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Messages - El Grillo

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-09-14 00:50:57 »
Disk 3 spoilers:
Spoiler: show
I farmed up a set of mastered Elemental and Added-Effect materia to go Weapon hunting, but it turns out that was unnecessary as long as I could open with Great Gospel and then mime KotR a bunch. I wasn't quite able to beat them without taking any damage, but close enough.

Then I stumbled upon Ozma blindly, and that was quite a surprise. I attempted it a couple of times without Aerith's limit ready and got wrecked pretty hard (being at level 72, 75, and 76 didn't help  :)), but I think the same idea should work, especially if I farm to level 77 to dodge all the level-based stuff.

Anyway, I unlocked Ozma trying to get Tifa'4 level 4 limit break. I got 1 gil from playing the main theme as Cloud at her home piano and then got Ozma at the Shinra mansion piano. Does she need to be party leader or am I doing something else wrong?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2020-09-09 04:51:10 »
Bug report for 2.0.94. When I talked to Barret in Kalm to pick up Catastrophe, his model got stuck in the walking animation and the game soft-locked.


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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« on: 2020-09-06 05:43:49 »
I took a short break after starting a B-mode game and accidentally saving over my latest A-mode save (not a lot of hours lost but a crushing blow to momentum), but I pressed on and made it to the bottom of the Northern Crater. I thought I read something about being able to fast travel back to the Highwind, am I misremembering?

Seems like a good time to do the rest of the LV4 Limit Break sidequests and hunt down the Weapons. Funnily enough, but not entirely surprisingly with my support-tank build, Cloud still hasn't hit the kill threshold for LV2, and the way things are going will never get there naturally, but it's probably worth farming that up as well.

Still having a lot of fun. The most annoying enemy in the Crater for me was Pollensalta with her counter-attack of applying Confusion + Resist (which means you stay confused even after getting hit by a physical attack). I spent a while trying to manipulate for Angel Whisper, but even with HypnoCrown it didn't seem in the cards. Are you supposed to learn it with a well-timed Confusion, or another method?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« on: 2020-08-13 21:37:00 »
Yeah, in my current game I was also able to dig up the Sector 5 Key right after Mideel collapse and before the Underwater Reactor.

Would it be possible for Aerith, when equipped with a healing rod and Counter Attack, to target an ally instead of an enemy? Totally understandable if not, I just want to try out a silly build :)

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« on: 2020-08-13 06:57:15 »
Type A Disk 3 Special Battle:
Spoiler: show
Thanks for making this a full-party fight and getting rid of the handicap slots, it's a much more fun way to earn BP than standard battles. The Gilgamesh fight was quite fun as well, he actually ran me out of Cornucopias with his mass-Frog attack. Fortunately, Hydro can be cast while in Frog status so my 255-Magic Aerith just went to town while everyone else just defaulted to using random consumable items.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« on: 2020-08-11 00:15:02 »
Spoiler: show
So I got a bit carried away and did the other 3 Materia Caves in the following order:

Mimic: fairly straightforward, my standard setup was enough to grind through to victory.
6 Heroes: first set wasn't too bad, but I was caught by surprise by the second set and misplayed horribly. For example, not realizing that Green Hero's Dragonsong was applying mass Regen... came better prepared to set up for the second half of the fight and it wasn't too bad.
Omega and Shinryu: Somehow won on first attempt. I knew about Omega's Stop vulnerability, and managed to keep it out of the fight for the most part. Encircle was nasty, but hit support-tank Cloud so it wasn't a huge deal. However, something weird happened at the end: Shinryu used Zombie Breath and Cloud was subsequently KO'ed, and I got the pop-up when I revived him with Life2. In the same turn, without zombie-Cloud ever getting a full ATB bar, I finished off Shinryu. When Shinryu used its final attack counter Almagest, Cloud took no damage while the other two party members died (Tifa lived with Grit), and the game recorded that as a victory. Cloud got EXP and AP as well.

Great Gospel was key in all of these fights, I made sure to start with access to it, and usually managed to fire off another during the encounter. I had somehow forgotten about Comet during the Quadrangea fight and swapped to it afterward as my primary damage source, along with Tifa's Deathblow+Added Cut and limits chipping in (I couldn't use the Curse Ring/Powersoul combo though, I found it too fragile).

Fun fights and a good level of challenge. I had to use a handful of Megalixirs which likely could've been avoided with cleaner play or higher levels and better preparation, and while the bosses were very threatening it all felt mostly fair, with counter-play available.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« on: 2020-08-10 22:52:42 »
Spoiler: show
I just finished up the Huge Materia sequence and decided to try the Materia Cave bosses with the Guidebook-for-Gold Chocobo trade. For the 4x Quadrangea fight, Sense says that they're weak to a bunch of elements, but then they absorbed elemental attacks instead. Is this supposed to indicate that they absorb twice as much? Oddly, when I casted Phoenix as a desperate Life2, that damage did go through and helped a bunch.

