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Messages - Aedolon

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Whew.

Haha, thank you so much for the reply, sorry it got so long! And thank you for taking some of my feedback into consideration!

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Hello, Sega Chief! I don't know if you remember me, but I used to go by SirBlackMage here (and on YT), now under a new username for various reasons. I was the one who compiled all the Steal/Drop/Morph info for NT 1.5 in a spreadsheet. I was also 15 back then so sorry if I posted cringe at any point haha

I haven't seriously played NT in nearly a decade, but I'm still a big fan of the mod and currently running through 2.0 for the first time. If it's not too much trouble, it would mean a lot if you could change the line crediting me in the 1.5 spreadsheet to my new username (Aedolon).

I also come bearing a bunch of feedback/infodumping about my run: I'm playing version 2.092 Hard Mode Type B and I turned off EXP pretty early (shortly after Midgar), locking my levels at a 16 average. Below is my experience thus far, having played up to Mideel. I'm sorry for the inevitable overlap with other peoples' posts, but I'm sure you'll understand that I can't go back and read the 300 pages of posts since I last played haha. Big congrats on your mod's popularity by the way, 7 million thread views is CRAZY!!

Anyway, extensive feedback below (warning, long):

Spoiler: show

- I'm doing a ton of morphing. Early Morph (and Added Steal) is great fun and I love the way Hard Mode encourages it. Picked up a nice amount of all kinds of consumables. But of particular note here are the X-Potion & Turbo Ether Morphs on the Cargo Ship, as well as Elixir in Corel Prison and Hero Drink II in the Whirlwhind Maze. These are all incredible consumables, and being aware of the limited-time availability of these places, I hunkered down and grinded for 20-30 of the healing items and a dozen Hero Drinks. I find the design decision here a little dubious. Seems like it's much more effective to do an hour of farming in each of those spots and set yourself up for the rest of the game than farming those items literally anywhere else later on. This put quite the halt to my progression in those spots, as it just seemed too good of a grind to pass up. This also made finding any Turbo Ethers/X-Potions/Elixirs later on much less exciting. Could just be a me problem though, as I'm hyper-aware of stealing/morphing everything and preparing for all possible situations because of the low-level thing.

- The enemies doing 300 HP fixed damage attacks on Corel Mountain/Railway were really annoying for me with my low health. I was actually level 13 here initially but went to 16 just so I could survive two of them with everyone (This turned out to be a good idea anyway for a lot of later HP thresholds). Might be that they only counter magic or something specific (don't recall) and I potentially skill issued. But I genuinely didn't often get hit that hard for quite a while following that area when properly itemizing, so lowering their damage a little bit might be worth considering. Or having it be reducable to 200 by Barrier, maybe?

- Cait's incredible natural HP has made him the best Cover-tank by an absurd margin. I was genuinely shocked when I saw his almost 2k HP at level 16 when everyone else was at 500-700, to the point I thought my game was bugged haha. I figured I would need to turn off No Exp before the end of Disc 1 to keep having fun, but that sure changed things. Suffice to say, he has literally never left the party since that moment. Since Cloud is mostly forced, this has reduced my freedom when team-building quite a bit. Third person mostly ended up being Aerith for her great Magic. Would've been neat to have Barret or someone else tanking sometimes, but with a ~1200 HP gap, that's just unreasonable. I assume this is much less egregious if you're actually leveling up?

- The morphs from the safe boss in Shinra Mansion (Enhance Sword) and Presidential Guard in Rocket Town (2x Shinra Alpha) were kind of absurd for that point in the game, but in a fun way so I didn't really mind. 8 slot weapon with those stats AND double growth is kinda nutty, and 70 defense, +37 dex on an armor with 7 slots is also up there. Have almost never taken them off once since I got them, so might be worth reconsidering that placement if balance is a concern.

- I was a tad bummed out at how easily I was able to complete the entire Battle Square when going for the Keystone. This was genuinely challenging at level ~20 in 1.5 (or maybe 1.4) and needed me to find a good setup, while being a breeze for a level 17 Cloud in 2.0. Could've sent Cait in and it would've been even easier. Also a bit sad that you don't get any equipment as a reward anymore, getting the Organics there kinda ruled back then.

