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Messages - Saberfrost

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-12-30 13:22:44 »
I'll make the defence reduction on each hit for Jenova Death (and Safer who also has it) a bit more per hit; think it's -5 currently. I'll set an ability to be used at the start that indicates how it works as well.

Ah, I just defeated him and was wondering why he was taking almost no damage. I just immediately resorted to Pandora's Box + Reflect because of it to nuke him down.

Defeated the angry marble too. So all that leaves on that file is the secret super boss, if I feel like figuring out where it is. Couldn't get Cait Siths ultimate weapon due to a bug locking the game when making the jump into the destroyed temples pit. Didn't get Master Magic (out of laziness, though) either, but it's wasn't a necessity nor was I going for 100% as I was missing a couple E.skills (also too lazy to go acquire) and some other things.

The marble just got erased from W-Summon KOTR. It felt kind of cheesy. But him randomly Doomsdaying was what made it worth it since capped magic defense and 6000+ HP minimum is required to tank it outright and I did not want to spend a couple hours exp grinding to get that without HP UP.

Summons feel good though. Their damage being based on level kept them from being grossly OP. Them ignoring defense ensured they were always a good option (barring elemental damage shenanigans) to have for damage too.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-12-09 18:43:44 »
Oh right; I think I can sort that out.

I've some balance stuff done for the upcoming patch (reduced enemy defence for Disc 2/3, adjusted spell power, that sort of thing); one of the changes was to drop the ignore defence flag from all weapons and set them up differently instead. I'm not sure what's meant with Jenova Death being petrified though, the petrified flag for allowed statuses aren't on there for that boss and I thought that when enemies are petrified they're counted as KO'd in any case.

Will tweak the type B air buster on mt. nibel.

The W-Item glitch I've been thinking about a lot recently. I've got the address where the item increase occurs (not checked into what to do there yet), and in the past I've just went with a 'use the glitch if you want' approach but the response to that is usually people feel like they have to use it because it's there and so accessible to use. I could maybe add it as a toggle to the IRO or something.

Toggle would likely be prudent seeing as people either love the glitch or hate it, both sides having good reasons as to why. I personally just like the glitch so I don't need to *FARM* out some items. Not every materia setup has Magic or Enemy Skills in it to solve status-related problems which would be where items come in. My current files Tifa here is a good example since I basically don't let her ever touch magic. If her turn comes up and I need -- for example -- a dispel the W-Item glitch helps me not need to farm the appropriate item the hard way to achieve this. But there's always Gospel Sparks and Mega Elixir spam being grossly overpowered too. Maybe consider doing something with them like you did with the Hero Drink.

Jenova Death I wasn't aware could even be petrified either. I just got to her, noticed her defense was ridiculously high and her mechanic to getting around it wasn't worth the trouble, so Comet spam with the stack of Ethers I had at the time to enable it.

As for the weapon defense-ignoring thing... Since you're going to be reducing defenses, just make Barrets Drill arm similar to Cloud's Ragnarok making him a crit-machine. His Chainsaw is supposed to be for that, I'm aware, so you could change it to be similar to Vincent's Buntline and make it have a chance to instant-KO instead. Maybe move defense ignoring to the ultimate weapons, if you want to keep the mechanic but also making it clear they are THE best weapons. I'm just spit balling ideas though, take them as you will.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-12-07 22:20:06 »
Just finished 2.0 (All bosses/Limit breaks/Weapons except the secret boss) and wanted to give some feedback

I originally couldn't find the 1/35 soldiers but i found them all so modifying my message here for feedback instead.

First of all, W-Item is a bit easy to obtain. I understand why it's where it's at but at the same time, I don't think it's actually even needed. It kind of trivialised almost everything. When you're able to duplicate Megalixirs as well as Stardust or Gospel sparks, it makes the entire game a little trivial including the post game bosses such as the weapons.

In terms of character balance, Tifa is a lot more balanced now which is fantastic, however it feels like Barret might've taken the new position of over powered.

Once I was able to reach the Drill Arm and basically ignore all defense, it pretty much ignored all mechanics that are supposed to be in the game, not much reason to dispel anything or worry about anything, that combined with unlimited Megalixirs and Gospel Sparks.. Well you can see where I am going with this.

Also to touch on the ignore defense mechanic, Jenova's Deaths incremental defense/damage, now, as we know Jenova is susceptible to Petrify, however when the AI is petrified it usually makes it so the incremental mechanic doesn't increase, this is where Barret being a little over powered comes in, with the ignore defense mechanic, it completely ignores the incremental damage even while the AI is petrified.

I'm not exactly sure how you would go about this but maybe a good idea would be to change ignore defense to increase damage depending on how much str Barret has? Which could then increase incrementally through the fight whenever he gets attacked in the front row? I literally have no idea on how you would be able to balance it (If you would like to balance it that is) but I would like to mention that Barret does feel like he ignores any mechanics in the game entirely.

I do think there is only one particular boss that I should mention feels a little much.. Air buster in Mt Nibelheim, while I found a way to get past him a lot easier, it felt a little over kill with the amount of time it takes to do attacks.

