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Messages - FifulX

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-11 16:15:23 »
Okay, so I started a new playthrough and encountered a weird glitch. The beeping noise in the first reactor persisted throughout, and even continued onto the train segment and past that. It was playing another layer of the beeping as it was "doubled" in sections the beeping was supposed to occur. It also persisted through FMV's. No idea why this glitch arose, I'm not running the Dark Cave patch, and only installed using the main installer. I had random encounters off, and had no way to get into an encounter until next reactor. I fixed it by turning the game off at the next save point (which was after the train segment)

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-11 15:12:28 »
Hey, I'm gonna give this mod a second playthrough now that it is in 1.4, and I was wondering whether all the hotfixes are applied to the current main installer. Great job on the mod Sega, and I hope that dark cave is fun and challenging.

3
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-10-06 13:49:38 »
Hey Sega. I saw an earlier post which talked about boss fights taking long times, and it struck me as something that I'd experienced. Diamond Weapon was the first boss that took long, but bosses such as Hojo or Prod Clod took AGES. It didn't help that if I died on Hojo, I had to fight the other 2 forms, which were never strong enough to kill me but still wasted time.

My party setup was Cid, Yuffie and Cloud, I was at around rank 4, with level 60-70 or so. The fights in that part of the game went from fun and challenging to just slug fests where you just hit the boss over and over and occasionally heal, and there were very little amounts of things that made fights faster. Even with Elemental=Weakness on Cid's weapon with added cut and a mixture of magic and summons on the other two, I had problems taking any fights in less than 20 minutes.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-05 20:22:55 »
Ok, this guy is a TANK. I'm guessing he's weak to Earth and possibly Hidden but most of my attacks barely tickle him. If his Health is anything like Keelhaul Armor (178000 Total, 78000 Body, 50000 x 2 Arms) then this is going to be extremely painful. It looks like he's immune to most status effects, I tried casting Slow on him but he seemed to counter that with his multi-target laser twice in quick succession.

He's pretty tanky. 182000 HP and more defense than magic defense. He's weak to hidden and earth as you said, but he is indeed weak to slow. I had a bit of a problem with him, but it was a long fight as opposed to a hard fight. Try to keep alive (back row, sadness and wall) whilst chipping away at him slowly, eventually you'll whittle him down. Once he opens his chest his resists drop so just throw everything you have at him.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-04 21:15:39 »
What are some things that inflict dual and dual-drain?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-04 16:32:02 »
Eh, Chief, did you say you fixed the NPC at the bottom of the crater? It still does the same thing where you can't not leave and the two options are messed up (save isn't clickable, leave to highwind is save and nothing is leave to highwind)

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-03 21:59:14 »
Isn't Omega a bit too strong?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-03 17:27:09 »
Thanks Mithrain, I'll try it. The bastard has wiped me like 4-5 times now. Time to finally take revenge.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-03 16:19:25 »
Hm, I'm struggling with the abyss fight in North Crater and I can't get out of the area. How do you beat him? He has that breath that game-overs you if used. How do you stop this move? Compared to the Cloud/Sephiroth yin/yang fight Abyss seems very difficult.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-03 14:58:24 »
Hm, It seems I still can't interact with either the tubes in shinra mansion or Godo during disc 3. I don't know what's causing this but I've not done anything in northern cave. I also just killed Ultimate weapon but it doesn't seem to have changed anything. Godo says the usual thing he says about getting materia, whereas the shinra mansion tubes say the usual specimen message. No special encounters/text is triggered.

EDIT: Ok, I'm stupid. After getting to the bottom of the cave they unlock.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-02 00:40:28 »
Hm, is the "where is the thing" file in the documentation up to date, because I'm having problems getting some of the events like
Spoiler: show
Cloud's in Shinra Mansion and Yuffie's when talking to Godo


On another note, what is the deal with the Curator? Is that even beatable or is it just a joke boss?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-02 00:23:00 »
Is the second and third fight with Cid's Protege meant to be so easy? The love buster died in one hit and so did the dragon. One bolt 3 with 2300~ damage managed to kill the dragon and it just felt a bit cheap.
EDIT: After checking in PrC it has 255 health, I'm sure that's a mistake.
Also, I can't seem to get the encounters for Yuffie's and Cloud's level 4 limits. I am on Disc 3 and for some reason the Cid one was the only one I was able to get.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-01 17:23:38 »
Holy shit, you guys were right. I have never used added cut before, but I have got Added Cut = Steal (level 2) linked and with 2x counter and command counter deathblow Cid just got 5 crits in a row for a total of 20~k damage. I guess elemental also plays a big part of that damage output, but hell he hits hard and is constantly under shield so he won't die.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-01 15:14:13 »
So when a monster is not weak to anything, it's better to use a different materia or just put elemental in armor with whatever they throw at you, right? Also, I was wondering what causes the bombs in the Bomb King fight to explode, sometimes they take 2 attacks (including the one by King Bomb), sometimes they don't explode at all, and it's been largely confusing.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-01 12:35:16 »
Thanks for the answers guys. I was also wondering, what do I link elemental with if a monster is not weak to any element? Do I link a non-elemental materia or will my damage still go up with a random element they're not strong to?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-31 22:13:55 »
I was wondering what sort of damage formula is used for the "Attack" command, as it seems very underwhelming. Everyone on my team, including Cid (whose magic is like slightly over 1/3 of what his STR is) does more damage with level 2 spells than Attack. On the other hand the Deathblow also misses too much to be reliable physical damage. Is magic meant to be the 100% time go to, or is my gear just weak (strongest weapon I currently have is apocalypse) and I'm struggling with the Pearl Weapon and the four materia caves, I got close to killing King Bomb once but I ran out of ethers and perished a long death.

On another note, it's not possible to select the "do nothing" option when talking to the Corel NPC that teleports you into saucer areas with the gold ticket, so you always have to trek back if you by mistake talk to the NPC or decide not to go to the saucer.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-31 17:57:49 »
Leftover Opts in sunken Gelnika cause a zoom in softlock. I do not know what was the trigger of this, potentially one of its skills.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-31 11:51:11 »
I noticed that the fight against Tseng in Rocket Town is a little bit weird. For some reason, he started shooting himself, and getting extra turns just to shoot himself. Is that intended or is the AI bonkers?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-30 16:54:53 »
Ah, so it's just with Hyper Jump? Thanks for the fast response. I guess I'll just not use it and it should be fine ;)

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-30 16:42:48 »
I downloaded today's patch and whilst fighting the dragon in gaea's cliff, I got a freeze and an exception error for ff7, which crashed it. This happened when I got it quite low and during Cid's "Hyper Jump" limit break. Was today's patch not a fix to this soft lock?
EDIT: It happened again, this time at the start of the fight when I used Hyper Jump.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-30 12:15:48 »
Hey SC, I would like to say the mod is really well done thus far. A couple of issues I have encountered that I'm not sure if you know of:
In Corel, when talking to the old man in the first screen with Barret, Yuffie and Cloud, Cloud would just walk into Barret resulting in a soft lock.
The fight with the captain in front of shinra mansion pits you vs the debug claw.

I also have a few questions. How does the undead status effect work and how do you prevent it? For the fight where you get alexander, is there a way to stop the charm that she throws at the start?

Thanks in advance for your answers and I'd like to see more fixes to this already awesome mod.

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