Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Doully

Pages: [1]
1
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-19 20:51:10 »
Buzzing to get stuck into 1.4 but I think I'll wait until the easter holidays to properly invest some time into this. Cheers for the hard work SC.

2
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-10-25 00:00:03 »
Hiya from Kirkcaldy.

I'm actually gasping on getting another run through of this but I realise you're really hard at work in making an update. Could ye give me a rough estimate on when I should look forward to 1.4? Absolutely nae rush on that note either! I'll be pretty much M.I.A between now and Christmas due to work anyway but really looking forward to what's to come. On the note of Christmas, definitely will be lobbing ye a wee donation as well. This is a fantastic game mod.

Doully


3
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-07-11 15:32:44 »
My body is ready for Arrange.

Indeed. Really looking forward to the update.

On standbye until then!




4
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-06-22 21:40:31 »
So I've just reached gongaga and got completely destroyed by Rude and Reno any help would be great.

It's a pretty rough fight for that part of the game. Dirty bombs work great on the turks even despite Reno's poisona and keeping up barrier will make healing less of a hassle. If you have any berserk proof accessories then you're over the worst of it really.

5
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-16 22:02:23 »
wow cool, okay can't wait.

but i think vincent should be a boss you fight in order to get him, not sure if Vincents theme should be the music to use, but it's at least an idea.

for his new threat maybe lucricia could be a boss fight, when you visit her in those caves, but maybe vincent already has a new threat boss already, I don't know.

but I do like the idea of the new threat bosses giving people ultimate weapons or limit breaks, kind of reminds me of ff6 when recruiting your party members, only unlike ff6 this is actually cool and not totally lame.

I'd really like a readme explaining what I get for doing the new threat bosses and any other extra bosses, as well as where rare materia like 2x cut and w item is, i know you think that would spoil things, but i'd like that option and i think others would as well.

personally i think w item materia is overpowered, as you can phoenix down and potion in one move, so i would remove it, but i'm not expecting you to feel the same, i just wanted to say how much i hate that materia, its also not in any other final fantasys further solidifying my thought that its an overpowered command.

Give 1.3 a go.

Many of your suggestions are already implemented.

6
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-15 11:02:36 »
yeah as mentioned I would make life2 & 2x cut a rare materia you get after defeating a new threat boss, it should be the special materia needed for defeating the last story bosses.

I'm pretty sure that already is the case with 2X cut?

I can see why some would perceive Life2 as overpowered though. It kind of is but it is just your bog standard full-heal/resurrect kind of spell.

I'm on the side of maintaining the materia system as is personally. My spellcasters were no more powerful than my melee characters with Dragon Force///Lucky girl and I think the balance is just right.

School holidays soon and no work for 2 months. Looking forward to getting stuck into an updated version! :)

7
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-29 18:21:22 »
Yeah I'm of the opinion that tackling anything in the crater at level 40 is insanity with NT.

I'll throw in my 2p on the fights at the centre of the planet. Bearing in mind I had a tough first attempt with all three of these but going in a second time with experience (and more importantly, levelled materia - done easily in the swamp room in the crater with triple AP weapons) proved a lot less taxing. Characters were level 70 (exp plus made this a doddle), escort guards/minerva bands/ribbons and ultimate weapons for two of my main three barring Cid. I actually don't think these were necessary but I do still think getting materia mastered was vital. I guess that isn't ideal for folk against the use of magic but oh well.

Jenova Synthesis, Bizarro, & Safer:

Jenova Synthesis: Ribbons made the two adds a lot less effective. Those without ribbons, resist > all would work just as fine. Strong materia such as planet/contain and physical attacks worked well. Chuck a reflect on Jenova if you don't want her healing and stick with physical attacks. I noticed one of the adds could be confused as well.

Bizarro: Hardest out of the bunch but more so a mechanic issue than anything. A lot of people (simply used to smashing him in vanilla with KoTR or Ominslash) don't know that cores need to be destroyed by each party. Make sure each party has a member that can cast cure-all. Planet materia works best here. Multi-hitting, strong damage. An hour tops in the swamp room needed to get enough planets among three parties imo. Quadra magic, w-magic, mp turbo etc. will help but not necessary.

Safer: No issues if you can beat the previous two. Dispel is your friend.

I personally really enjoyed the toughness of these battles. FF as a series is pretty guilty of delivering weak final bosses and I was definitely taken down a few pegs having assumed that if I could beat Ruby, Emerald and the arena bosses that the crater would be peasy.

8
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-24 18:26:25 »
Woohoo!

Thanks for the update! Managed my way out of the rest of the dark cave and even took down ? ? ? ? ? ? ? at the battle arena earlier today. Success!

