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Messages - Sega Chief

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2776
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-18 07:06:39 »
Hey segachief i just stole protect vest from jenova arm in cargo ship to costa del sol! Wasn't the deal to remove all steal/morph from bosses? Or is it a bug? I actually saved just after that fight, maybe that caused some bad trigger to load default Jenova...? And when i fought it a second time i got 2 ifrits! :O And whats this halves Shoot description? Halves my ranged chars attack or enemies? Or something else?

Oh and a random thought, dont remember what does the shinra pres villa serve for except free sleep? Forgot. Can you make a new quest around it maybe? Since it has no use anyway. ^_^
Maybe do things for the manager, quests instead of paying him?

Y'know, changes I make in the 1.4 prototype don't manifest themselves in the 1.35 build. All the bosses in the currently available build will still have steals and morphs on them. How did you get two Ifrits though? I'd like to hear more about that.

As for Shoot, it's one of five physical elements that were functioning in the original game but which only ever came into play when the Shield status was up (and even then, there was no real mechanic that made use of the physical elements separately). The five physical elements are Cut, Hit, Shoot, Punch (used for piercing/stabbing attacks like spears), and Shout. NT makes a little more use of these elements; having Shoot protection is handy because a lot of enemies will be using machine-gun/projectile-based attacks. You can also defend against Shout using Bahamut + Elemental. There's nothing in the player arsenal that can help with Cut, Hit, or Punch though.

I was renovating the Shinra Villa; my idea is for it to have some NPCs appear inside when you buy it who dispense free items periodically like Megalixirs and attack items maybe.

2777
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-16 20:38:20 »
You mean resurrect something that was clearly killed in one of the game's FMVs? Couldn't possibly do that!

The mod isn't dead as far as I know, just a stand-alone thingie. There's an alternate modding community for this game that stays off the radar 'cause of copyright and the like. Check out Grimmy on YT; he's also the guy who made that Jessie in Reactor 1 thing for 7H.

2778
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-16 18:50:27 »
Nah, that guy got his head blown off. He's dead as shit.

2779
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-16 16:36:06 »
I'll fix those two up just now.

2780
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-15 20:43:30 »
I dunno, it wasn't part of the plan. If it works out I'll fit it in somewhere.

2781
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-15 20:21:50 »
I'm getting there, but it's tough to say how much extra time is needed.

On the plus side, I found a head part that would actually be perfect for an Ultros battle model. So assuming it combines well with the base model I had in mind, might be able to make this fight after all.

2782
Gameplay / Re: skip PC FFVII intro video
« on: 2016-01-15 20:20:28 »
There's two ways to skip them without using mods.

a) rename the movie file in the folder where movies are stored: the game won't be able to find the file and, unlike the Steam version, won't crash but instead just skip past it. The opening screens will appear black but will still be playing out normally. After Barret says his line 'follow me', open/close the party menu and this should make the screen visible again. Music should be restored after the first battle.

b) similar to above, but if you mount a new CD while hitting New Game at roughly the same time then you can skip past the opening FMV.

2783
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-15 19:47:15 »
From what I remember the 2012 Square Enix store version had insanely annoying always online some form of advanced SecuROM DRM, also a three download limit, and a third party downloader where if you lost your key you couldn't re-download which is what happened to me when I got a new comp. My point being that the DRM is probably messing with New Threat in some way. I would just buy the steam version when its on sale or if you're pissed about the situation and have your key call Square and ask if you can get a steam key since you bought their store version, maybe they will let you, probably not but who knows.

I remember there being a big uproar when the Steam version was released; basically SE pulled support for the 2012 version but didn't offer anyone a free steam key to replace their 2012 purchase. In any case, NT works with the 2012 version but the optional .EXE patch doesn't; I'll likely need to make changes to a 2012 .EXE and see if it works or not; but DRM checks might derail it anyway.

A quick question how many battles roughly does it take to rank up. Thank you in advanced for any reply's. :D

Tough to say; it depends on how quickly you're gaining levels as randoms will stop giving SP when you exceed their Level. The majority of enemies will give 1SP, but the tougher ones in an area will give 2-3. Bosses give a little more and will always give SP regardless of Level.

2784
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-15 16:06:59 »
What is this hidden element besides those enemy skills you already have? Is there a list for it? Great description of diamond weapon, thx! Will those elemental affinotoes stay the same for 1.4?