After a quick defeat on my first attempt, I ended up going with a defense-oriented Laser-spamming approach with Great Gospel to buy time and it worked, at the cost of all of my X-Potions and my first Megalixir (thanks Fort Condor). There was probably a more elegant solution, but it was a fun fight in any case.

I feel a touch under-leveled at level 45-50, but I figured they're available now so why not at least try them?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« on: 2020-08-10 09:22:14 »
A Mode Disk 2:
Spoiler: show

There seem to be a couple of bugs in the Zack flashback scene where you get Omnislash and Great Gospel. While Cloud was renamed Zack for the battles (I came unprepared in my default tank-support setup and eventually got ground down by the Slalom + 2x Heligunner due to not being set up for Dual + Sleep, is there an end to the gauntlet?), I got two rename character prompts afterwards: one for Cloud, one for Cait Sith. Afterwards I was returned to the Highwind bridge with Cloud KOed.

EDIT: I came back better prepared for the solo fights and beat the 6x SOLDIER:1st fight, which was pretty neat. Ziedrich, Barrier/MBarrier with Regen, Added Effect-Mystify in armor, and Magic Counter-Cure1 kept me from taking too much damage, and Alexander's Stop and Cross-Slash helped as well. Then for damage I just relied on counterattacks and poison ticks from Bad Breath. Only needed one Elixir when my MBarrier slipped for a turn. I had been using Berserk for the earlier SOLDIERs, but their 4x-Cut move is actually fantastic because counters can proc on each attack, and Sleepel is a wasted turn from them.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« on: 2020-08-09 00:45:38 »
Spoiler: show
Just finished A Mode's Disc 1, I think this version of the Jenova Life fight is my favorite across the mods I've played. It was also the first fight I had trouble with going in blind, then I brought DeBarrier and Silence to stop zombie-Aerith from casting and it was all good.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« on: 2020-08-08 03:21:01 »
A previous poster mentioned Corel Sand Worms using Earthquake on themselves when out of MP, and the same thing happens if you cast Berserk onto a Mideel Sea Worm. It's a pretty efficient and safe way to grind right after getting Tiny Bronco access, but probably not the intended behavior :)

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« on: 2020-08-05 03:57:10 »
Unfortunately the Junon Rufus send-off was a bit harder for me with the command text replaced with Playstation buttons, as I've only ever played on the PC. Is the reward cutoff still at 100+?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« on: 2020-08-02 06:29:34 »
I swapped in Yuffie for Tifa (it's easy to get 255 Dex with Yuffie with just a Boomerang and 4 Command Materia) and gave Aeris a regular staff with more Materia slots for now. Just did the Bottomswell fight, is it intentional that the only way to steal from it is via Yuffie's Mug counterattack? Normal Steal attempts fail with the "Can't reach" message.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« on: 2020-08-02 00:53:46 »
I made it out of Midgar and have to commend you again for a job well done, having a bunch of slots and Materia to play with early on has been great, and I especially like the split of Magic materia into +Mag vs +Str.

Now it's time for my favorite grindy party composition, cover/support Cloud, Dex-stacked Tifa, and caster Aerith. I do notice the healing staff having been toned down significantly, which is probably for the best. Does it behave like a normal physical attack such that back row and Defend and Barrier reduce its effectiveness?

The dialogue changes have been great as well. Rufus' speech stood out as making much more sense than in the OG.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.3)
« on: 2020-07-31 06:43:35 »
I think updating to 2.0.3 via the installer gave me some weapons in inventory that I didn't have previously - the Farmer's Glove for Tifa and the Maxim Gun for Barret. At least I don't think I had them before I patched before loading my Wall Market post-Plate Collapse save today.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-06 01:58:53 »
Coming out of Kalm, I'm running a rather silly setup with 100% cover on front-row Tifa, with Aeris dedicated to healing her, and she's averaging two limits a battle. It's a shame I'm so bad with the slots :(

I'm having trouble encountering a Mu near the Chocobo Ranch for L5 Suicide. I remember them being fairly plentiful before, was this changed in 1.5?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2017-08-01 17:21:29 »
Soulofsteel, it looks like you'll have to buy a Hardedge the old-fashioned way.

Not sure if this is the right place to report this, but Grenade Combatants in Shinra HQ are listed as morphing into Shrapnel, when they actually morph into Dirty Bombs (which I think is the earliest I've seen them). EDIT: never mind, you can buy them in the 2F shop, so it's not such a big deal :D

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-02-24 04:27:49 »
As far as I know, there's only the one enemy skill.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-02-15 19:42:02 »
Hmm, I picked up two Apocalypses from the Ancient Forest, and didn't fight a boss at the end.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-02-15 04:58:57 »
Alright, I've finished Disk 2 and now have access to the Crater. I read something earlier about how the new sidequests are only unlocked when you reach the Point of No Return. Is that true? Also, should I do the Materia Caves and WEAPONs now, or later with the new optional bosses?

