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Messages - chimaerath

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« on: 2020-08-16 18:27:41 »
Conversation Interpretation:
Spoiler: show
In the revisit of the Cave of the Gi, after the boss, Red XIII mentions that his dad became more stern after his mom's death. But, I thought Seto "passed away" first. In the base game, I thought Seto entered the Cave of the Gi alone, and then Red XIII's mom made Bugenhagen seal the cave and forbade him from discussing it with Red XIII, implying she was still alive. Also, I think Bugenhagen mentions that Seto went by himself to protect his mom and the canyon, implying that she hadn't died yet. Plus, Red XIII's wiki page says Seto left in the same year Red XIII was born, and in a separate later sentence talks about his mother's death, as does the wiki page for Red XIII's species'. I interpreted all that as his mother was in Red XIII's life for longer than Seto was.


Gameplay
Spoiler: show
Is it intentional that the HP Plus Materia only appears after a (Iron Giant?) fight in the North Crater? I definitely ran around for a while wondering why it wasn't appearing in the waterfall, even changing maps, and only after I took off the Enemy Away Materia and fought the Iron Giant did the HP Plus Materia appear.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« on: 2020-08-16 04:50:34 »
Spoiler: show
Curator Armor's arms are supposed to grab you each, right? As in, Cait Sith was grabbed by Right Arm, released once Right Arm died, then Barret was grabbed by Left Arm, and released once Left Arm died. A much earlier post made it sound like only Right Arm could grab a character; was that later patched?

Also, the reward for Curator Armor made me laugh. I hate it, but it's funny.

3
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« on: 2020-08-15 04:04:04 »
Spoiler: show
Is Lucrecia supposed to be weak to Gravity? The fight was much much easier than expected once I realized that a floating monster could be hit with Demi3, even if it was reduced damage.


If you take the elevator in Junon up to HQ (where Barret and Tifa were to be executed), one of the maps doesn't show Cloud's walking/running annimation, and only has him sliding a stationary model as he moves. In the menu, the map is "Junon HQ, 2F". It is the map with the Save Point, between the window area (with all the computers, where Rufus ordered the cannon to fire) and the U-turn stairs area.

(Random sidenote: In my multiple playthroughs of this game, this is the first time I realized you can backtrack to that area......)

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« on: 2020-08-14 04:23:29 »
Spoiler: show

Something weird happened in the KOTR fight. I can't exactly remember what happened, but I think this was the sequence:

*stuff happened* --> Cid died --> Shinryu cast the zombie thing that said it is permeating the air --> Cid was revived with Renew --> I could control Cid normally --> Cloud died --> I couldn't target Cloud to revive him, including with Renew --> eventually Aeris died --> I couldn't target anyone now, but Cid was still alive --> Cid spent the next 10+ minutes slowly chipping down Omega until he died.

Disclaimer: I don't know exactly when Cid died. But, I definitely couldn't target Cloud or Aeris once they died, and I definitely cast Renew on Cid to revive him at some point.

During Cid's Zombincibility, Omega never did anything, I assume because Cid couldn't be targeted (because I couldn't target Cid with anything either). I only occasionally saw the " Target Locked!" pop-up, but with no animation from Omega.

I didn't remember the info about Zombie from the Beginner Hall, and I didn't find info about Statuses in the Documentation (can I suggest putting it in the Balancing document?), so the only info I found was from these posts, and it sounds like you should still be able to target and cast spells (like Barrier/MBarrier) on Zombie-d characters.

If you want, you can wait until tomorrow, and I'll try the fight again and recreate what had happened.