Hidden is an unnamed element that was originally used as a 'non-elemental' flag in the JORG version of the game. Though the problem was partially fixed (Materia still needs an element set to it), the dev team likely didn't have the time to re-do the Kernel without messing up the look-up tables so the game shipped with a lot of attacks carrying this element (Carry's Lapis Laser being a notable example). This meant you could defend against these attacks by combining Elemental w/ any 'non-elemental' Materia.

In the NA/EU/INT versions, Hidden was removed from a lot of these attacks but some still remain like Ultima Beam. In NT, Hidden is used as an opposite to Holy so a lot of the demonic looking enemies, Jenova, etc. will resist Hidden.

2785
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-15 06:39:05 »
Well the reason I asked is ie i didnt get ghost hand in train station in midgar
 
Edit: oh and another idea came to mind, regarding fort condor battles now that you mentioned them. Are you gonna enable all 15/16 battles? Bc some are unavailable since chars are captured by shinra while fort is attacked etc... It would be a great opportunity to put more goodies in the game.

Nothing is missable in NT, short of selling Ultimate Weapons. Ghost Hands can be acquired from other enemies/locations; the small secret cave up on Mt. Corel where the dude and his bulldozer are has a treasure chest with some inside. There'll be enemies around that carry them too.

As for Fort Condor, I was going to have a go at making those disabled battles available but execution would be important. We don't want something like this happening:



But we'll see; Kynos told me that those battles were fully functioning, so...

Thanks for the quick anwer.
I have the lastest version (2012 remake, the one with the achievements) that I got from Square Enix website. NT is working perfectly fine, I just can't launch the game once the custom mod is installed.

Oh I see; it's the 2012 version. I'm not 100% sure then, I've only got the 1998 and Steam versions which might have a different .EXE (perhaps the 2012 version has some kind of DRM in it?). I might need to try and get my hands on a 2012 .EXE and apply changes to it, unless it's identical and there's just some security thing happening with SE.

Hey, first off wanna start out that I've been playing this mod for about a month now off and on, and I love it.  Thanks for putting in so much effort!

Now for the problem(?)  I'm fighting Diamond Weapon outside of Midgar, and I've challenged it I don't know how many times with different strategies, and they all just turn into long fights that last 15+ minutes until my inevitable death.  I don't know if I'm making progress or not, so I decided to check online to see how others were doing it.  I saw a YouTube video where Proud Clod appears and helps?  That hasn't happened to me, and I'm not sure if that's the way to beat the fight, if there's a glitch, or if I'm just a baddie.

Any input would be great, thanks a bunch!

Sounds like you found my old Proud Clod vs. Diamond Weapon vid; that's not an NT thing, just a proof-of-concept for 'friendly' enemies that assist the party in battle. Here's the skinny on 1.35's Diamond Weapon:

32,000HP
Earth: 2x
Wind: 1/2
Holy: Absorb
Hidden: 2x

First off, this guy is fast with 180 Speed so applying Slow to him should be a priority. He works to the same AI as Demons Gate so at 25% HP increments he'll open his chest and prepare to use his big attack on the next turn so if you see that chest open, it means you've knocked off another 25% of his HP. He'll also counter-attack during this, so be wary of attacking.

He starts the battle immune to physical damage, and then flips this immunity when the chest opens; becoming immune to magical damage instead. You can have a mixed offence if you want, but the chest will only be open for a couple of turns so it might be best to just have a magic-focused setup. You'll be getting Revenge-Stamped by using physical attacks in any case.

Like Mithrain said, Earth and Hidden are effective here so Quake spells and a Titan cast are the order of the day. Hidden is a tough element to find magic for at this stage of the game, as the only two player-spells that use it are Shadow Flare and Pandora's Box. If you've picked up S. Flare from maybe Extra Battle (could be tough to acquire though) then it'll pay dividends here. Otherwise, focus on blasts of Quake combined with MP Turbo or similar.

Diamond's attacks are a mix of physical stamps which can deal high damage (but if you're using Magic to attack then stick to the back row) and magic projectiles that can inflict Slow-Numb or outright Petrify so keep some Soft handy or prep your team to protect against this status. You can also negate both Amber Shot and Amber Raze by equipping a Bahamut Summon with Elemental Materia in your armor (these attacks are Shout element, which is on all three Bahamut materia). Amber Blast can be negated by protecting yourself from Fire but this should only be used when the chest is open so Shout would be the handier protection to have.