-  The Wutai side quest also felt a bit too easy. Maybe that was because I had a bunch of materia left over. Does Yuffie steal less materia compared to vanilla? Aps put up no semblance of a fight. The Pagoda, meanwhile was... odd. I like the idea of each of the fighters being hyper-specialized, but it felt a bit too gimmicky to me. Might just be personal preference, though. Godo only having 4000 HP (afaik) made him die really quickly, which somehow felt easier than vanilla.

- Magic use has mostly outpaced physical attacks by A LOT, but I suppose that's to be expected when at low levels. The balance document (read of all of it, thank you!) spoke about Level being much more important for phyiscal attackers. Might be nice if that discrepancy could somehow be lessened a bit for people playing at lower levels, but of course the meta doesn't have to account for niche playstyles.

Deathblow + Added Cut was semi-viable for a bit, then dropped off, and came back in a big way with Powersoul + Curse Ring. I really thought it wouldn't be that good with the nerfs and didn't even try it until Tifa was forced into the party in Whirlwind Maze, but my girl has 200 Strength and is beating the crap out of people haha. Grit is also really nice for going into fights at critical HP and at least living one hit. Props for giving her that passive, all of it feels really good to use together. This is reaching ahead a bit, but as of now Aerith still mostly outdamages her ST Deathblow=Added Cut with MP Turbo=Hydro/Comet2 and her MT Slash-All with Magic Breath, but at least Tifa can keep up well enough, especially for those magically bulky enemies. Sad she'll leave the party soon and I'll have to use Cid and then Cloud again as Party Leaders haha.

- Hard-stacking stats like Vit/Dex/Mag is much easier than I expected. Of course, my characters are properly SP-levelled for these purposes as well. But with the summons having such amazing boosts (Titan/Kjata/Bahamut/Neo Bahamut my beloved), I was able to get 255 Vit on Cait really early and Dex at 150+ on 1-2 characters with the Shinra Alphas which feels very good, to say the least. Now before Mideel, my Curse Ring Tifa has 205 Strength and 255 Dex, while Circlet + Mag Plus Aerith has 145 Dex, 210 Magic. This isn't really a complaint, I suppose I'm just surprised. Especially at low battle speed, Dex feels like the god stat, but that's how Speed generally is in these games. While levelling Vit on anyone who isn't actively tanking feels like kind of a waste, as >90% of phyiscals seem to be single-target and Cover-able. Again, not complaining, I'm having a good time playing around with the stats regardless.

- I only started to be seriously challenged at Jenova Death and Junon Escape, going for morphs. The first scripted encounter during the latter genuinely felt like being gunned down by a firing squad and it was kinda awesome. That part was stressful in the best way possible.

- Following the aquisition of the Highwind, I took advantage of the brief time period where Tifa is forced into the lead by breeding myself a Gold Chocobo and attempting the Materia Caves. My party of Tifa/Aerith/Cait were able to take out the Mime & Octamagic bosses pretty easily; 255 Def Cait with W-Item and Big Guard handled both fight quite nicely by surviving everything thrown at him and just bringing both of the others back in one turn. These fights felt like they might be a little too easy.

- With the power of Octamagic, I was able to win the Mega-All boss by nuking the Cactuar with Hydro. That being taken care of, I was able to handle everything following without major difficulties. Even the jumpscare 2nd phase went very well, because the Tonberry did literally nothing until I had taken out all the other enemies. Still, quite a thrilling fight and an adequate challenge.

- The Shinryu & Omega fight for KotR was amazing, and as an FF5 superfan, I really appreciate the lengths you went to to be faithful to their original attacks. You even have Omega do the extended boss death animation and Shinyru the normal one, just like in FF5. Awesome attention to detail.

The fight seemed extremely difficult at first, as I just didn't have enough of a damage output and got quickly shredded. But with enough Elemental materia in his armor, Cait could survive everything except a critical or back attack Rampage, and Mustard Bomb. By putting him in the 2nd party slot, I could ensure he started the fight facing Omega. Aerith could also live all elemental attacks with Geomancer stance, and I had a Sprint Shoes Cait throw W-Item Vaccines at people to protect against Delta Attack/Rocket Punch, while also allowing him to survive Blaster.

