Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 5004990 times)

Sega Chief

  • Moderator
  • *
  • Posts: 4090
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2175 on: 2015-11-02 13:23:41 »
I was just going to leave it until 1.4 is released; it shouldn't obstruct progress, it's just misaligned text.

Gatchaman

  • *
  • Posts: 84
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2176 on: 2015-11-02 15:02:55 »
For the date scene just fix it so everyone gets Barret- it'll save lots of space! :P

(edit: and I'm fine with there being a dialogue choice)

Sega Chief

  • Moderator
  • *
  • Posts: 4090
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2177 on: 2015-11-02 18:56:45 »
Everyone's getting the elusive Cid date. Spoiler: Cloud doesn't survive it.

Zara9

  • *
  • Posts: 559
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2178 on: 2015-11-02 22:12:07 »
hey sega chief

the coin throw on your mod is 100% broken as well

when you target the enemy with coin throw, it throws the coins at the party members insted

1 more thing, the hero drink 2 is broken as well
« Last Edit: 2015-11-02 23:00:42 by Zara9 »

Bowser9

  • *
  • Posts: 161
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2179 on: 2015-11-03 00:57:41 »
@Zara9
You get what you pay for.

Hero Drink 2 is awesome.

Sega Chief

  • Moderator
  • *
  • Posts: 4090
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2180 on: 2015-11-03 01:00:47 »
You get what you pay for.

Hero Drink 2 is awesome.

Pretty much. They look useless, but they can be very useful if you find a way to get around their, uh, 'enhancements'.

Zara9

  • *
  • Posts: 559
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2181 on: 2015-11-03 11:45:03 »
hey

why does the coin throw hit my party members insted of the enemy on your mod for

Sega Chief

  • Moderator
  • *
  • Posts: 4090
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2182 on: 2015-11-03 12:41:08 »
Coin isn't an attack that I can really balance; it ignores defence, can hit for 9999 damage, and has almost limitless ammunition if you sell some All Materia. By having it hit everything on the field instead of just the enemies, it becomes much tougher to use safely. You can only really use Coin while under the Peerless/Invincible status; the Planet Protector and Great Gospel limits, or the Gospel Spark item, can apply this status. This limits Coin use to a small window of time, instead of just whenever.

Zara9

  • *
  • Posts: 559
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2183 on: 2015-11-03 13:33:52 »
hey sega chief

there is yet another glitch on your mod

when cloud gets the red sub, he stands up on the sub insted of sitting down in it

Sega Chief

  • Moderator
  • *
  • Posts: 4090
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2184 on: 2015-11-03 14:09:36 »
I'll look into it and fix the sitting animation if it isn't triggering.

zaironbobobo

  • *
  • Posts: 5
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2185 on: 2015-11-03 14:29:09 »
found a minor bug thing, nothing dangerous lol. when you have tifa as party leader (i guess with cid too) if you talk in the highwind with yuffie its still cloud dialogue, nothing big, just so you know

Sega Chief

  • Moderator
  • *
  • Posts: 4090
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2186 on: 2015-11-03 16:49:48 »
No prob, I can fix that easily enough; cheers, bud.

zaironbobobo

  • *
  • Posts: 5
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2187 on: 2015-11-03 19:21:49 »
Oh, i would like to suggest that after the, let's say... 10th time you go to gold saucer from corel, you can somehow skip that idiot video of you departing or arrving, i mean, if it's possible ofc haha. like talking to a dude and he tells you, for 10000 gil i bring you there instant...im in, LOL

EDIT: lol the yahcobo boss, the more i give him greens the less dmg im able to do to him xD even if the text shows a decrease on the defs
« Last Edit: 2015-11-03 20:05:19 by zaironbobobo »

Sega Chief

  • Moderator
  • *
  • Posts: 4090
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2188 on: 2015-11-03 21:53:00 »
Oh, i would like to suggest that after the, let's say... 10th time you go to gold saucer from corel, you can somehow skip that idiot video of you departing or arrving, i mean, if it's possible ofc haha. like talking to a dude and he tells you, for 10000 gil i bring you there instant...im in, LOL

EDIT: lol the yahcobo boss, the more i give him greens the less dmg im able to do to him xD even if the text shows a decrease on the defs

Skipping that FMV should be easy enough. I can have the guy at the ticket office (who has no real bearing on the tram itself, he's just there for text) quick-warp you to any of the Saucer's zones provided you have a Gold Ticket. I'll need to make a one-time event where he brings this to the player's attention while they have a ticket, but the Fort Condor Teleport NPC didn't take up as much variable space as planned so I've got a few spare.

Yahcobo's AI is getting rebuilt; what I'll do is take a slightly different approach with it.

bankai7

  • *
  • Posts: 5
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2189 on: 2015-11-04 12:53:13 »
Hello people.

Can someone please tell me where can i get the heaven's cloud? I've already morphed all the monsters in the northern crater but there is none to be morphed in one HC.

I've seen a video from sega chief and he has 3.7k hp against mammot with Cloud, i have with lv 99 3.5k with the same materia.. wonder what didnt go alike, for that. It makes quite an important diffrence, considering the mammot's damage.
« Last Edit: 2015-11-04 12:56:09 by bankai7 »

Sega Chief

  • Moderator
  • *
  • Posts: 4090
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2190 on: 2015-11-04 13:22:17 »
The Heaven's Cloud is morphed from an Extra Battle boss called Variablis; problem is, he has elemental immunities that weren't removed when I disabled his Barrier Shift AI in an earlier patch.

As for the HP/MP, for 1.35 I tried setting HP lower but the general consensus is that it's too low. It'll be boosted back up to 5-6k mark for the 1.4 build.