5
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« on: 2020-08-13 21:09:12 »
I'm not sure how you got to Wall Market when Junon is your next destination, the Key to Sector 5 typically can't be dug up until after Diamond Weapon has been fought, just prior to the Midgar Raid starting unless I've set the condition for digging the key up to be earlier at some point and forgotten about it. So the earliest intended acquisition of Premium Heart is just prior to Midgar Raid on Disc 2.
In the base game, I'm pretty sure you could dig it up after Cloud returns to the party. I thought the sequence was:
Cloud returns to party --> NPC outside Midgar complains of losing key --> Key is able to be dug up --> ? ? ? ? --> Premium Heart

Put another way: In 2.0.9, I followed that sequence and got the Premium Heart, even though the next story location is Underwater Reactor.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« on: 2020-08-10 03:08:36 »
I know you looked at the Nibelheim pianos, but I can't get past certain issues. Can you confirm that these are working as intended?

  • For Tifa's piano, selecting "I forgot" brings up the text, but Cloud doesn't move and no sound is heard when keys are pressed. Background music still plays during this. (Selecting "I remember" shows Cloud moving, sound is heard, background music becomes silent, and the text appears, thank you for that.)
  • For Shinra Mansion's piano, I hear the sound even with no Cloud animation, but two keys behave oddly. Hitting the "Re [Switch]" or "Ti [PAGEUP/PAGEDOWN]+[MENU]" result in a brief white flash of the screen, and what sounds like a cancel (when you hit cancel in a menu); I can't hear the note associated with those keys. All other keys sound like they work.

Again, thank you for the great mod, and especially thank you for looking into all the issues that are brought up.

7
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« on: 2020-08-09 15:37:22 »
Sorry if you already fixed this, but I only just remembered about this (from a while back, 2.0.4?).

There's an NPC in Midgar near the Church (I believe it's this NPC) who appears when you first enter the map (i.e. just after throwing barrels at recruiting Aeris). The dialogue referenced a later event even when the mentioned character was in my party.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« on: 2020-08-09 05:11:44 »
Aeris is able to equip the Scimitar, a spear for Cid.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« on: 2020-08-08 20:49:20 »
Also another question: would you mind explaining to me the new yuffie ability? im already in gold saucer so i couldnt managed to know yuffie new innate ability.
Yuffie's innate as described in the Balancing Documentation file:
Quote
If attacked physically while in the front row, she will counter with Mug. One enemy in the battle will have their given Gil doubled. After 15 turns have passed, Yuffie's Throwlette will charge and will throw a random shuriken weapon at an enemy when Defend is used (or if already Defending).
As far as I can tell, the Mug counter is consistent, the Throwlette's randomly chosen (Yuffie) weapon determines how much attack power it does, and Throwlette does not use up the weapon. I heard there are issues with the double Gil dropped in Hard Mode; I'm not sure if Sega was able to fix that in a recent patch.

Sega, separate questions (Type A playthrough):

Spoiler: show
Why does Aeris suggest going to Icicle Inn after gaining control of the Highwind? I spent several minutes looking around the buildings in Icicle Inn to no avail: all the NPCs start pointing you to Mideel. Is it solely just to direct you to some NPCs that start talking about Mideel? Because RED XIII already does that, by suggesting you speak to his grandfather, so I don't see the point of being directed to Icicle Inn and Cosmo Canyon. Same with after Mideel is destroyed: Aeris asks to go to Nibelheim to find out what happened to Zack, but I tried talking to the cylinders (which normally triggers the cutscene that reveals what happened to Cloud and Zack before arrival in Midgard) and nothing happened. If the cutscene is meant to trigger later (which is what I assume happens, since I'm not up to there yet), why not have her ask you later?


Are the pianos in Nibelheim working properly? For the one in Tifa's house, when "Aww I forgot" is selected, the text appears, but there doesn't seem to be any Cloud animation or sound when I try pressing keys with Cloud. Plus, when I end it with Start, I always get the same prompt that 'it sounds familiar'. When "I remember" is selected, no text appears (not even the "Press Start to end" like in the base game), Cloud moves when keys are pressed, but no sound plays. The piano in Shinra Mansion also seems identical to the "I remember" option: the text appears, Cloud does not move when keys are pressed, and I don't seem to hear any sound.

