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Messages - Rainku

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I like this mod. Is there anyway to incorporate the other GF's aswell (atleast being able to summon them)?

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@Rainku
Just beat it in Lionheart mode with a 10 minute limit and had 2 to spare by the end. Haste the party and just double spam water on it (could also use thundaga if you found the draw point) with 2 of your party members who have the best magic stat and dedicate the 3rd one for double healing and protection. Switch to double bio spam when the guys run out. Increase battle speed slightly. I did manage to sneak in a mug as well but if it seems tight just forget about mugging and drawing, it's nothing special anyways.

Ah yeah that's what I did, except I only had 1 high mag party member spam double water with haste applied and had the rest act as support and water melee dmg. I'll give your strat a shot next time.

Only problem is, I'm a bit OCD and don't like increasing and decreasing the battle speed during gameplay. I prefer it stay at a solid speed.

I actually did manage to beat it in 10 min in the end.. but the clock was literaly at 0:00 when the screen faded to the exp screen. So I see it more that I got lucky, haha!

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Hey there!

Just a quick question:

- The fight with the robot at the end of the missile base mission.. did you add any rewards to the fight if you beat it at 10 minutes? Or does it not matter? (I can't seem to beat him that quick.. I always get to the part where the soldiers come in and then *game over*)

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-02-05 20:02:09 »
As you attack, his defences erode by 3. So if you hit him 10 times with physical attacks his defence falls by 30. So something you can do is start off with defence-ignoring attacks, Fire spells (Fire1 would be best as all 3 spell tiers have the same defences reduction), and some physicals from Added Cut or whatever mixed in there. Then once the battle has progressed for a bit and his defences have been shaved down, swap over to the more heavy-hitting spells like Contain or Ultima. Just mind that he changes his elemental weakness between Wind and Holy when he flies up/down.

Aaaaah okay. That's actually pretty clever... Is it possible to add a note during battle that physical attacks weaken his armor? Like "Sephiroth's defence is eroding" after doing a physical attack or something.. well I suppose I did notice the dmg go up, but it was hard to figure what exactly caused it to go up. Like I don't think I would've guessed physical attacks would take down his armor so I rarely did them. Does the fire spell defence lowering stack? I always thought it was like a debuff that doesn't stack. That would make sense aswell then...
*Spoilers for Final Fantasy Lightning Returns*
Spoiler: show
That kind of reminds me of the Bhunivelze Final Form fight where you had to try and stagger him with your dmg slowly going up with the right abilities used, until he was staggered.
That's pretty cool.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-02-05 03:11:12 »
Hey can I ask a dumbass question?

What's the most efficient way of defeating safer sephiroth?.. the battle took ages for me cause I did not have alot of armor piercing attacks. What's going on here? What are you meant to do? For reference I was playing gameplay type A.

Oh yeah and when I manipulate a Dark Dragon at Northern Cave, is it normal that you can only select to use Dragon Force on one party member(which is the same one who is manipulating)?

Tiiiiiiiime for type B!

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« on: 2021-02-03 19:36:44 »
Hey there! Played your 1.5 mod awhile back and really enjoyed it, so I figured no harm in sharing my thoughts.

Absalutely fantastic job! I'm a bit of a casual, but I found the original game too easy so I was in search for a more balanced game mod, this mod delivered all that except for a few things in my opinion such as:

- Moving the Contain, Ultima etc materia from their original gaining points to Northern Cave. I use to do everything post game before going completely down Northern Cave in vanilla. That's just how I played. So for me, having to complete Northern Cave only to have to go back out again feels anticlimactic. I know you have to enter Northern Cave in the original and then go back out, but that's still better than having to go all the way down.
- Although I love the idea of extra bosses to gain each character's limit, I found all the 1v1 battles exhausting after awhile and it kind of ruined the fun I had with the mod leading up to that point.

