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Releases / Re: [FF8-PC Steam/Switch] FFVIII Crystal 1.5.6 / Remastered Version 1.1.6
« on: 2024-07-25 02:28:38 »
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.
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.
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.
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.
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.
@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.