But still, doing the fight this way would've taken extremely long and most likely not been reliable at all. So I decided to bust out Coin Toss & Mime on Tifa. Had to get a bit lucky with Omega's counters so Tifa doesn't get killed through Grit. Otherwise I would need to revive via Phoenix Down, which would break the Mime streak... costing me 100.000 Gil each time. I didn't feel like spending unnecessary amounts of money so I reset a bit. With some patience, I also got Mustard Bomb to land on Tifa (who had E-Skill) and picked that up early. When executed correctly, my strategy was quite consistent, which I'm pretty proud of, for a battle of this caliber haha. Definitely one of the cleanest fights I've ever played out. And it only cost me 200.000 Gil, which is less than the price of a house. Link to the video, if you care (also has some more info about the strat): https://youtu.be/KjHZqWFszr0

- Of note: I was able to pick up KotR here before the fight initiated on one attempt. So if I succeeded, I think I would've had two in total? Had a similar thing occur in the Mime cave where I got two Mimes before my first attempt started. Also, rarely, entering a materia cave will crash my game, but that might just be a mod compatibility issue.

Here's some more miscellaneous stuff I remembered from throughout the game:

- There are no buyable Poison materia past Junon during early story progression. Kind of weird that the entire center continent doesn't sell them (unless I'm forgetting something). Might be worth adding them somewhere. Maybe Gongaga, or Fort Condor because you can easily fast-travel there?

- There are no buyable grenades anywhere past Midgar. Those're actually really handy for early to midgame morphing (consistent, small damage). I was sad when I ran out, please consider making these available somewhere.

- The first available Chocobo Lure can gain AP while being auto-mastered, while the 2nd one cannot. I imagine this has implications for the Missing Score (if it even still works the same), and is also just kind of an odd discrepancy. Unsure if intentional.

- The Trickplays around Icicle Area grassland still give money when using Gold Mountain on Hard Mode. I assume that's intentional since it's not technically a drop? Still a bit odd because it's the only way I've found of gettting money from a fight and it had me puzzled for a bit until I remembered that mechanic.

- Is it intended for it to be impossible to reapply Death Sentence after dying to it under the effects of the Curse Ring? I think it's really interesting mechanically in any case, having to purposefully kill Tifa off if she lasted that long, then reviving and getting a fresh timer for her to work with. Kind of funny if she still has Grit available and I have to W-Item to kill her twice, haha

- Putting a Morph on nearly every enemy/boss is really cool, but it introduces a major complication for the usability of all kinds of counter-attacking materia when going for those Morphs. I've literally never equipped a single one of them to this point to ensure I don't accidentally kill any enemies (which would be infuriating on bosses). Although I'm sure you're aware of this, so mentioning this might be a moot point.

- Resist can't be used with All, which (according to the Wiki) isn't vanilla behavior. Why is that? Is it a balancing decision?


Overall, I'm having a really good time. But might it be possible to bump up the difficulty of Hard Mode a bit more? Or potentially introduce a harder mode at some point? Although I understand if the mod is intended for a more general audience with its huge popularity nowadays. I suppose that's what the EXP toggle is for, to build your own challenge run. I'm very grateful for that option! At this point I kind of wish I'd gone fully no EXP/no sources as I saw there was a special ending message for that. But oh well, maybe that's for next time.

And I guess take my concerns regarding difficulty with a grain of salt in general. While I was already playing low-ish level in 1.4 and 1.5, I certainly only got better at JRPGs over the past decade. So I think I'm getting ever less representative of the average player as time goes on. Not to dunk on anyone, but I did read a few of the recent posts and thought it very funny when someone came in essentially calling this a "bullshit difficulty mod" lol.

In any case, thank you for all your hard work on New Threat! I'm gonna be playing the rest of it over the next few weeks and following up with another post when I'm done. Let's see if I can beat the rest of Disc 2 without Gil Toss & KotR. Feeling hopeful...