Now I'm at the endgame of your 2.0 mod. I played through type A and I loved all of it! I was also super relieved that there werent as many 1v1 battles to obtain all the final limits, aswell as not having to go through northern cave first to unlock the side quests. I also love how all the towns are ocupied, the new dialouge, everything is cool and sometimes funny, but never felt too out of place. Really great! So far the only issue that remains for me, personaly, is the Contain, Ultima etc materia being only obtainable in Northern Cave. So I used Black Chocobo to pretend I got it from their original places. I also minused 10000 AP from the Comet Materia since getting Comet2 was taking way too long(although I get it does more dmg, but I still couldn't see myself grinding that long, especialy since I'm at endgame and would like to have all my spells at my disposal at that point).

So exellent work! Thank you so much!

Just a quick question: I use to farm my limit break usage on cactuar island by manipulating one of the catuers and having it use 1000 needles repeatedly on the party member whom's limit break I wish to use. I noticed I can't manipulate that cactuer anymore, so I don't know where the next best place is to drive the limit gauge up quicker? I know I can kill multiple enemies to gain the next limit level, but I'm talking specificly about getting the limit gauge up as soon as possible to making gaining the next limit move within that level faster?

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Oh, I didn't expect the Dispel issue to happen in Remastered, but after taking a look at the Remastered files I noticed there's something wrong in the Standard version. So updated the Remastered Standard version with a fix just now (starting a new game is not needed), sorry for the inconvenience.

Hey no prob! Thank you for fixing it! :)

Making the ATB bar continue during spell animations should be possible. I actually checked ATB bar behavior recently to make it stop when selecting targets in Wait Mode, so the instruction for animation handling should be there as well. I'll take a look at it again, but I can't make any promises, and I would probably implement this change for Active Mode only.

That would be AWESOME! If you can make the animations still play whilst the atb bar moves, that would be so cool! I wouldn't mind switching to Active Mode in that case! Ofcourse it would be even better if one could play in Wait Mode and have the atb bar pause during command selection but still continue during animations, but if it's too much to do that or if some people like the atb bar pausing during animations, then I'm all for it being in Active Mode! :D


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Releases / Re: [FF7PC] [7H] Enhanced Stock UI (2.0)
« on: 2021-01-24 02:52:30 »
Heya! Thank you for this mod, it's pretty neat.

Was just curious if there was an option to turn off the transparency of dialogue boxes?

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If casting Dispel results in displaying 0 damage, then mod installation is incomplete and some essential features will be missing (Draw cap and damage limit removal, magic damage formula alteration, Vit 0 resistance for enemies etc). Make sure that the Ragnarok_mod.txt file is at the right location (FFVIII parent folder Raw -> Global -> Hext) to enable all mod changes.

Uh oh! Well I'll tell you what happened.. I'm playing the demastered version of the game with graphical mods.. I think I accidently installed the Lionheart mode one instead of the Standard one, cause when I played the game some bosses just seemed really really tough. I got to the prison one where there were 2 redgaurds and 2 robots. I then thought I maybe installed the wrong one, so I went and installed the standard one instead. This time only 1 redgaurd and 2 robots appeared and battle didn't seem as bad. Do you think this messed it up? The draw cap seems to still be fine as I'm getting about 38 per draw on some spells. But if you say that dispel isn't suppose to show a 0 dmg number then there's gotta something wrong...

When I re-installed it, I did the same thing by copying the standard mode files into the demaster folder. (so thats both the data and texture folders at their place). After seeing your reply, I then repatched the "FFVIII_EFIGS.dll" file and replaced it with the original in the ff8 folder to see if that may fix it. Went into the game and dispel still had a 0 dmg number pop up.

So I don't know if the only option is to replay now? Is there still maybe some way to fix it?

An unrelated question: I know this might not be possible, but I thought I'd ask anyway. Is there anyway to make the combat system a bit more snappier like FF7? You know like have the atb continue to go regardless if an animation is playing or not. Cause every action you take in FF8, causes the atb bar to pause, whilst in FF7 it allows you to que more actions before it pauses.