Funnily enough I had a much rougher go with the bosses at the bottom of the crater than anything else. Might need to go back and level some folk up for the bizarro fight as I barely scraped by, having to separate my main party out. Made for an extremely lengthy final fight!

Unfortunately I ran into a similar bug as the Dark Cave side-quest after the Safer fight with only half the party showing up after the fight and a  running loop of just Aeris running off the screen and Cloud unable to move (just before the 1 v 1 fight with Sephiroth). Venus Gospel was also unobtainable for some reason despite having all the ingredients (two of each required lance just in case).

Was essentially finished the game anyway so it's not a big deal for me and I hate to bring up bugs right after the update.

Might have a go at the new expert mode over the weekend! Keep up the good work :>

9
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-20 18:41:18 »
It sounds like an event is triggering prematurely for some reason; I started a playthrough of Dark Cave last night so I can see where the problem pops up. Once I've isolated it, I'll likely put out the entire update itself so you're not stuck there for too long.


Thanks a lot!  ;D

10
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-20 02:58:22 »
Thanks for getting back to me.

The screen doesn't freeze like a normal soft-lock but instead Cloud can't move as the timer continues to go down and the screen continues to shake from the event. Have not fought any other boss after Hell Armor.

It's the balcony where you fight Rufus and dialogue works fine until the timer appears. Strangely, as the dialogue starts and the other party members appear, the 2 party members do a strange quickened up run off of the screen and re-appear as the timer appears running back towards Cloud. They continue to keep running on spot as the timer goes down.

Hope this was enough info and cheers for looking into it.


11
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-19 21:47:18 »
Seem to be having an issue after the Hell Armor boss in the Dark Cave sidequest. Cloud is frozen on the spot as soon as the countdown begins. Have jiggled about with party members to see if that makes any difference but no luck :<

12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-18 04:02:20 »
Update on my previous post:

Have plowed through a fair bit of disc 3 content on and on and off basis during the last 2 weeks. Have had to put the controller down and take extended breaks for my sanity a good number of times but getting there   :-). A certain number of tonberry(tonberries?) guarding a certain materia proved more difficult than emerald and ruby combined but quadra magic and a bit of luck can get you places thank god. Definitely a much more rewarding experience having to really test yourself and not trample over everything with KoTR and mime!

Still have the last battle arena boss to go, and the dark cave having come off a long session and taking out the KoTR materia boss on my third attempt. Trying not to spoil but all I'll say is thank god for Phoenix and final attack because he has a devastating attack that pops up towards the end that had me on the brink of tears :p.

Derp moments so far: - pretty much all of the kalm traveller's extra battles decimating me. I can't explain my reaction to the reward for the earth harp fight with any dignity unfortunately lol. Still mustering up the courage to go fight the chocobo again.

- Having a horrid time in the battle arenas with luck and blowing 14k on a Zeio nut I would also steal from a goblin about an hour later. I should never assume :p. Felt a fanny.

- Getting caught speaking to Barret's catastrophe npc again proved interesting!

Happy to say I haven't really encountered any other bugs thus far and looking forward to the last few areas of content.

Small wee note: I missed the sword from rocket town in disc 1. Does this mean no masamune? :<






13
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-04-08 00:43:44 »
Greetings from Scotland <:

Signed up just to say I'm having a blast with this mod and pretty chuffed to see the amount of work (still) being put into it. It's very appreciated.

Looking forward to see what is to come!

Currently having a bash at disc 3 content and being constantly challenged! Really really appreciate the little things such as more character dialogue in Kalm (disc 2 onwards) and Wall Market and I'm glad to see that's being considered for other towns as well. Added a further layer of immersion to a game I know inside and out.

Up to level ~65 for my main group (<3 exp plus) and have a black chocobo. Getting there very gradually! Still a tonne of things to go through.

Some of the bugs I've encountered:

-An attack in Cloud's level 4 limit break side-quest was causing the game to lock up. (I can't remember the name. Star something?)

- The machine after Cid's level 4 limit break side-quest would lock up the game after the battle. I learned this the hard way by clicking it after a pretty lengthy fight!

- I may have somehow gotten my hands on two ultimate weapons by stealing from two different disc 2 bosses via the airship. I don't think this was intended? I also managed to get a third ultimate weapon extremely easily using shop bought weapons as ingredients which didn't match up entirely with the database.

- Bomb King in extra battle actually ended up being Vorpar. Just think a name change was needed on the list :)

Just some issues I've come across but all in all really enjoying the game and it's clear that a mountain of work has went into this.

One additional question: I'm at the point where I'm missing just one item needed to create an ultimate weapon (such as the feather dropped by ultimate weapon). Is there anywhere I should be looking for these in particular?


Pages: [1]