Love what you did with Wu-Tai, feel like it flows much better and it's nice that there's some post game in disc 3.

I miss the X-ATM memes. He was fun.

Bosses having too much defense is a bit of a problem since it incentivizes using Defense-Ignoring methods so much. Spamming Comet just completely trivializes the silver chocobo because it can't miss for Pandora's Box which, in turn, with Mighty Guard, allows us to completely trivialize Emerald and Ruby. Then just to take it further there's a magic built Barret taking over Cloud's ability to just Mime = Counter Catastrophe every boss to death while you go and make a sandwich.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-12-01 22:03:26 »
But in the original, doesn't it not use those attacks if they don't hit, so turns aren't wasted? Here they are.

Ozma AI in FF9 is coded to not cast a spell if the entirety of the party is not affected by it. If at least one person is not immune it'll cast anyways when it chooses to do so.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-11-25 20:14:59 »
The "item location" document says they're not required, but I mastered them anyway while AP Grinding Mega Alls and the like just to be on the safe side

I hope we get more Restorative Weapons to make more use of most of the splinter materias (and also a fix so they work with Added Effect. I noted that buffs didn't work with added effect earlier)

Oh, must've just been because I was missing something when I last checked. Gonna have to stop by the big green rock again later after I compile everything I got and look to see what I still don't have.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-11-25 17:56:50 »
Still on my to-do list; mastering all the green materia to get Master Magic. But was the Huge (Green) Materia changed to require mastering Splinter materia as well?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-11-12 03:07:39 »
Got to Northern Crater. New Threats NPC on the Highwind that talks about the added content says you can change party leaders after reaching the bottom of the Northern Crater. This is false, I changed to Cid immediately after entering disc 3. Using Cid as Party Lead to enter the Northern Crater causes the first screen of the crater to load in, briefly, but it then yeets you and loads in the chocobo stable on the Highwind instead. Loading Cid outside the room. He's stuck unless you wiggle around a bit and worm yourself back into the doorway which causes you to enter the load-zone to exit the stable. Swapping back to Cloud seems to have fixed it, or prevented it from continuing to happen anyways. Dunno what will happen if I use Tifa as party lead in this manner.

Weird bug. That's all I know about it.

Dunno if someone mentioned it already, or not, but Cait Sith's side quest in Disc 3 is bugged. Screen fades to white and the game locks.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-11-10 07:08:51 »
Hello Sega Chief,

I tried the mod last year, liked it at hard difficulty, but the gil mechanic just forced me to go into battles in grind mode for morph, which isn't really fun imo. So i've just waited for a fix to the gil issue.
I deeply apreciate the work you've done and i'm eager to play it, is there going to be a fix soon? Not sure if it's easy or fast to fix, i'm just wondering.

Cheers 8-)

Yeeeaaaah, no gil is kinda silly. I found myself turning that mode off knowing I'd be hyper-inflated with gil at end-game anyways and items are very essential with how much magic costs. Some spells just absolutely chunk the MP pool (some understandably so, looking at you Comet) so I had to wrestle between "well, I can give up weapons, but, I need a healthy stock of ethers and potions." Since gil is plentiful regardless of where you're at in the game without it enabled I was intending to just immediately bump it back on once I've gotten to the Northern Crater.

Someone earlier said it but I'ma parrot it here too.... Comet is too strong to NOT rely on as soon as it's obtainable. Bosses like Carry Armor are a bit frustrating to deal with without Defense Ignoring attacks.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-11-05 16:45:22 »
you can also get from elsewhere. just outside midgar, then much later deathclaw still has that eskill alongside the other tank type looking enemies after junon raid, there is a few other enemies which has that eskill as well, can't remember locations off top of head.

One of the robots have it. Went off to collect after I'd gotten Highwind.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-11-02 04:52:46 »
Item / Stuff location document says the boss that is fought immediately on getting Red XIII is where I can acquire Matra Magic.

Are there any other enemies that could have it on Mode B? If not then that is one spell I will have missed on this playthrough of the game. Not a massive issue, but still a little frustrating knowing I missed it because I wiped out the trash too quickly.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« on: 2020-08-08 18:27:08 »
Have you decreased chance for Odin to use sword attack on regular enemies?

I don't believe Odin's Instant-Death gimmick was changed.

If not then it means you were fighting an enemy with immunity to Instant-Death. Odin will never use his sword if there's a mob with immunity iirc.

But good 'ole Sega will be able to provide better information.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« on: 2020-08-03 23:00:54 »
Parasite enemies are able to cast Magic Breath in the Crater.

I'll keep it in mind then because v1.5 document says they can cast it to but they don't. I just setup Aeris to Mega-All party with a healing rod to just afk and bait it and when I came back it wasn't learned at all. Manipulation didn't hold fruit for it either.

So for version 2 I'll just have to wait and see for myself if I miss it in Gaia again.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« on: 2020-08-03 19:01:42 »
Ah, two questions before I get around to updating my own files.

Any known crashes in the current patch I should be aware of so I won't stumble on them playing the game normally-ish? (like not going outa my way to make bugs occur or find crashes) I tend to go for long swathes between saves.