WEAPON Flash, his big attack, is used on the next turn after the chest opens. It deals damage equal to 50% of your character's MaxHP so to survive it they all need to be over 50% HP. It also has a Dispel effect, so you'll need to reapply buffs when it hits. fI you're going with a magic-based offence then it's best to stop attacking and focus on healing your party past 50% of their MaxHP and maybe keeping a turn on stand-by so you can heal and/or replace Barrier/MBarrier, etc. after Flash hits. You should only see Flash happen three times in this entire fight.

2786
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-14 20:24:53 »
Hi there.

I have played a lot to the NT mod and now I would like to try the custom mod that modify the values in the materia system.  The thing is that when I install it and then try to launch the game, Steam is automatically launched and I am redirected to the steam page of FF7.

Is this mod compatible with the version you can buy on Square Enix website or is it only with the Steam version?

I can't wait for version 1.4. You're doing an amazing job!

I'll be at work in about 30mins, but what's your set-up? Were you playing the 1998 version before through 7H? NT's 'normal' installer and the .EXE patch should be compatible with both the 1998 and Steam versions but I haven't tried the 7H versions of them that Alyza made yet.

Ive asked alyza two times but she didnt know first time, second time she didnt answer, probably too busy working on new release. Maybe you could help answer this q. Can i ask you: is it possible to have teleportation ingame, built into nt mod? In bootleg there was trainer, in it one of the options was to teleport party into certain available areas of the game. Is it possible to bring that feature in?

There's sort of something like that in there; an NPC will appear at certain moments and let you fast-warp to and from Fort Condor for the minigame rather than back-tracking all the way. As for something more general, it would need to be through NPCs. I don't know though, it depends on the field script of the possible destinations.

2787
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-14 19:55:20 »
Hey Sega Chief!  I'm back!  Thanks for your help!  I'm enjoying reading about your progress and once 1.4 is out and I've got some time on my hands, I'll start another playthrough.

Ah, missed that. Good to see you're back on Qhimm; Covarr sorted it out.

2788
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-14 16:07:53 »
A problem with limit descriptions is that they're stored in the kernel, while the .EXE patch is completely separate from it. What I could do is bundle the .EXE Patch with an additional scene/kernel patch that updates the descriptions maybe.

As for Missing Score, that's something that would have to be done in the .EXE as well. The formulas are all held in there. I could run some tests to come up with an alternative that makes it safe to have an 8-slot Score again.

2789
Gameplay / Re: FF VIII: How to modify damage formulas?
« on: 2016-01-14 00:10:41 »
If you're adjusting junction effects and refinement results then this project sounds really promising. If this game is anything like FF7, then a lot of what you're looking for is likely stored in the .EXE. I don't know how well FF8's .EXE has been mapped, though, or if anyone is actively working with it right now.

The people working with FF8's battle scenes/world map might be able to help with tracking addresses down. This thread should be in the scripting/reverse-engineering section as well, it'll be more likely to be seen by the kind of people you're looking for.

2790
General Discussion / Re: FF VII 3d polygon models help!
« on: 2016-01-13 19:22:52 »
I did like those 3D-print models that guy made.

http://forums.qhimm.com/index.php?topic=4194.0

That's the Kimera tool thread; it's to be used with the PC assets (doesn't work with the PS1 models) but they're visually identical anyway; if they appear different in-game it's because of the resolution, renderer, etc.

You'll need to decompile the .lgp archive where the models are stored. The battle models are stored in battle.lgp, field models in char.lgp. To decompile them, use Luksy's ULGP tool. Once they're decompiled, you can open a char.lgp model with it's master file (.hrc). Cloud's is AAAA.hrc for instance.

In the battle models, they don't seem to have extentions but the last two letters of the file name denote what kind of file it is. 'AA's are the master file, so opening RTAA will open Cloud's model, etc. I don't know how to get them into another program from there, but hopefully that helps with the first step. And this'll help: https://docs.google.com/spreadsheets/d/1OnCCU0OfV4khZ5eDOyBv-TADnWmvxGnqM3BV-KRqf7g/pub?gid=4

2791
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-13 16:47:52 »
Seems that for some reason 4x cut is using the half-damage penalty for being in the back row, even when equipped with a long-range weapon. I'm noticing the same thing with Barret.

Another weird thing I've noticed is that Comet2 seems to miss quite often. Against most enemies it always seems to miss at least once, and bosses often evade half or more of the hits. The spell completely useless; it rarely outdamages Comet, yet costs almost twice as much MP.

I'll check the target flags for 4x-Cut; I think it uses it's own set rather than the weapon flags because unlike 2x-Cut it has that random target thing going on, if I remember right. I'll also revise Comet2 if it's not delivering on it's higher MP cost; I'll up the hits from 4 to 6, change the accuracy, and do some tests to get the base power right.

