1. it's fine. 2 UNLINKED materia slots is enough of a penalty, seriously.
2. 3 lasers and he dies. i didnt find the fight overly difficult, but it can go bad really quick with the insane damage dual does
3. jem ring would be nice for all the petrify strawberries you have to deal with when getting off the ship
4. doesnt have to be better, but it's just a pain in the ass to morph for a measly fire fang
5. work glove is already the lowest powered no slots wep. morphing things without it sucks. please dont nerf it too bad. powersoul is not why she's broken. work glove is
6. rapps has seriously bad defense relative to most bosses
7. enemies all hit too god damn hard. it makes most setups extremely subpar when killing them off becomes the best way to deal with overwhelming damage income
1. That's true; it gives an early opportunity to build for defence as well.
2. I was talking about the chocobo in the train tunnels rather than the soldier fought in Nibelheim, but that sounds like a problem too; I'll slap some gravity protection on there.
3. Jem Ring for coming off the cargo ship can be arranged; I'll set it to Jenova Birth's drop or maybe to Mamatolis.
4. If it's a pain in the ass to morph it, then the item given needs to be better; Bombs are naturally difficult to morph because of that self-destruct AI they have. I'll give Grenade something better as well.
5. I was thinking more along the lines of Tifa in general; she's got high damage output with those early multi-hit Limits. Powersoul isn't really an issue that can be tackled without either removing it or adding an element to it that would make it useless for boss fights (but that's really the only place people would bother setting it up for use in the first place). I wasn't aware Work Glove was causing balance problems; I'll take a look at it, but it's a no-slots weapon which prevents using Elemental Materia for a 2x damage boost, so...
6. That's to catch teams that have no Materia going into the fight; if he had high physical defence and the player didn't have enough magic items for the fight (the ones supplied along the way aren't enough on their own) then it could become a grind for gil to buy more of those items. I'll come up with a solution eventually.
7. I'll check enemy damage area-by-area when I've got this patch done; any areas in particular that stood out? Also, what was your level + party going through those areas?
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.
Understood. I agree it would be best to wait until your last version of New Threat. Beacause is huge, and I would imagine it would be a headache making it work constantly every time you update your own mod.
We were trying to find a way to automate it with a tool, but it kept crashing. As a project it'd take a few weeks to do manually, but NT + Reunion is a common question/request so I'll be giving it a go at some point.
Welcome back, Segabro. I have few bugs that hasn't been mentioned so far.
I'll just copy/paste from my notepad document that I made, so there will be a few things mentioned already.
- Aerith still appearing in kalm, after the temple
-Bloodsicle not immune to death mechanics (Odin, for example), only listing this as the normal icicles are, might be intentional?
- Brass dragon fight did not occur, at all.
- Sephiroth (disc 2) still has a raresteal, despite being a boss.(as did several
bosses after that (storywise)).
- W-item found in midgar once more
- Save point outside Shinra HQ seems a bit bigger than normal.
- Another savepoint on floor 64 has the same issue.
-Invisible walls left behind each of the pathway bosses in the crater.
- The caitsith tank @ Silver match in the Gold saucer, has 2 parts that are unkillable. Looking through Ochu for the enemy stats, it seems that the unkillable pieces has taken (?) -94000 and -104000 damage respectively (at the start of the fight). This means the other fights are impossible to access.
- Tseng still using his red suit (at least the field model does, can't remember if he does in battle).
- Fort condor NPC in City of the ancients does not work.
- Possible bug? Tseng seems kind of odd @ Rocket Town. Spam-reviving his buddies, unless both die close to each in other timewise, and if that's done, he will spam life/revive on himself (I think it was, been a few days)
- Possible bug? Think I saw a white screen kind of thing, in the scene after defeating Pearl weapon. Not sure.
-I forgot to fix that with Aeris; someone mentioned it on a stream but it slipped my mind.
-It's not intended; I'll add Death immunity to the bloodsicle.
-I'll check those steals again; I was going through them all to remove rares from bosses but I must have missed a few.
-I think W-Item is supposed to be available from there now; but I think I then put it on Extra Battle again but forgot to change the Midgar Raid drop. I'd better check that out.
-I think those save points were always slightly bigger to catch the player's eye.
-So it's the fight itself that's bugged, not the script. It was copied over from Grosspanzer so one of the enemy IDs must be off in the AI; I'll get that sorted.
-I'll check the field model + battle model, and correct that AI. Seems I've knocked all the Turks out of whack with that 'revision' I made at the last minute :l
-That's an issue with the 1998 game that's carried over into NT because I used that flevel as the base. Only way to fix it I think is to import over a Steam field and use that instead. Same thing with the last screen before the Bizarro fight.
The rest I've got in the notes; cheers, bud.