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Hello! I just started playing 2.0 Type B and made it out of Midgar. Only then did I look at the documentation to see that I should've gotten Matra Magic off of Sample Opt in the Shinra HQ, but I guess I killed them too quickly. I don't have a save that far back. When is the next opportunity to learn it?

Edit: Never mind, Custom Sweepers still have it. I just got very unlucky. Leaving this up in case anyone else needs this.

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I've just had a really strange thing occur. I had just finished the concert at FH. Squall was called up to the bridge and was congratulated on his promotion. I mashed through all this dialogue, talked to Nida, and mashed some more. I apparently got the option to head to the White Seed Ship and immediately clicked it during mashing. At this point I had just Rinoa and Squall in my party. I talked to Zone who went off on Squall for not protecting Rinoa despite the fact she was standing behind him. At this point I realized I was accidentally sequence breaking so I reloaded my save as to not mess anything up. During my second time mashing through the dialogue, I wasn't presented with the White Seed Ship option and the game continued as normal.

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I'm more worried about equipment not being available past disc 2 because, for some reason, there's like 3 points where you arbitrarily get locked out of buying that stuff for the rest of the game. For Disc 3, it's only Mythril Swords, I believe. I guess I'll just play it safe and assume the things that are normally missable will continue to be.

Wish I had known about the festival thing beforehand. Maybe I should've considered that the mod might change something about it, but oh well, it won't really matter in the long run. Is there any indication of this change, besides the scripts readme? I'd assume a lot of people are defaulting to letting Freya win because they have no clue about this change, as I did. Changing the dialogue slightly to indicate something is different would be a good idea. I do think it's a pretty neat addition, though and I definitely would've let Zidane win had I known.

And before I keep spamming this board with questions, I'll just ask in advance; is there anything else like this that I should know about? I'm very OCD about missing things in games like these so knowing if I need to do anything differently than normal to see all the content would be much appreciated. The last thing I would want is to somehow miss one of the required items for Excalibur II.

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Quick question, sorry if this has been answered before.
Is there still any permanently missable equipment from shops in this mod? Should I be prepared to buy, like, 15 Chain Mails halfway through disc 2?

Edit: I just noticed this in the scripts readme...

Quote
L. Castle/Royal Chamber  -> Added "Learn Free Energy" as a reward for the hunt

So you get Free Energy for winning the Festival? I had no clue this was a thing so I just let Freya win, as always. I assume there is another way to learn this?

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Ah, that explains it. For some reason I remembered the friendly monsters working the same way, probably because they use the same battle music. But now that I think about it, I have read that you can set battle music on a per-encounter basis in this game. And the Ragtime Mouse showing up in every forest would warrant its own encounter type whereas the friendly monsters each only appear in one area anyway. Makes sense, thanks for the quick reply!

Obviously I'm very early in the game, but I'm definitely enjoying the mod so far. Went into Plant Brain with everyone at lv1 and Black Waltz 1 at lv4 and the difficulty felt just right. One thing I was wondering about though, is the below-deck battle vs. Steiner when escaping Alexandria. Him inflicting Death with his regular phyiscals was a big surprise and I'm not really sure why it's a thing. Did you just want to have fun with that fight because losing doesn't affect anything? I'm playing your mod in co-op with a friend and I had to assure him repeatedly that this is not supposed to be some dumb hardcore mod where everything one-hits you haha.

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Hello! I have a question; I'm wondering if the friendly monster encounters have been changed in any way. I've been running around outside Dali for a looong time (like, 20 minutes), both in the forests and plains, and I haven't encountered the Friendly Mu yet. I was stutter stepping the whole time which worked perfectly for the quizmaster, giving me all four possible encounters in ~10 minutes. At this point it seems statistically improbable for me not to have seen the Mu. Has its location been changed, or was it added to the regular encounter pool so encountering it is only possible with normal movement? I didn't see any mentions about either of this in the documentation, leaving me puzzled.

Edit: I tried running around normally for a while and eventually found the Mu, but it took over 20 encounters for some reason. I guess I just have the shittiest luck? So considering that, I guess results are inconclusive about the idea of stutter stepping not working for friendly monsters anymore. My hands are tired from the tapping, but maybe I'll try to ascertain this later.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-09-28 01:31:40 »
Oh yeah, I've seen that happen before in Garland's rare monster attacks video. It never occured to me that you actually had to set a berserk command, I just thought the enemy would automatically use a regular physical attack. So you could make an enemy that screws the player over by casting something like Ultima if you berserk him? That's kinda cool.

