Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4972062 times)

GrieverVIII

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3350 on: 2016-04-17 14:43:43 »
Shit man there's a huge difficulty spike when you return to Midgar ouch.

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3351 on: 2016-04-17 15:12:38 »
There's a UI issue with the Mime Materia. When viewing the effects it says:

Dexterity + 02
Luck - 02
MaxMP + 96%

The Dexterity and Luck work as normal but the MP increase isn't there. My guess is that the MP increase isn't supposed to be listed but functions properly (Doesn't give the boost). When viewing the Mime materia the Mime option is greyed out yet when in battle it's available and functions as intended.

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3352 on: 2016-04-17 17:28:54 »
After getting rid of the Bastardberries for the Mime Materia, now moving onto Kaktuar...

Each turn you attack him he seems to get bigger until he uses Cactageddon which is essentially a Game Over in much the same way as Lethe Breath (Abyss) and Reactor Meltdown (Snuffles Mk II). You can prevent Abyss from using Lethe Breath but is there also a way to stop the use of Cactageddon and Reactor Meltdown or is it just a DPS race to kill them before they eject your entire party?

Kaktuar's main annoyance is Speedstroke which deals damage based off the ingame clock, as I like to take my time this attack will pretty much kill any party member outright. As far as I know there's no way to avoid this (without restarting the game and playing through it faster). Spirit Needlles drains your MP but I think it also reduces your Max MP during the fight. Not too sure but that's very nasty if it does.

I'm guessing I am missing something with the Kaktuar fight, I'm hoping it isn't just a DPS test.

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Sega Chief there's also something you will want to look into, check your messages. It's quite important.

aquecoucou

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3353 on: 2016-04-17 18:05:30 »
After getting rid of the Bastardberries for the Mime Materia, now moving onto Kaktuar...

Each turn you attack him he seems to get bigger until he uses Cactageddon which is essentially a Game Over in much the same way as Lethe Breath (Abyss) and Reactor Meltdown (Snuffles Mk II). You can prevent Abyss from using Lethe Breath but is there also a way to stop the use of Cactageddon and Reactor Meltdown or is it just a DPS race to kill them before they eject your entire party?

Kaktuar's main annoyance is Speedstroke which deals damage based off the ingame clock, as I like to take my time this attack will pretty much kill any party member outright. As far as I know there's no way to avoid this (without restarting the game and playing through it faster). Spirit Needlles drains your MP but I think it also reduces your Max MP during the fight. Not too sure but that's very nasty if it does.


There is a way for both fights. One is more trickier. Concerning Snuffles, you need to slow him and after the next action of one of your character, he will uses "Reactor Cooldown" removing the timer and the slow debuff.
Kaktuar is just a "no magic fight". He will only grow when you use magic. Physically DPS him and you'll be fine (you can add Elemental = Leviathan for extra damage since he is weak to water).
« Last Edit: 2016-04-17 18:07:16 by aquecoucou »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3354 on: 2016-04-17 18:14:41 »
Froze again at the second turn while buffing my team. I highly suspect the rain is the problem, as before the main freeze locking the game, there are 2-3 small freezes where rain doesn't fall but music is still ongoing. Usually if I lose focus, alt/tab, click away I don't have any problem, when I have one, the game simply close with a message, nothing similar. (I didn't lose focus during the fight) but it will only happen when a fight/scene is loading, nothing to do with the current problem ^^.

Also noticed something weird that I didn't see yesterday : Once Carmine Weapon is defeated, as soon as you go back to Kalm traveller (and without talking to him), there will be a materia on the ground (purple), labelled as "W-summon". Checking my materias, it's a underwater one with some AP on it.

Edit: The materia has 0 AP, the one with AP on it is the one I used during the fight (it gained AP as you forgot to set it to "Master" as someone mentioned before. I'll post screenshots in a spoiler to not waste a lot of space on the forum page.

I've not seen that Materia appear before. There's not supposed to be anything dropped there at all, much less W-Summon of all things so not sure why there's text there for it. I actually have no memory of doing it at all, though it couldn't have been anyone else :I I'll sweep it away.

Nah its fine, you don't need to do that, i'll just wait for Arrange + .Exe and start fresh when it arrives.
Have fun bug fixing and whatnot =)!

Okay doke; I'll try not to keep you waiting too long.

Just defeated the bastard things and there is a way to stop them from making your characters absorb Restorative...mostly.

When you begin the fight, only party members that are alive will be afflicted with Chef's Curse. Start the fight with 2 party members dead and you can then Revive them normally and heal them normally aswell, as for the Party Member that starts the fight alive they will only be reviveable via Phoenix, best give that to one of your other party members so they can Revive them if need be. As for your party member that absorbs Restorative, giving them the Relic Ring is a great idea as it prevents them from being afflicted with Dual-Drain.