Some play feedback: Due to being overleveled, I've found that I don't need barriers up constantly for bosses with proper setup, and can instead put up Haste and Resist on the first turn. I also have front-row Barret set up with Enemy Launcher with a weapon element that my party absorbs, 2 Covers, and as many Counter Attacks I can fit.  It's quite fun to clear random encounters before taking any actions, at full health.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-02-12 18:07:32 »
I visited Cosmo Canyon in Disk 3 and got the Seraph Comb after the cutscene, but I don't have the Gi Cave Key in my inventory, nor can I open the door, even with Red XIII in my party.

EDIT: Heh, the post-Highwind Battle Arena fights don't pull their punches. Thank goodness for Remove and sleep/poison/silence!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-02-12 03:37:44 »
I stumbled upon the Junon Leagues en route to the Underwater Reactor, and it's been interesting. I'm doing the Fighter's League right now, and the Gun enemy keeps trying to cast Turk Guard on me, and it always misses. It sounds like a buff rather than an attack, so I'm wondering if this is intentional. Also, her defeat quote is:

Tseng "I got...careless..."

EDIT: On a different note, is there an item that inflicts Small?

EDIT: Hahahaha, just fought Blackjack with Elemental Attack + Gravity from fighting Smoke, plus 5 mastered Counter Attacks. Now that was an experience (eventually won with dirty bomb + hasting him, moving to back row, and getting 4 meteorains from his Pontoons attack)!

EDIT: When I talk to the League booker and select Cancel, it says "That bracket ain't available yet." and forces me to select one of the first three options.

EDIT: I was exploring Junon and went all the way to the end of the upper level (where the Cargo Ship was in Disk 1). At the very end of the dock, I found a second Comet materia. This wasn't mentioned in the documentation, and I honestly don't remember visiting that screen in the base game. Was that always there?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-02-07 01:09:59 »
That would be a fun place for another X-ATM encounter :)

I just finished Disk 1, the Temple of the Ancients bosses were really fun and well-done, even though I have absolutely no clue how you're supposed to Morph the dragon under the circumstances (you can't even sense its HP). I also had no idea that there were Fort Condor battles right in the middle of the Disk 1 climax, that was undeniably hilarious.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-02-06 09:29:56 »
To clarify about the limit gauges:

I had the 100GP from first arriving at the GS (very handy, thanks), and I decided to spend all of it in the battlee arena. Before starting the arena battles, my limit gauge would be 95% full. It would fill up during the course of the fights, and it would be full by the time I faced Dyne, where I would one-shot him with it. Upon returning to the ready room, my HP/MP/limit gauge would all be reset to what they were before the arena, which means I could rinse and repeat, using a limit break each time to quickly end the last fight. I don't remember vanilla well enough, but it's quite possible it has always been this way.

On another note, is there any way to get rid of the [Resist] status once it's been applied? I noticed that the handicap roulette-inflicted Frog/Small status would be applied despite me being in Resist, and then I wouldn't be able to use Esuna/items to restore my status back to normal. A double-edged sword, indeed :)

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-02-06 06:03:47 »
Hehe, an hour and a half and 27 Tonadus later, I've mastered 2 Covers and 4 Counter Attacks, my A-team is Lv61, and I have 423k gil. Normally I don't grind in these kinds of games, but I think the combination of

1) They're the only enemy that appears on the Bone Village beach
2) They appear to have a very low resistance to being confused
3) They kill themselves very quickly with Aero/Great Gale, and only break confusion with 1 out of their 5 attacks
4) Their rewards are insane compared to what I've seen so far

I really couldn't help myself :)

EDIT: Doing the battle arena now, and I'm clearly way overpowered for it. A few notes:
- Tough Ring is spelled Touph Ring. Is this intentional?
- I was caught off guard doing Dio's arena battles and reset to swap my materia/equipment. I noticed the first time that the roulette handicaps were fixed each round, but the second time it was back to random handicaps like normal
- Not sure if this is an issue from vanilla, but the game remembers my limit gauge status before starting, even if I use it during the arena battles. I unintentionally walked in with a nearly full gauge, and end up taking just enough damage to have Meteorain against Dyne.

EDIT 2: Just did the rest of the scripted Gold Saucer events, and I was equipping Aeris for the Temple when I found an Umbrella (?) in my inventory, but I don't recall ever finding one. I did choose her for the GS date, but I didn't get any notifications about it during the sequence.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-02-05 19:00:30 »
Will 1.4 saves be partially compatible with 1.5, or should I take a break and wait for the release? :)

I have a question about the Tonadu enemy (I've encountered it at the Bone Village beach before tackling the Temple of the Ancients). It appears to be 100% hit by Confuse, which trivializes the battle, and the rewards seem like an order of magnitude higher than they should be (38300 EXP, 2400 AP, 14000 gil). Is this intended?

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