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Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2021-01-20 06:49:16 »
Yo! Hows progress going? ;D

I remember playing your FF7 NT 1.5 and loved it! I'm playing with the Ragnarok mod for FF8 right now and it's pretty decent.. but I like the sound of what your trying to do with the limit breaks and spells, so really looking forward to how it turns out! I definitely feel your changes are neccesary to spice FF8 up a bit.. FF7's battle system feels quicker and snapier cause of the atb continueing to fill up even whilst executing commands.. FF8's atb pauses on each and every action so it's nice to have limit breaks happen more often and not have to worry about drawing 100 of each spell etc just to make the combat system look a little more.. nicer.. I supose.

Will give your FF7 NT 2.0 a shot soon!

Cheers

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Hello! Been playing this mod again, since it's essential to make the most out of Final Fantasy 8's systems. Really love this mod!

I play it a bit diferently though, I pretend that I can use the "instant limit break" feature once per battle if I hit an enemy with elemental weakness. I pretend I can only choose 1 party member's limit break when that happens, haha! It's simply a personal choice, since I don't always like having to heal after every small fight.

Just a quick couple of questions: Is there a document listing the exact spell and GF ability descriptions along with any other changes? Because for some reason when I cast Dispel it does a 0 dmg number and nothing gets dispelled? Or is it that it now only dispels certain things? Also where are the hidden Iguions in deling city sewers? The clue states it's near the shaft of the presidential residence. Yet I've looked around that part of the sewers and been running everywhere else in the sewers and can't seem to find them.

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@Rainku: Before attempting the Brothers, make sure to have HP-J available for everyone, and junction at least Zombie to HP, which can be drawn from Blood Souls near Galbadia Garden or Tomb of the Unknown King. The spell can also be refined from Zombie Powders that were dropped by Gerogero.

As for Vitality, junction Protect (can be drawn from Armadodo inside the Tomb) or Esuna (can be drawn from Vysage that appears outside the Tomb in night-time areas) for the characters that have access to Vit-J, to reduce the damage of their physical attacks and also the chance of getting confused.

In battle, start with casting Double, Protect and Float on your party (in that order), cut Haste (as otherwise positive status effects will wear off too fast) and after stabilizing, go for Sacred first by casting Float on him and start attacking with Aero, Bio or Demi. If you have the Diablos card, and are willing to mod it, you can also use Gravity Bombs on them to great effect. After Sacred has been defeated, no more Mad Cow Special attacks will be used, but if Minotaur is alone, he will use Mower more often than before, so make sure to always have Protect up.

I think my main problem was Haste taking my Protect away too fast. I got him in the end by making sure everyone was Curing each other until stabilized before I did Demi or Aero attacks on Sacred. It was just the moment float and protect wore off and my party wasn't fully healed yet at the moment, causing the brothers to do insane amounts of damage before I even had a turn. But junctioning Zombie and more Protects helped. Thanks for the advice!

On another note, I got Diablos a little later than what I was suppose to in this mod I think.. Since he was surprisingly easy to fight.. It would've benefited me having his abilities earlier on. Loving this mod so far! I also love what you did with the side quests and the rewards etc.. Feels a lot more worthwhile how you have to earn everything.. Also cool how I was able to gain access to the items needed for upgrading everyone's weapons early on. Thanks again for the mod, it's really cool so far. Feels like the game was meant to be played this way.

 


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Hey Callisto!

Love this mod, it's really made the game a whole lot better. The vanilla game was extremely unbalanced and broken. This mod has done some serious fixing to those issues! It's so cool! Everything is useful now! I love it! ;D

Just a quick question if I may. I'm kinda stuck at the moment with the brothers GF fight. I use double, protect, float and haste mainly to avoid their mad cow special and to prevent them from healing.. but as soon as protect wears off and they get attacks in and kill someone, I find it becomes almost impossible to get back into the fight. As soon as I start healing, I pretty much just get stuck into healing everyone until I die. Of course it would be easier if I can kill one of them ASAP, but I just seem to be stuck on what to do at the moment.

Any guide or tips on how to beat them?

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