Hey Mr Chief, there was a mod in the works sometime back that used the gold saucers event square as a auction hall. Do something like that could be implemented into this mod. Like the one in FF9.

I've seen that, one of Cloudiar's works. The whole thing is part of a modding project he says will be ready in a year or two. I actually based my Yuffie recruitment scene in Kalm on his video of it; I had to recreate it from scratch though, because he hasn't released any of the materials. The only example of Cloudiar's actual scripting that's in a public domain is in Nightmare7, but a spat between him and that mod's author made him a little more cagey with releases.

Anyway, he accepted that the scene I'd built was my own work but asked me not to recreate any of his other scenes at least until his own mod was ready. That and I don't like auction houses anyhow.

If you're interested, here's his Yuffie Kalm scene: https://youtu.be/xG0PaxArpso

2792
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-13 15:12:27 »
I'm sure your boss will understand if you take a laptop to work... Just show him this 100 page thread.

Yeah, it's really gotten kinda long. I'm sure 90% of the thread is bug reports, though.

2793
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-13 01:52:53 »
Work shifts for this week are locked in, and NT doesn't seem likely for mid-January as planned. Someone on night-shift has booked two weeks holiday together (maybe more, not asked him) and I'm already in for Thursday, Friday, Saturday, with five to be confirmed next week. It's unfortunate, but can't plan for these things in advance.

In slightly better news, the Gold Saucer shortcut that someone suggested was implemented and I've made some good progress on the game's  dialogue script, fixing minor errors in event scripts that I've noticed along the way. Next thing to do is Cid's new sidequest which starts from Rocket Town; it should be fairly easy & quick to implement. I'll probably have the item shop in Wall Market drop something else instead.

I've went and made Shinra Mansion a mandatory area, though. This is to set up a new event that takes place on Mt. Nibel; I imagine most people stop there to get Vincent anyway, but just a heads-up.

2794
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-12 01:14:23 »
Wow thx for the detailed answer segachief, yeah, those are great improvement! Dont really care about Vincent though, only because of his idiotic limits, otherwise he is great character to have, shame... I got a thought that he could get hp regen instead of mp, would make him more sustainable and self sufficient. Unless he uses spells with mp when transformed? Dont remember.
Same w cait sith, never bothered using him bc of his limits.
Other characters - great!

I like both new and old aeris innates, that with attack healing is realy breathing new life into her.

Tjx for the luck explanation, yeah i can see now why it's important.

Hahaha Yuffie you dumbfounded the chief! 8-)

Cait Sith's Dice can be quite strong early on because they ignore defence and can multiply up for some damage that's well ahead of the curve. I've added Transform onto his Lv.1 Limits as well, which was a rare outcome on his Slots; it basically merges the entire party to make one big super-Cait Sith. Not necessarily useful, but could be fun or pay off in certain situations. As for Slots...bleh.

Vincent's Limits on the other hand suffer from being situational in a game where there's no many situations they can be handy in. If they absorb an element, then odds are they're going to be healing the enemy too with the same element (Diamond vs. Galian beast, for instance, can easily result in dead-lock).

No real solution for that beyond making sure there's some more fights where they can come into it, and tweaking them slightly in the EXE. I'd tried setting up a second option in each Limit Level but it didn't work out. The forms can be splashed into most random encounters though, at the very least.

2795
I'm not really sure; I tend to just follow the game's example and set things up the way they've been set up for other fights. I'd change all of them anyway just to be safe.

2796
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-11 22:08:28 »
Ah ok, yeah you probably did, thays good in preventing farming and letting us play the game for the game itself.
Some thoughts on innates. Som are pretty weird, or not so usefull imho, like cid getting lucky when near death or tifa upgrading when using sense? So practically cid will rarely upgrade and even when he does it will be luck? If im not missing something isnt luck just a dum stat? And even when I use sense its just once, twice a battle, so it's very small, rare upgrade, compared to barrets for example. How about changing it to steal or restore instead? Yuffies i like its logical, goes with her.

I just remembered i got mastered chocobo summon. Its nice not to have to bother to master it for longest time, but i feel on the other hand that it would be satisfying to just put few hundreds or a few thousands ap to master it. Like this it feels like i got ultimate weapon that i didnt work for, and since your mod is all about satisfaction you get when you earn something... :-)

Innates were revised for the new build already. Tifa's new ability is called 'Grit' and once per battle she will auto-revive from KO with 1HP (effect is instantaneous). She retains any status effects/limit charge/queued action/ATB prior to the KO, but this is a double-edged sword as statuses like Dual-Drain or Poison will likely kill her again almost immediately. I've found it to be very useful so far, and enables some great clutch moments.

