I've checked through all the posts and made a list of bugs to fix + notes on balance suggestions people have made; I've just finished reading everything posted here since my last post a week ago, and big thanks to everyone taking the time to report bugs + feedback and the kind words.
The Turks fight in Mythril Mines is definitely not functioning as intended and was probably caused by my tampering with the AI right before release when I was making Turk scripts consistent between each encounter. The giant enemy crab is also not supposed to pop up unannounced and it is very unfortunate that the last experiment I set it up for was to test the limits of EXP gain from enemies :c
Welcome back I was wondering if Yuffie's innate is working as intended because magical buffs seems to remove physical stacks and add a magical one. Barrier, haste, .. The problem is using these buffs her magic evasion can be easily boosted, so when it comes to a magical boss, Yuffie is over god tier.
I would have thought it'd be the other way around; it was originally the physical evasion that was an issue over the magical one due to Dexterity (which she has a lot of) adding onto the p.evasion stat. You can do the same thing with Barret's stacks as well and get them to trigger through beneficial spells from your party; the problem is that the counter scripts for characters aren't fussy with who it came from and coming up with a solution would be put more strain on the already cramped space for Character AI in the Kernel.
The thing is, not kill the Powersoul keeper before Cid. That is because the boss gives you 100 SP when is defeated.
100 SP is definitely not normal, it should be the same as the other bosses. Might be a debug thing, but I set SP to 100 directly rather than added it on when I was testing different rank strengths vs. bosses. I'll see when I look at the field screen. Either way, I need to make adjustments so that most are reaching Cid with less than 255.
Adding some more feedback for when Sega will be back :
- Cid's innate is actually unclear :
According to the readme,
while in game, the text box says Cid gains luck when attacked up to 510. The readme is correct for each other innate, so was Cid forgotten ?
- There is two (or three?) blank text box right after the explanation of Cid's innate. It could be missing dialogues.
- Wutai is way too easy. Without over-leveling, Rapps was defeated in few dozen of seconds. He just used Aero 2 once during whole fight. Pagoda is also way more easier than in 1.35, especially the second, third and last fight. I needed 2 turns for the second fight (deathblow), 4 turns for third fight (deathblow + one cure), and last fight was just bio and then deathblow for 10 turns :/
Also, capping max SP to 255 is a bit annoying because when you recruit Cid, he is already capped to 255 which means he can only get two ranks at this point, while other characters already have 3 or 4 ranks.
In most cases, it'll be the documentation that's wrong because I'm most actively working with the game's files rather than the text/dialogue. It was changed to be an increment that can go no higher than 255; this'll likely need to be changed so that it's more active and useful.
I'm finding Rapps tricky to get right, it seems; I'll take a second look at him.
Even in FF7 vanilla, tifa is broken imo.
I dunno about that (unless you're using Powersoul) but Tifa comes up a lot as being OP in NT. The grit innate is probably not helping as it can cancel out a Death Sentence which lends itself very well to Powersoul's mechanics (and is just useful in general).
Is there a cheap way to beat the Corel train chase? Since i am playing a low lvl run, i cant seem to keep up with dmg and healing to beat it under 10 min. I get to the last dude just about when the time runs out. Tactics i have tried;
*I have Cid with lightning elemental on weapon and lots of STR/LUK for dmg. MP Turbo + Lightning and Enemy skill ( Lazer for a few mobs at the start of the train) on Yuffie. Aerith with Demi for the first few mobs and Earth + healing for sustain.
*Barret with the unfocused weapon + Lightning element. Vincent with a few support spells and lightning element to weapon and ofc Cid with the same setup as above. All of them have Bolt accessories so that Barret can heal the party when he attacks.
Anymore ideas would be appreciated since i want to try with as low level as possible. Might just have to go grind for bolt 3 or something otherwise =).
That's a tricky one, because 1.4's Disc 2 was essentially set up to try and level you up as fast as possible. Enemies all start dishing out exponentially higher EXP than they do on Disc 1 (starting from Temple of the Ancients and onwards) with the goal being to try and have you at roughly Lv.70 with all your essential spells mastered out or well on their way to avoid grinding on Disc 3 and have a more natural transition into
Disc 3 content. There's status ailments you can use on each enemy that should simplify things; the Gas Ducters at the start can be hit with Instant KO, Wolfmeister can be hit with Petrify/Slow-Numb if you use Titan + Fast ATB, Eagle Gunner can be hit with Stop (for a more uninterrupted battle; try using Added Effect + Time on someone's weapon ),
? can be heavily damaged/killed using Neo-Bahamut to inflict Dual-Drain, and the Train Driver has the usual Poison weakness for a fast fight.
@Damned
Getting it compatible with Reunion's relocalisation seems to be the big thing, and there's challenges to that but it's not impossible. It's looking though like it'll need to be done the hard way in which case the best thing for that is to wait until both mods are complete before attempting it. I think Beacause (the name of Reunion's relocalisation) is pretty much finished now, but NT still has a little way to go. As far as SFX goes, I've not been a big fan of what I've heard on that front so far; but because the SFX are a very specific part of the game's files, it would be fairly easy either through 7H or through a separate installer to combine that with NT, Reunion, or any other mod.