EDIT: By the way, I've read in an earlier post that you have to be level 30+ to fight the Alpha Zolom. Is that still true or has the level requirement been changed? Because I'm doing a run which pĂșts me at levels I really shouldn't be at (level 20 before temple of the ancients) because of drastically reducing experience gains through the use of Hojo. I'd like to know when I can actually fight the Zolom so I can plan ahead.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-09-27 04:50:22 »
Just encountered an interesting bug while fighting Shake in the pagoda. After berserking him, the game constantly told me that he was out of MP. He was trying non-stop to use some spell that costs too much MP, while under the effect of Berserk no less. So yeah, He was basically doing nothing for the entire rest of the battle. I was forced to throw stuff at him to kill him because he couldn't charge my limit gauge.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-09-24 16:01:56 »
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Wow, this'll be useful for me too; saves me going through every enemy in PrC to see where specific items can be acquired from in-battle :3. There might be some tweaks to item lists before 1.45 goes out (nothing dramatic, mostly Crater enemies); what I'll do is, I'll DL this spreadsheet and update it with the changes and send it back to you.
Great to hear that even you are finding it helpful! That sounds like a plan, I won't complain about less work for me. :P

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-09-22 22:57:28 »
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I just wanted to give you a big thanks for this excel file. It is organized perfectly and it is a great help. Thanks for all the effort that you put into this.
No problem, I'm glad you're finding it helpful! At first, I did this list mostly for myself and my brother, but after a while, I figured that I might as well upload it once it's finished. Good to hear that it was worth it. If you you have any ideas for improvements, say so. I'll probably do some more slight changes in the future like sorting the enemies' names for each area alphabetically to make it more easy to find the ones you need.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-09-22 22:20:27 »
Hey Sega, just wanted to drop by to tell you I've made a list of all the enemies' steals, morphs and drops for people that are interested to know what items they have or are looking for a specific one. It might be slightly out of date since I created it before the Proud Clod hotfix. I have noticed that the Corel Train items have changed, as well as the X-ATM fight while escaping Junon and have updated the list accordingly. I'd appreciate it if you'd tell me if anything else has changed, because It'd be annoying to go through every enemy in Hojo again (And tell me what the 'Autograph' item was changed into, please, because I kinda forgot to write that down). This list might be a bit redundant with the area names and possibly formatted badly since this is my first time really using Excel for anything halfway important, but I tried my best and I think it turned out good enough. If you think anything needs fixing, tell me so. Also, if you want to add this to the main post, that's cool, if not, that's also fine. I just want you to know that I like the mod you've created enough to have spent quite a few hours typing this all into Excel and making sure everything is the way it's supposed to be. Keep up the good work, Chief!

Link below:
https://www.dropbox.com/s/yaq74qa9rwbm8ww/NT%20Item%20List.xlsx?dl=0
(Thanks to my brother for helping me with the steals early on before I discovered the magic that is Hojo.)

Edit: While you're at it, information for what Ultima Weapon battle has which steals would also be great, as I didn't encounter them all while doing the quest.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-09-21 09:16:27 »
Hey, I was wondering if it would be possible for you to play the Weapon Raid theme for Ruby and Emerald weapon instead of the regular battle theme. I think it's kinda underutilized it and would fit those battles well.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-09-03 00:02:37 »
I'm trying to get all the enemy skills and I'm only missing a single one: L5 Death. As far as I know, the Parasites still have it, but they just won't use it no matter what I do. Does anyone have an idea how I can learn it?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-09-01 15:22:41 »
Tifa has to be party leader, and go to the shrine room in godos house for yuffie