Aeris was given a 'Geo-Stance' effect to her Defend command; while Defending, she will absorb most elemental damage with the exceptions being Gravity, Poison, and Hidden (I think). It comes in handy for turning large hits like Motorball's Rolling Inferno to your advantage. Someone suggested I transfer this over to Cait Sith instead, but still on the fence about that.

Yuffie's innate was changed to give physical or magical evasion depending on what kind of damage/effect she was hit with last. The boost is limited now to something like 30%, instead of the rather broken perfect dodge which set evasion to 255%.

Cait Sith's rage system was dropped, basically because there wasn't enough space to properly implement it, was unwieldy, and of limited used. His new one is much more useful for tanking; he has a 1/3 chance to gain HP equal to half of his current MP value after each action, and this can push his HP past it's maximum value. Naturally this could pose balancing problems, but the random chance on it keeps it under control and sustained battles where MP use is high will keep it fluctuating.

Vincent was given the MP regen that Aeris used to have; I was going to experiment with it, but for now it's a fixed +5MP per pre-battle action. I'd like this to scale with his level somehow, but pushing variables into MP seems finicky for whatever reason and I'm low on kernel AI space.

Cid was given something similar to Barret, but without a limit on how many 'stacks' he can get. His General Counter (which triggers on most actions that target him) will give him +5 Luck each time. Not the most exciting, but I can see it really making a difference in longer fights when he starts lucky dodging attacks and landing constant crits.

Luck is a very strong stat if you can raise it to a decent amount; there are only two checks associated with it, but they can turn a battle right around. The first check is Lucky Hit, which makes your physical attack an undodgeable critical hit. The second check is Lucky Dodge, which lets you dodge any physical attack without fail regardless of it's accuracy. In terms of priority (enemies get them too), Lucky Hit will ignore a Lucky Dodge because the game doesn't do the second check if the first one succeeds. The chance itself for both is Luck/4, so with a Luck stat of, say, 150 you have a 38% chance (the game rounds up) to land a critical hit or to dodge whatever physical attack comes your way, on top of any normal evasion you have.

So now at the moment I am in the Shinra building, I more than likely over leveled. Just about to fight the boss after you get Red XIII and I am at level 38.

:l

It's almost as if you're able to read my mind sometimes.  :D Limitbreaks were almost a bad thing to get/use once you hit endgame, at least for Cloud, who pumps out nearly 50k damage per round, as Omnislash couldn't even get close to that amount.

Edit: Got any numbers to share, in regards to limit-break strength, for comparison-reasons? :) Just for Omnislash, for example. (Old, 1.35, & 1.40)

Any differences in regards to materia stat gain/loss in the .EXE?
I asked if you were able to give Shield a visual effect, a while back. Any news on that front? :)

edit#2: Doing some damage-tests, to determine who I want to accompany Cloud & Aerith in 1.4. Yuffie (equipped with Conformer) dealt about 6k per hit with counter attacks @ Nemesis, but for some reason she did half that with her 4x cut. Any idea why? It doesn't seem as if other characters suffer the same penalty.

I'll likely set Limits back to their original base power; I need to do some tests to find out what their max damage output is with the new stats/equipment vs. a 4x-cut/counter attack chain. I'll likely bolster the more niche Limits like Mindblow with more effects like before, though.

Not sure about the 4x-Cut thing. I'll look into it. As for the Shield visual effect, not had much luck so far. Someone more familiar with coding the .EXE like DLPB would need to tackle it.

2797
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-11 16:13:46 »
Seems I'll be able to almost hit 255 str on Cloud in 1,4, hoo! Although I'll miss the STR/DEX/MAG "spec". :>
Will endgame be buffed with more damage/defense, to counter these basestat-gains, or will we be stronger than our 1.35 counterparts?

Anyway, will the .EXE thingy also be updated, or do we simply use the old one?

The .EXE will be reworked (again) with the Limits left much closer to their original base strength; I also added range modifiers to them which wasn't a great idea. And I'm in the process of redoing every single enemy and boss at the moment to be a better match for the player team.

Can't you make the choices mandatory at the level up? Or give the points to rank up at each level up? Spending so much time without improving the chars seems so dull...

I'm gonna postpone my ff7 re-play until 1.4 is out then. Using 7th heaven with ff7_nt.exe, btw.