I haven't been able to consistently reproduce this, but in two separate instances when Cid used his 3-2 Limit Break "Big Brawl", the animation played, but no numbers appeared, and I couldn't tell if damage was done. Once was during the Fort Condor final battle (with the CMD. Grand Horn, or whatever his NT name is), and immediately after the cast, the monster used Grand Attack, and the battle ended with no EXP/AP/Gil/Drops. The other time was during the Ultimate Weapon fight in Mideel (couldn't Sense to confirm HP, and upon reloading the game to fight again, the next time I used Big Brawl, it worked fine). Is my game just acting up?

Thank you!

10
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« on: 2020-08-08 02:29:27 »
1) Can you revise the Items & Materia Placements document for the 1/35 Soldier Location:
Quote
6) Great Glacier, Far-East Cave
I found it in the west cave (base game has an Elixir)

2) Is it intended that the Sell price for a Mastered Reflect materia is 4,127,345,136?

Thank you.

11
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« on: 2020-08-07 23:40:34 »
The instructions for snowboarding from the NPC in Icicle Inn have pop-up windows that overlap. It's probably an issue with the base game, but is it possible to move the windows? Screenshot of overlapping windows: https://prnt.sc/tvzyi6

Thank you again!

12
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« on: 2020-08-03 19:09:02 »
Oh, it's not 50% for the whole thing, it's roughly 50% for each round (except for the 1st one, which is high 90s). Each round is a copy of the 2nd round's script which is a 33% chance to either hit, match, or miss. The underlying gameplay mechanic of it is still quite poor (it doesn't matter, for instance, if you press the same button for the entire thing) but I wanted to at least fix the script and have it be feasible to win it. I guess it's like getting Heads on a coin toss 4 times in a row, about 6.25% (just over 1 in 20).
Thanks for the clarification. I appreciate that it wasn't left as original with a <1% chance, and respect the balancing, even if I personally still hate the randomness. (If I wanted 50% odds, I'd flip a coin, not play a random mini-game within a game that takes ~2 minutes per attempt, and in which I have to flip four heads in a row. I know I'd be in a minority opinion, but I would have favored increasing both the cost and odds of winning, so the expected value of GP is the same).

Sorry to be nitpicky, but in your Features Overview document, could you adjust the wording from "50% chance of winning all rounds" to "50% chance of winning each round"? That's why I had gotten confused.

Thank you again for the great mod. I know these posts highlight bugs, and I just wanted to remind you that overall it's been a great and smooth game. I've only personally found one issue, and and I'm up to the Temple of the Ancients.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.5)
« on: 2020-08-03 01:11:40 »
Did you change the percents for 3D Battler leading up to 2.0? Your first-post notes say it's a 50% chance to win the entire thing, so it's possible I'm hitting the 0.1% jackpot, but I feel like I've done ~10 attempts, and only faced the 5th challenger once (at which point I got one successful hit on before I lost). If it's working as intended, I just need to get over it.

Is it intended for Cait Sith's innate to allow him to have higher MP than his maximum? [His/Her/Its] innate ticks MP even when [he/she/it]'s at max MP. It's helpful and I'm fine with it staying, but I thought the base game didn't intend for characters to have higher HP/MP than maximum (plus it breaks the idea of "maximum" for me). I dug through older posts, and saw that he used to have an innate that, while Defending, MP can go above maximum, but couldn't find if/when it was switched to apply to non-Defending ticks as well.

Thank you.

14
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.4)
« on: 2020-07-31 16:15:18 »
Hi Sega Chief. Thanks for making a great mod.

Possible Bug: I picked up the Long Range Materia in Rocket Town on the map with the Rocket (and the long stairs, the base of the ladder, and not much else). It was behind the bushes on the left side of the screen. When I exited the map and re-entered, the materia was there again, and I was able to pick up another copy. I exited multiple ways (right side of rocket, left side of rocket), and the materia kept reappearing, so now I have 4 in my inventory.

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