Here's a scene patch to fix Variablis: http://www.mediafire.com/download/zs4tpqm22bulc8a/NT_Mod_HotFix_Scene_-_3rd_November_2015.zip


bankai7

  • *
  • Posts: 5
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2191 on: 2015-11-04 15:49:08 »
Ah that sounds familiar, in fact. I'm gonna take a look on that.
I'm gonna install it then. Cheers Chief.


Zara9

  • *
  • Posts: 559
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2192 on: 2015-11-05 16:08:25 »
hey

did you guys fix the midgar skip glitch on your mod

Sega Chief

  • Moderator
  • *
  • Posts: 4090
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2193 on: 2015-11-05 16:29:37 »
I fixed that so you can't talk to him early and skip the Midgar Raid, but I might remove it because speedrunners like to use it.

Zara9

  • *
  • Posts: 559
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2194 on: 2015-11-05 18:22:40 »
hey sega chief

the final battle with the first sephiroth is broken

he keeps on recorvoring full health

Sega Chief

  • Moderator
  • *
  • Posts: 4090
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2195 on: 2015-11-05 18:37:57 »
hey sega chief

the final battle with the first sephiroth is broken

he keeps on recorvoring full health

That's intended; his Torso part is healed for Recovery in order to make it much harder to rush through the fight without taking out the limbs first. To beat Bizarro, you have to use all three teams:

1) You'll start with Team 1; have them destroy Bizarro's Left or Right Arm. An option to swap parties will appear: Select 'Yeah, a little' to swap to another team.

2) You'll now have control over either Team 2 or Team 3; have them destroy Bizarro's Head, then the Arms, and finally the Core (don't swap parties when prompted until this is done, select 'Not really' whenever it appears). When the Core is dead, you need to swap over to the final team. If the prompt doesn't appear after killing the Core, then wait until the Head revives and kill that to get the prompt to reappear.

3) With the final team, do the same as before; kill the Head, the Arms, and finally the Core. When that's done, swap parties again until you get control over Team 1 (the one with Cloud in it).

4) This team can ignore the Head; kill the Arms, and then the Core. When this part of the Core dies, the boss will be unable to heal it's Torso. At that point, attack the Torso until it's destroyed. The fight will then progress onto Safer.

Zara9

  • *
  • Posts: 559
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2196 on: 2015-11-05 18:41:59 »
Hey sega chief

i can't beat your mod that way

can you make a patch for me to fix it so his Torso does not fully recover please

Zara9

  • *
  • Posts: 559
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2197 on: 2015-11-05 18:59:12 »
help me

i do not know what to do here on this sephiroth fight

Sega Chief

  • Moderator
  • *
  • Posts: 4090
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2198 on: 2015-11-05 19:30:19 »
Alright, I'll make you a patch; give me 15-20mins.

Edit: http://www.mediafire.com/download/oyma18afdc9drnr/NT_Mod_HotFix_Scene_-_Special.zip

That's a special patch that reverts the healing on Bizarro's torso from Recovery to a regular formula. It should be much easier to push through the fight and ignore the three-party mechanic. Note that this isn't an 'official' patch and won't be part of later builds so only download and use it if you want to have an easier Bizarro fight.
« Last Edit: 2015-11-05 19:42:58 by Sega Chief »

Kilen

  • *
  • Posts: 5
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« Reply #2199 on: 2015-11-06 04:01:34 »
Oh yeah, I better mention the new Innates for 1.4; here's the changes:

Barret: Slightly better defence boost per stack

Tifa [New] - Grit: When KO'd, she'll auto-revive with 1HP, retaining buffs + Limit gauge.

Aeris [New] - Geo(mancer) Stance: When using Defend, Aeris will absorb Fire, Ice, Bolt, Earth, Water, Wind, and Holy. This might be extended to cover Poison, Gravity, and Hidden (which is treated as the opposite of Holy in this mod) if Kernel space allows.

Red XIII: Boost can go up to 50, but builds slower.

Yuffie [New] - Reactive Evade: When hit by a damage type, Yuffie gains an evasion bonus against that damage type (physical or magical). She can only have one of them active at any time, and gaining one will cancel the other. It isn't 255% like Perfect Dodge, but it does give a noticeable boost.

Cait Sith [New] - MPgen: As much as I liked the idea of a Rage system, it was too cumbersome and space limitations ultimately killed it. The new innate compliments his role as a potential tank; once a tick, he'll gain HP back equal to his Current MP.

Vincent [New] - MP Regen: He's inherited Aeris' passive MP regen, except it now recovers 5MP per tick instead of 1MP. Still working on a way to make it based off his level (his true level, rather than the adjusted Synch one) but MP values seem a bit finicky when it comes to accepting other values. If anyone with AI experience knows why this is or a potential solution then it'd be appreciated.

Cid [New] - Luck Boost: Still not decided on this one, he gains +5 Luck as a battle goes on. I still need to test if this can go to 510 or if the stat is capped to 255. Might reinstate the old one, but trying to go for smaller script size and I was advised to avoid using ones that encourage keeping characters at low HP. Let me know what your thoughts are.

Heya -- thanks for the mod!  I didn't make it too far in 1.35 before my computer died, so I haven't seen the late game. 

I just want to put in a request to swap these innates around -- give Sith the geo stance, Vincent the MP->HP regen, and Aeris the MP regen.  (assuming you can get it to regen something like floor(maxMP/60) or so)  I just really enjoyed the early game where I had one character with a steady supply of MP, and I'd hate to see that disappear.  If Vincent's limits still have him 'berserk' (dunno if so), it'd be a way to make him more self-sustaining during it.  Not sure how useful the defend innate is -- could any regulars comment on it?