The stat gain going through Midgar is actually pretty inconsequential in the default game, to the point where it could be considered invisible; I think you maybe see 40 damage from Cloud going to about 60-65 between Reactor 1 and the Midgar Escape depending on your level:
https://youtu.be/BVgL3yDdTZ0?t=15m11s

The Levels you gain aren't just for better HP/MP either; Level plays an important role in both types of damage formula so a Lv.21 character will hit harder than a Lv.11 character even with the exact same stats for instance. And because that rate of EXP is much higher in NT (you'll be approaching Lv.20-21 by the end of Midgar) you're going to see higher increases in your damage, combined with the higher stat bonuses on equipment you'll be picking up.

You're right on both points. Maybe if only certain enemies dropped them and only set amount of times at that?
It could prevent farming somewhat, especially if we knew how many times they dropped sps? Or they could drop them only of defeated certain way or certain number of times...

I've mentioned before (I think?) that SP from randoms is going to be limited by your Level. If any of your active party members exceed the Level of the enemy, then it won't give any SP (special low EXP monsters like Mandragora also don't give SP at all); this is to prevent accidentally over-farming it before you unlock the option. When you've got 100 (the max it can hold is 255), you can buy a Rank with it; you can also only buy 8 ranks per character. It'll be impossible to max out your stats.

2798
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-10 23:59:54 »
Ok thx segachief i was slightly anxious on that. On the other hand im also anxious that im leveling too fast, and will reach lvl99 till end game, when sephiroth is almost unbeatable at least in original game.

I dunno about that.

Ps i wrote more than you quoted, just in case you missed, if notification system is possible for sp gains or rank up, it would be great.

There are notifications for SP gain; as for rank up, you can check your progress to the next one from any save point using the new function (there's no need to visit the actual rank screen itself anymore).

2799
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-10 23:37:57 »
Rank Up: i feel constrained by very few choices or stat choice that i dont need forced into other stats that i need. I feel it could be improved more, maybe give us individual stats choice of +5 and or +10? Instead of grouping several together. Like we have 30 sp to spend and we can choose 5 or 10 sp for any stat we want. Though that could lead to overstack of some stats i see now, but maybe there can be limits added, like 10 can be chosen one rank up and that stat cant be chosen next rank up. Or 2 next rank ups.
I myself dont want luck imposed, instead prefer to choose vit or dex etc

As for leaving it after midgar, how would we survive no rank up decision? Im sure you have something planned, but i feel comfortable with the current rank up system active feom the start.

I've specced everything against a current progress party, so don't worry about not being able to keep up with enemies. It'll roughly be equivalent to how it is now. A lot of monsters from Cosmo onwards have had serious buffs compared to their 1.35 counterparts but, again, the player party matches that because they're being pushed faster on levels and Materia. I'm aiming to have you all 70+ on a normal run by the time you beat Hojo and hit Disc 3 so that you can jump straight into Disc 3 content from the get-go.

I did think about making it a direct transfer for sources where you just pick what you want instead of choosing between sets. Currently, the way it's set up in the 1.4 prototype is that the character gets +5 to every stat on each rank, then you pick one of four sets to bolster several stats further. I wrote down the possible max-stat combinations here:

http://pastebin.com/TxCw7xDb

Sorry it's a little rough, they were drafted up for reference rather than display; the stats on the left are the starting stats. Stats in the middle are the 'neutral' stats from the +5 gains only. And the stats on the right show the highest possible stats from using each of the four sets for that character (again, mind that this is a prototype). You'd also maybe combine sets; so four Set 1s, two Set 3s, and then two set 4s for instance which would be more of a mix. Every set contains either a Strength or Magic boost in it this time though, so that the character doesn't become too weak in offence.

Yes yuffie i did and much more, still at shinra hq, it a treasure house of stealing and morphing! :-) maybe even a little too much, i feel im getting spoiled with all the equipment i can loot here, but on the other hand i do have to WORK for it, so its not easy equipment upgrade or money selling loot.
On the other hand im very rarely or never getting drops and i suspect its because of previous two actions. Maybe it was even mentioned that stealing prevents drops iirc? Not sure...

If you steal an item, you can't get the enemy's drop. You can still get the drop when Morphing though (drops are uncommon in 1.35 in any case).

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-10 22:49:03 »
I don't think that's a good idea; the save editor works off the default stat arcs so changing stats at all might reset them to those arcs. It's likely better if I just finalise an .EXE, but I'll need to do a balance run of Arrange + EXE before I can do that properly.

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