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Messages - Kilen

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-05 03:37:05 »
Indeed, it is horrific that SC isn't spending 110% of his waking hours making free content for us.  Luckily, a stern anonymous report will show him the error of his ways.

(meanwhile, I'm just going to enjoy the heck out of this mod)

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-09-10 06:50:14 »
EJ here.  Excellent!  I've downloaded and installed 1.4 through 7th Heaven, I'll finally get around to this mod this weekend.  Also, if you have to choose between college or this mod, let us languish! 

Does anyone have recommendations for which music mod to install -- or to use the original OST?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-15 20:50:35 »
Heya!

I'm considering starting up the mod again (got to Junon in 1.35, then 1.4 came out).  Is the current IRO release relatively stable to play, or should I wait for an update? 

RPGLB just finished up, so I'm itching to get back to a classic game.

Thanks!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-12 02:49:17 »
Just curious Sega Chief, these patches/hotfixes that get rolled out, I'm assuming these are also being applied to the IRO version inside the main installer also correct?

Looking at the timestamps on the files, it looks like he's updating the IRO files before the standalone patch.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2015-11-06 04:01:34 »
Oh yeah, I better mention the new Innates for 1.4; here's the changes:

Barret: Slightly better defence boost per stack

Tifa [New] - Grit: When KO'd, she'll auto-revive with 1HP, retaining buffs + Limit gauge.

Aeris [New] - Geo(mancer) Stance: When using Defend, Aeris will absorb Fire, Ice, Bolt, Earth, Water, Wind, and Holy. This might be extended to cover Poison, Gravity, and Hidden (which is treated as the opposite of Holy in this mod) if Kernel space allows.

Red XIII: Boost can go up to 50, but builds slower.

Yuffie [New] - Reactive Evade: When hit by a damage type, Yuffie gains an evasion bonus against that damage type (physical or magical). She can only have one of them active at any time, and gaining one will cancel the other. It isn't 255% like Perfect Dodge, but it does give a noticeable boost.

Cait Sith [New] - MPgen: As much as I liked the idea of a Rage system, it was too cumbersome and space limitations ultimately killed it. The new innate compliments his role as a potential tank; once a tick, he'll gain HP back equal to his Current MP.

Vincent [New] - MP Regen: He's inherited Aeris' passive MP regen, except it now recovers 5MP per tick instead of 1MP. Still working on a way to make it based off his level (his true level, rather than the adjusted Synch one) but MP values seem a bit finicky when it comes to accepting other values. If anyone with AI experience knows why this is or a potential solution then it'd be appreciated.

Cid [New] - Luck Boost: Still not decided on this one, he gains +5 Luck as a battle goes on. I still need to test if this can go to 510 or if the stat is capped to 255. Might reinstate the old one, but trying to go for smaller script size and I was advised to avoid using ones that encourage keeping characters at low HP. Let me know what your thoughts are.

Heya -- thanks for the mod!  I didn't make it too far in 1.35 before my computer died, so I haven't seen the late game. 

I just want to put in a request to swap these innates around -- give Sith the geo stance, Vincent the MP->HP regen, and Aeris the MP regen.  (assuming you can get it to regen something like floor(maxMP/60) or so)  I just really enjoyed the early game where I had one character with a steady supply of MP, and I'd hate to see that disappear.  If Vincent's limits still have him 'berserk' (dunno if so), it'd be a way to make him more self-sustaining during it.  Not sure how useful the defend innate is -- could any regulars comment on it?

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