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Messages - EarthPhantomTS

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-10-29 11:10:32 »
But that's true for level 99 only, while for this mod we're talking about every level from 44 to 99 being immune to L3 and L5, and always getting hit by L4 and L2, so MUCH earlier.
And even for level 99 in the original game, it still made sense, because you actually were 99, it didn't silently cap you at level 92 and cause a bit of confusion why certain L attacks hit even though they shouldn't and vice versa

Oh, okay.  Didn't understand you at first ^^;!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-10-29 00:54:47 »
hey sega chief

the save point in the first floor of sierra mason is very huge

can you fix that problem please

Oh yeah!  I actually got a laugh out of that!  I vote it not be fixed :-P!

Not sure if it's intentional or not, but because of the "level cap" (If ((Self.Level > 44)){   Self.Level <- 44} )
the level based attacks are working strangely, making L2 Germinate (Variablis) always hit, and all L5 and L3 attacks will always miss.
I didn't think of that. The only thing I really kept in mind with it was the Steal/Manip chances; thanks for letting me know.

I'd just like to point out that it's not really any different from the original game.  Just that, with 99 as the max level, any L3 attack always works, and L2, L4, and L5 attacks always fail.  So you don't need to "fix" anything here I don't think.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-10-20 16:44:02 »
The spreadsheet still has some things that need correcting; there's a lot of stuff that's been slowly changed here and there over the months and I haven't kept a record of it all (the Peace Ring in the Costa basement, for instance, was a complete surprise to me but I can vaguely remember why I might have done that). I'll update it with the info you provided.

As for the steal chance, I had it in mind when I set it up; it's based on the Vagyrisk Claw problem in the original game. If you encounter those enemies at too high a level, the 'rare' Claw became impossible to steal. With NT, I've made the rare steal easier to get if you're at a lower level so as to encourage players to keep moving through the game, but everything that can be 'rare' stolen is available later in the game anyway (nothing's missable, outside of the player actively rejecting an item in the Battle Results screen which shouldn't really ever happen); they were basically just intended to only appear maybe once or twice per playthrough to potentially change how things go early on. People have purposefully farmed rare steals (with success) but I wouldn't recommend it.

You can apply that patch, but it likely won't raise your character's MaxHP to the intended levels. Use it by all means, though; it should make a difference if you're still on Disc 1.

Okay, thank you!  Yeah, on the steal thing, I guess that's alright.  As long as you knew what you were doing ;).

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-10-20 09:17:23 »
Hey there, new girl here!  Made an account JUST to comment on this mod!  So you should feel special :P!

Anyway, I'm right at Mt. Corel right now, and I'm having quite a bit of fun so far, but I've got a few questions.

First of all, you said in the Readme that enemies have 2 steals at 32 chance, and one steal after those at 8 chance.  That's simple enough.  My question though is, you do realize that once characters get above...say...58 levels higher than the enemy, they'll always get the first steal with that setup, right?  Or did you change the steal formula somewhat?  Cause you said, in the Readme, that when the LvlFactor is 40, those numbers give a 25% chance at each common steal, and a 6% chance at the rare steal if both common steals fail.  That would imply that the chance is out of 100 rather than 63 in this mod.

So, my question is, is the Steal formula changed slightly, or not?

Also, it seems like the Item List is still not 100% updated.  I downloaded it just this week, so I have the latest version, but I already found things switched around a bit from what it says.  Like, I found a Peace Ring instead of a Fire Ring in the Costa Del Sol Villa basement, and the materia in the Mythril Mines is a Pre-Emptive Materia, not a Gil Plus Materia (not that I might having an early Pre-Emptive Materia, but still...).  Am I the one with a weird version?  Or is the spreadsheet not quite up to date?

Alright, here's the patch: http://www.mediafire.com/download/n1ald6c47hsd335/NT_Mod_HotFix_Scene_-_24th_September_2015.zip

That's an adjustment of HP/MP values for all the characters, which will take effect once the character levels up once with the patch applied. They seemed a bit low once heavy Materia set-ups were involved so this should provide a bit more freedom for what can be equipped/used.

Also, on this, does it matter if I apply this, if I've already got the latest version of the mod?

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