaW is needed for this mod to work, the Ragnarok Rebalance creator has a link to it
https://drive.google.com/file/d/1YU7dP4DkuPt7kCCmkdg8SKnliZ7ygfGD/view

33
Gameplay / Re: Final fantasy X - Punishment mod (ps2)
« on: 2020-09-20 17:46:49 »
Thank you! Ill be playing with the Expert Grid.

Ive waited FOREVER for a FFXHD Difficulty mod, then I remembered Landon Ray's Punishment Mod and that it was on the INT version of FFX with the Dark Aeons and Penance. Dont mind going from HD to SD for a replay of a great game. Thank you again and I'm sorry I necro bumped, I looked ALL over for active threads inregards to Punishment and this was the most current thread I could find on the net.

If you're using the last version of INT, might I recommend this
https://drive.google.com/file/d/1PZVbcCLk2o4iZNIsssRX0GC48-v1wgGA/view?usp=sharing

LR made some really awful changes to  some late game bosses. If you care about spoilers, I'll spoil it
Spoiler: show
Seymour Flux, both Keeper bosses and Yunalesca absorb all elements. Spectral and Sanctuary Keeper halve physical attacks. Combined with their huge HP, the fights are insufferably boring and long. This doesn't appear to be the case in the earlier versions of the mod, he caddes these changes later because he hates the world or something.

34
Releases / Re: [FF7PC-98/Steam] FF7 Randomiser - Godo
« on: 2020-02-18 14:56:38 »
If it's listed somewhere and I missed it I'm sorry but what do the various Preset options change?

35
I've never done low level runs in games. I guess I should try it someday but the reason I like mods like yours and Unleashed and etc. is because they kinda demand you use all your abilities. It's like, I can't even imagine why somebody would torture themselves in FFVIII with a No Junction run. I can't imagine something more tedious and boring. Part of the allure of RPGs is getting those new, awesome techniques as you level up.

I'd simply rather play a mod that makes things hard enough that I don't have to gimp myself to have a challenge.

Bit I might try switching around the parties come Disk 3 then just for something different. I also hate the fat the Bloodstones give you such good prizes. I'd really like to see how hard the boss is at full power.


Also I FINALLY got 100 nobles Impressed/Queen Brahne quite impressed. This has literally never happened in all my runs of the game. That Moonstone teaching Shell could come in handy. Obviously not needed but just nice insurance for Black Waltz No. 2 to keep Vivi and Garnet alive with their tiny, tiny HP.

36
Magic Hammer is somehow random: it removes the enemy's MP by a random amount between 0 and its current MP. When repeated several times, it  completely depletes an enemy's MP pool with a quite robust probabilty and independently of his initial Max MP. For the vast majority of the game's enemies, that's the only way to make enemies run out of MP (Lancer can be used to help at the end, but is not efficient enough by itself), which usually makes the fight much easier (well, for Antlion, only his Fira costs MP for instance) but requires a few turns to setup. Personally, I don't find that it worths it, but it is a legit strategy and only a few enemies have a counter-measure against it.

The principle of Magic Hammer works exactly the same in vanilla, Unleashed or in this mod. One should edit the game's battle engine code to mod that effect (or create another kind of attack removing MP) and I didn't do it.

Enjoy your next playthrough :)

It's been so long since I played Unleashed I can't remember what exactly it was that Antlion was doing that was giving me trouble. It might have been its Fira Oh well. Magic Hammer just doesn't sound like a very efficient use of Quina's turn since s/he has so many other guaranted useful skills.


Thanks for you reply.

Also, out of curiosity, did you ever try to do Oelvert and the Desert Palace "wrong" with your mod? You know, maybe send Eiko to Oelvert and take Freya to the Desert Palace or something?

37
So Magic Hammer is good in this mod? I'm watching a video from 2016 of somebody playing this mod. I swear I tried using Magic Hammer once  in Unleashed against the Antlion and it didn't seem to help so I forgot about it and never bothered with it in your mod either. I guess that was my mistake.


I planned to play this game again for Steam a while ago now but never got around to buying it. Hopefully next month. Really wanna try out having Beatrix in my party. Maybe use Vivi too since I always ignore him after I can choose my party.