And two, are there any enemies capable of casting Magic Breath in Northern Crater at the end-game? My last save file missed it because the only things that could cast it were in the Gaia mountain caves just before you reach the Maze. At that point though it was strong enough to wipe my party so I tried to prevent it being casted. So it locked my file out of being able to 100% the game without sacrificing a mountain / gold chocobo just to get back to the cave.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-07-11 16:39:58 »
Long Range is kinda broken with Cid's ultimate weapon.

Which reminds me. Most recent patch has the nerf on Venus Gospel yeah?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-14 06:06:07 »
All draining abilities in FF7 will only take as much as the opponent has. so even if you osmose for 999 if the enemy only has 1 MP you will only gain 1 MP. Same for Red and Cids draining limit breaks.

It's pretty nice for figuring out how much HP any enemy has that Sense doesn't work on, since Venus Gospel won't drain on subsequent attacks on an already dead enemy (use 4x cut and enemy died at x2 but Cid does all 4 hits anyway for example).

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-08 18:14:29 »
Thank you for the answer, maybe I need to finish the game until I make an opinion, it seems this mod is going to be harder later, hope it does.

Yeah the only thing leveling up does is increase max HP / MP. But exp is so plentiful you can hit level cap before starting disc three. So unless you run away from every single fight you'll probably be gud. At worst you might need to grind a little AP here and there to get better materia setups.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-08 17:43:53 »
Are you putting that run on Youtube as well?

Uuuh... Maybe? I'm kinda terrible at the game so if you're looking for guides on the bosses there's better videos out there for that. Maybe I'll run it on Arranged mode next time, I'm not against the idea. Was streaming this file to a couple people because they wanted to see the Old FF7 story after Remake came out.

Hello again, sorry to ask Sega, but I was wondering if you could please make the enemies harder in terms of stats, can you increase their stats? I just have many easy battles, can you agree that please?

If not, is this mod compatible with the Hardcore to match in a same playthrough?

You'll have to tolerate being as strong as you were upon leaving Midgar in disc one. For the entire game. But you can just NEVER take sources from Mr. Smile, if you want more challenge in raw stats.

If anything I'm glad one of the super bosses has such little HP, due to his RNG chance to just wipe your party with no way to stop that. He almost did it to me here; https://www.youtube.com/watch?v=_p-ppY7zNU4

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-08 01:59:48 »
I think you need to update your version of NT, last I checked there's supposed to be 4 special matches!

It's an old file. Once I beat the remaining two super bosses (a certain underwater creature and a certain white chocobo) I'll be doing another play through on an updated patch. Hadn't experienced Mr. Smile prior to this file so a few characters stats are a bit messy anyways.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-07 22:18:13 »
https://www.youtube.com/watch?v=c7X81crXEdY

Am I wrong in thinking Venus Gospels life steal is a little too strong?

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-01 08:24:20 »
Truly, I am a professional moron.

But speaking of E.Skills, do Malboros really have Magic Breath in 1.5v normal mode (not playing arranged yet)? Can't access Stillva's on the save I'm currently working on (disc 3), and Parasites don't have it when Manipulated.

Took a break from E.skills to get more side-quests done.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-06-01 01:49:52 »
I'll adjust it.

I just thought about it, is this Lv4 Suicide? If its name was changed to Quarry Fuse then no adjusting needed. They use it pretty often and I just didn't know better.


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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-31 16:58:09 »
Could you recommend a item location guide that goes chronologically?

Depends on wether you wanna get ALL items, or just the essentials. Most of the things you'll want are given to you near the end of disc 2 and 3 by doing the side-quests. The items you'd have to worry about missing are moved so you shouldn't miss them.

Everything else is replaced with duplicates of items you'll already have, or consumables.

You'd really just need to use a guide of the entire game, since they generally make sure you're given enough information to grab everything. Like Sega said, the huge majority of item placement isn't moved anywhere. If it was moved, it's accurately detailed in the "Where Is This?" file you're given with the mod.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-31 06:05:56 »
It's for male characters only. Its a guard for an escort.  Its like that in vanilla as well I am pretty sure. This game was from an earlier age where the social normal was for an escort to be a girl I suppose :p It's opposite is the minerva band, only girls can equip that.

Cait Sith can equip the Minerva Band and the Escort.

Though, that may just be due to spoilers.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-31 00:02:39 »
Having difficulty getting a Mu (and a few goes at their stronger version, Trickplay) to cast Lv4 Suicide. Might be a good idea to slightly bump up their chance of using it, if you can. Have spent several hours with Aeris just beating them with the Wizard Staff to restore their MP waiting for them to use it.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-29 23:51:26 »
For the drop, you can't Steal anything otherwise it cancels the drop chance from happening. It seems that Armored Golem gets brought up a lot though, so what I'll do is set the Max Ray as the Morph as well.

Ah okay thank you, I thought that may be what was happening after a while. So I'll go at it some more until the next patch. It's only Barret and Yuffies ultimate weapons I'm missing still but no issues with Christopher, I just don't care much for Yuffie lol

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