Thank you. I just realized that there was actually a new airship worker in the cockpit who tells you this stuff. I was going off the "where is this thing" file the whole time, which is kind of sad considering I've done almost all sidequests.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-09-01 13:16:04 »
I'm having trouble initiating two of the Limit Break sidequests. I went to Nibelheim with Tifa in my party and played the song multiple times, I even looked it up to confirm I was playing it correctly. Cloud always says "I've heard this melody before. Dunno where, though", then he scratches his head and that's that. I also went to Wutai with Yuffie in my party and talked to Godo. I have picked up the Leviathan Scales at the Submarine Dock but Godo doesn't have anything different to say. I got all of the information on where to find the Limit Breaks in the "where is this thing" file. Have the requirements changed and is it not up to date anymore? Because I don't have any idea what to do.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-08-30 02:42:31 »
Could somebody tell me where you get the Planet materia? I've already done a lot of the endgame sidequests but haven't found it yet.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-08-28 16:36:45 »
Just came here to say that I really enjoyed the Zack battle. It actually took me three tries to beat it, and even with proper preparation it definitely wasn't easy. The tension was real the whole way through (The battle actually took a little over 20 minutes, since I thought every action through carefully and started playing very defensively just before his Apocalypse counter), and it was awesome once I finally beat him. I haven't tried any other of the post-Northern Cave sidequests, but I hope that the battles will also be this thrilling. Great job, Chief!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-08-24 23:16:31 »
After watching a video of the Turks fight in Midgar, I got reminded that I never actually fought them. They just didn't appear for me. What's up with that?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-08-19 22:50:04 »
Another mystery then, because the defence I set Proud Clod to is actually lower than the adjusted value that the armour would set it at when killed; if damage went up, then that means there's some kind of oddity with the opcodes used to adjust defence.

The Sister Ray is about two screens in length and encounters there are usually missed so I set them up to be above the usual curve as pseudo-optional encounters. Morphing with high HP is a problem that's going to be tackled; my plan is to add a script that displays the max HP (and possible steals/items) of enemies with over 30,000HP in response to the Sense command itself.

Good to know about the morph thing, thanks for the answers!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-08-19 18:02:25 »
I'm currently at the raid of Midgar and I've applied the new hotfix for Proud Clod. I was dealing about 6000 damage with Bolt3, but after destroying his armor, I was dealing about 7500. I guess destroying the armor does decrease his defense after all.

Also, what is up with enemies on the Sister Ray, right before Hojo? They all have insane amounts of health, deal big damage, and the SOLDIER dudes come in groups of up to three. Are these enemies for level grinding or something? Because they seem way too strong for normal random encounters and take ages to kill. And while I'm at it, how would you go about morphing these guys? Using sense doesn't work because their health is too high, so would I just have to keep track of their HP outside of the game if I wanted their stuff? That seems pretty convoluted.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-08-16 05:40:57 »
I've found a minor bug in the Materia Caves. After saving in front of the Purple Materia Cave, I tried fighting the Kaktuar and got annihilated. I loaded my save and went to the Yellow Materia Cave, and found the purple materia from before, floating in the air, unobtainable. You can't see it in the screenshot, but I could pass under it. When I first entered the yellow cave, I saw it lying there, but ignored it for the time because I wanted to see the Yellow Materia Cave boss. After dying (of course), I loaded my save and the fake materia had disappeared. I tried re-entering the cave a few times because I thought this was some kinda rare thing like the GP selling guy in the orginal FF7. After that didn't work, I experimented a bit and I was able to replicate the bug easily, so this wasn't a one time thing. It's also possible in the Blue Materia Cave (and probably the Red Materia Cave as well), using the same procedure as before. Although this isn't a serious bug by any means, I thought I'd report it, because why not.

Screenshots: http://puu.sh/qCZjn/7e31759c6a.jpg http://puu.sh/qD0FK/7a5602871a.jpg

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-08-12 00:27:39 »
I've encountered a minor bug when ranking up at the save point in Holzoff's cabin. After leaving the rank up screen, Cloud lays on the ground unconscious for a few seconds before waking up, same as when you pass out in the snow at the Great Glacier.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-07-23 16:32:25 »
Quote
The rank up is working as intended. You get 5 of each source every time but can choose additional sources in specific stats.

Ah, good to know. I don't think the explanation stated anything about getting sources for every stat as well as the ones you choose, so I assumed it was a bug.

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