38
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-11-22 06:56:40 »
So my memory is a bit shoddy but I remember having a hard time with the boss at Junon, the thing that attacked Mr. Dolphin and Priscilla. He had like crazy high HP for that point in the game.

I feel like he was weak to Wind or Lightning? And throwing items at him was the only way I won? Can you get Bird Wings or something that does high Lightning damage from those bird enemies that teach White Wind?

I can't remember for certain but I know a guy playing through NT Arranged right now just like I did and I'm trying to remember my own playthrough to help him out should the need arise. (although, sadly, I lost my save game during the Huge Materia stuff when my PC died. Bleh.)


Also, minor question. I remember the dual Demon Gates from the version of NT I played in 2014. Whatever happened to that? Too hard? I thought it was one of the more memorable additions. Pretty hard, though but that's why it was memorable. Well taht and teh fact it was very surprising.

39
In Fisherman's Horizon, you can get a reward for reuniting the Cafeteria Lady's son with his mother, but the time frame for making him appear near the station is short (only while the place is in shambles after the BGH251F2 battle) and you need to have exhausted the Cafeteria Lady's dialogue in Balamb Garden during disc 1 if I remember correctly. If this prerequistite has been met, the safest way of getting the item is talking to Dobe right after the boss fight, leave the area and re-enter. The Cafeteria Lady's son should be there then (until the concert).

I would also recommend doing the Master Fisherman quest for a heavily improved reward (more items + major boost to SeeD rank), as well as collecting the items at Grease Monkey's house after straying away from the concert preparations as Irvine. In Timber, you now get something for rescuing the girl from the train at the station and the man in front of the Timber Maniacs building gives a different reward if the player cheered him up during disc 1. Winhill and Chocobo Forests are worth checking out too.

It's not that much yet, but more is coming soon.

That's still plenty. Very awesome, thank you.

40
Getting Odin before disc 4 in the mod is not more worthwhile than it is in vanilla. In fact, rather the opposite, as Triple has been removed from his Draw list (he still has the Luck-J-Scroll though). So unless you want him to assist you in battle, you can just ignore and get him later to ensure he doesn't disrupt the Seifer fight.

Now that you mention it, I think it would be a good idea to prolong the time it takes to make Gilgamesh appear, as the span was really short in the original version, making the battle rather pointless indeed. Would be also nice to have an option to temporarily disable Odin and Gilgamesh once you have them, as they often show up when you don't need them. Maybe I can come up with something for the next update, to increase the incentive to actually get these two GF. During my latest playthroughs, I got neither of them to be honest..

Sounds good! Thanks.

One more quick question, you mentioned additional sidequests. I've kinda just been blazing through the game apart from some Triple Triad and minor battle grinding. Are there rewards for looking about when I get control of the Garden? I just beat NORG where I'm at.


41
Seifer is like my favorite character in this game and it's total BS that the final boss fight with him isn't a real fight at all if you got Odin.

Is getting Odin on Disk 4 viable in this mod so Seifer can be a real challenge and have a good climactic finish for his role in the story?

42
Just finished Disk 1.

Edea certainly wasn't quite the headache she was in Requiem. She thankfully only uses single targeting spells instead of, ya know, Ultima. I won my first attempt but I didn't get the steal so I reset and did it over. She never once used Dispel on me like the earlier poster said.


You are very generous with things  I must say. I had a great supply of Doubles already but giving the Iguions all those Dragon Fins is still appreciated.

Overall I  have died a couple times but nothing too major. Last super hard fight was Diablos. The Brothers were a challenge though, thankful I only got Minotaur's steal on my first attempt. I killed Sacred too fast but he still only had the stuff to make Curas so I'm not bothered by missing his steal. That Power Wrist helped Squall a lot. Really appreciate the fact physical attacks are still viable. Squall's physical attacks and Double Bio'ing Rinoa were what took Edea down while Irvine healed. Don't have many Bios right now but I figured I'd use them for a timed boss fight and all.


