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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-19 02:54:09 »
Quick question: was the drop issue with Micro Engine fixed?
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I had him there for debugging purposes, because I can trigger the battle quickly through the talk script. This is probably the 10th time where I've forgotten to remove these before putting up a patch. It'll be gone from the next one; sorry for the confusion.
randomly impale random enemy randomly with random hair spike.
same can be said for SP and special character abilities, this is just another thing that's like that.
I would say all 3 of things could be done, the moon phases added a lot of complexity to bosses, it basically changed the boss fight for each moon phase, with that being said the moon phases is more like the special character abilities.
oh yeah sorry i already asked that ,this mod is soo huge and there are soo many things that have been said i just forgot.
Anyway, yeah, having that extra thing is kind of cool, a pretty awesome idea really.
FF4 the after years had a cool system where by the time of day would affect magic and attacks, example one part of the day could be offensive magic+, offensive weapon lowered etc.
http://finalfantasy.wikia.com/wiki/Moon_Phase
something like that can be thought of as similar to your suggestion, but instead of it being something you choose by sleeping in a tent you can just make it so it's a magic spell or something.
I've said a few times that I'm only starting work in earnest on New Game+ once the NT Mod has reached a point where I'm happy to call it 'finished' and upgrade it to 1.4. When the current re-balance + features are done, I'll likely call it 1.35 because the changes have been quite vast since 1.3 initially released. It's important I focus on the now and make the mod as good as possible with everything I can fit into it.
Edit: Forgot to mention something, I had an idea a while back about giving characters some kind of innate ability. For instance:
Barret: Gains +1 Vitality/Spirit when attacked (maximum of +20)
Tifa: Random counter-attack chance against physical attacks (separate from Counter-Attack materia)
Aeris: Party gets 2x HP from healing
Red XIII: Strength/Magic rises by +1 every turn (maximum of +15-20)
Yuffie: Has a random chance to evade a physical attack, separate from normal evasion (sort of like how Cactuars work)
Cait Sith: Some kind of randomised 'Rage' system using spells + buffs (like Gau, sorta)
Vincent: Innate Fire, Bolt, Poison, and Death resistance (based on his Limit forms)
Cid: When present in battle, all characters have their Luck stat doubled
Just stuff like that. What do you guys think, any ideas? Too broken? I couldn't think of one for Cloud :I
sounds amazing, but I don't see why the active party members should get more SP, that will just make things worse when your forced to have a certain party member you don't usually have, i think they should all get equally the same SP, as essentially SP points is like a custom leveling up where you choose what stats get stronger, in the original game all party members end up the same level when they join the party etc.
As far as Square Enix goes, they're quick to protect their IP from anybody looking to make money from it (that live-action web series on kickstarter and the 3D-printed models being good examples) but they (hopefully) understand that mods help to drive sales for their games. I think they hosted some Thief modding competition a few months back, which is a positive sign, and while this might be incorrect I think they used Aali's graphics driver (or a modified version of it) for the Steam release. Short of it is, so long as you're not forcing people to pay for it then it tends to be fine. That being said, if any problems arise (or if people aren't comfortable with that donate button being there on the front page of this thread) then I'll remove it.
-) Add bosses to the Crater, and maybe even try for a 'team swap' mechanic like FF6 has so the player has to guide three parties down to the bottom.
-) Related to that, something that caused a lot of grief on the NT Mod's Jenova Life fight was the opening 'attack' that sets the player party to nullify the Restorative element, cutting off conventional healing. While I'm planning to change that to 1/2 resistance for the 1.2 release, this mechanic is great for flipping a battle on it's head. Regen can derail it, but some (sparing) use of Resist, Reflect, and/or Dual Drain should be good counters to that.
Hey, you can get a golden chocobo around 45 minutes without racing. Use this video for the steps (pretty easy). You just need morph to get zeio nuts from goblin. If you don't have morph, you can at least make a black chocobo until you get the zeio nuts!
Edit*
Thanks for catching my fail covarr!!
Here's The video link
https://www.youtube.com/watch?v=R1Cj-XwZVCI
I was worried that physical attacks would leave magic in the dust fairly early on but it sounds like magic is getting a fair shake, particularly Earth which was sort of useless in the original game (few enemies were weak to it and flying enemies dodged it entirely; the slight damage advantage over other elements was also negligible and negated by the higher MP cost).
Difficulty-wise, I think it's close to fitting in the niche I wanted it to be. The idea was that an experienced player could trust themselves to get through fights reliably and quickly by using provided mechanics like Barrier, Time, elemental weaknesses, etc. while at the same time not alienating less experienced players who might not make full use of these. Then there's the fail-safes for underpowered teams like Paralysis, Stop, Poison, etc. I just wanted it to be accessible to everyone this time and fun to play.