Overall I think this is a pretty cool mod so far. I'll try to recommend it to people elsewhere.

43
I like a challenge but Requiem was just unfair at points. Lr's mods have a tendency to be that way.  For example, I doubt Seifer 1 in this mod will oneshot me by immediately casting Flare at the start of the battle.

I just started the mod, about to head to Timber, but I like it. Character differentiation is the most important thing in a VII or VIII mod. I can't play the games anymore with everyone being the same, it's just too dull. Physical attacks are also viable instead of Triple-casting magic being the only solution like in Requiem.

Reporting your reports, you've also taken great pains to actually help the players which I respect greatly. Some modders forget that these games are supposed to be fun.  For example, I do not  foresee me being hopelessly screwed when I face Fujin and Raijin in Balamb like I was in Requiem. I ended up having to grind up to Level 100  to beat them because I had missed Auto-Haste. I forget how you get it, off one of the character cards I think that only appears as part of the Queen sidequest which I had not started.

Card Mod being rebalanced - and even unnecessary as of yet - is also appreciated. Of course I still have used it and it helped a lot with Diablos. Also helped was you giving me Double. Dunno how I'd beat the spider or Diablos without Double Cure for the former and then Double Aero for the latter. But of course that's all optional. Glad to have the HypnoCrown though.

I think this will be one I see through to the end. I'm very curious to see what is to come as I've liked what I've seen up to now.

More mods need to give you stuff at the start of the game, BTW. FFVII HardType gave you some choice material at the start too, like I think Counter Attack and another one or two. It's been a while.  My point is, we're all repeat players here and a mod should recognize that and help break up the early game tedium when you are Level 1 scrub with a Rusty Sword and Old Armor by giving you some nifty abilities.

44
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-07-20 22:03:55 »
Is stealing from Reno and Rude in the crashed ship supposed to be impossible? The fight is nothing, I could easily win but I refuse to win without getting their goodies.

I went there right after watching the plane with the materia take off for Rocket Town. Party isCloud, Tifa and Aerith and we're all about

I also just updated to the latest version after playing through up to this point on an older version of 1.5.E veryone seems to hit a decent bit harder and also i think Aerith has a bit more HP.

45
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-02-26 18:25:16 »
Take your time, man. Can't rush greatness. I think it's been about 4 years since I beat New Threat so a few more years for a mod that will make FFVIII interesting to play is no big deal.

So I'm at the end of Midgar, just recruited Red XIII and rescued Aerith. Be fore this thread I had no idea about Morph-able bosses. How often is that a thing? The last couple bosses I went through a lot of effort to try and Morph them but got nothing. It's an interesting challenge but I just dunno if it will come up a lot.

46
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2018-02-25 14:00:39 »
Not to be ungrateful about you producing the hands down greatest FFVII mod ever, but I cannot help but wonder if FFVIII New Threat will still be happening?

Even if it is I don't expect it any time soon but I just wonder if I should look forward to you fixing a game that so badly needed it.

47
Oh boy, Unleashed was a nightmare enough all on its own. This combination sounds like something else alright.

But I confess, I am intrigued. Have you played through this yourself all the way to the end? Have you tried multiple party set-ups?

It feels like Quina might be an amazing party member in this given his/her versatility. It has been a few years since I played Unleashed, though.

48
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-07-31 06:08:54 »
Sega Chief, this is supposed to the last version of NT, correct? Are you still planning on trying your hand at making FFVIII less of a broken mess?

49
Releases / Re: [FF8] HARDCORE MOD - BETA
« on: 2016-11-13 02:09:56 »
Don't blame yourself. FFVIII is just an amazingly broken game. Trying to fix it is nearly impossible.

50
Releases / Re: [FF8] HARDCORE MOD - BETA
« on: 2016-11-12 19:57:05 »
Very interesting! Always good to see new gameplay mods.

Your tip reminds me of playing FFVIII Requiem. Card Modding was the only way to get anywhere as even early bosses will annihilate you without collecting cards like a madman. How do you feel your mod compares, if you've played FFFVIIIR?

I'll definitely look into this but it might be some time. If you really need feedback though I can try to speed it up.

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