As for dealing damage, Summon + Quadra Magic will help deal significant damage and allow you more casts (Quadra Magic charges exist seperately from the 1 standard Summon Charge per battle).

Vincent with Alexander (Reasonable Damage for Animation Time) + Quadra Magic along with Magic boosting gear (Outsider, Escort Guard/Crystal Bangle, Earring/Circlet) will allow for significant damage, I've been doing a No-Rank Up playthrough of the game and Vincent was hitting around 3400-3600 * 4 per cast. The Downside is that all of the Goldberries will then Counter-Attack and probably kill someone, but if you started the fight with him dead you can Revive him via normal methods. If you're not worried about Animation Times, consider using Bahamut ZERO + Quadra Magic for very high damage per turn. Goldberries have 52000 HP and high Magic Defence so using Summons to ignore that Magic Defence works very well.

Now the remaining issue is Golden Knife, it inflicts Slow-Numb and bypasses Status immunities, when the target becomes Petrified I'm not entirely sure it's curable either. It may require Dispel then Soft to work (I don't think I had Resist on my characters).

So dead characters can't have flags attached to them; I better remember that. As for attacks that ignore a status immunity, if you are immune to it then it's the same behaviour as Sadness/Fury when wearing a Ribbon/Peace Ring and you give yourself the status in the menu; it 'sticks' to the character and can't be removed easily. So the trick to getting past the Slow-Numb there is to not be immune to petrify or slow-numb.

There's a UI issue with the Mime Materia. When viewing the effects it says:

Dexterity + 02
Luck - 02
MaxMP + 96%

The Dexterity and Luck work as normal but the MP increase isn't there. My guess is that the MP increase isn't supposed to be listed but functions properly (Doesn't give the boost). When viewing the Mime materia the Mime option is greyed out yet when in battle it's available and functions as intended.

I remember seeing that, but forgot to look into it. The greyed out name is due to it being 1-Star, but it fortunately functions as intended. As for the incorrect equip-effect though, I'm not sure why that's happened. Hopefully it's just a case of changing the equip effect, otherwise I'll bump it up to being a mastered 2-Star again if it's something to do with that.

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3355 on: 2016-04-17 18:49:07 »
There is a way for both fights. One is more trickier. Concerning Snuffles, you need to slow him and after the next action of one of your character, he will uses "Reactor Cooldown" removing the timer and the slow debuff.
Kaktuar is just a "no magic fight". He will only grow when you use magic. Physically DPS him and you'll be fine (you can add Elemental = Leviathan for extra damage since he is weak to water).
Kaktuar seems to evade almost all of my Physical attacks, even with 255% Acc weapons like God's Hand. I'm guessing he has a collosally high Luck stat or something. I imagine DPsing with Physicals only will take a while given the number of Misses that'll happen.

IvoryValor

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3356 on: 2016-04-17 20:31:29 »
Okay, I've got a temporary solution in mind that I'll PM to you later tonight when I've got the next update done; it'll take time to find a solution but I think there are people who have tested the NT installer on Windows 10 and got it to work so there must be a way. That or I'll look for a new patcher that's a bit more modern.

Thank you so much... sorry I didn't reply sooner, I was at a friend's house. ^_^;

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3357 on: 2016-04-17 21:46:21 »
Kaktuar seems to evade almost all of my Physical attacks, even with 255% Acc weapons like God's Hand. I'm guessing he has a collosally high Luck stat or something. I imagine DPsing with Physicals only will take a while given the number of Misses that'll happen.

It'll be 177 or something in that region. But Lucky Hit overrides Lucky Dodge, so a character with high Luck as opposed to high Accuracy should fare better.

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3358 on: 2016-04-17 22:08:01 »
Kaktuar is just a "no magic fight". He will only grow when you use magic. Physically DPS him and you'll be fine (you can add Elemental = Leviathan for extra damage since he is weak to water).
Eventually got him down with the aid of Tifa's Godhand, Leviathan + Elemental, Lucky Pill (Cut down on battle time), 4x Cut, Counter Attacks and alot of Patience in what was a very hit or miss strategy (Can't believe how many misses I had with a 255% Acc Weapon, especially galling when getting a Perfect Limit Break (Yeah! x7 and about 2 of them hit). I wanted to try and use Master Fist instead but it just didn't have the Accuracy.

AI seemed to change this time around, Kaktuar didn't use Speedstroke at all and instead opted for something called Succulent Ray and always on Tifa, never any other target. Once I got Resist on Tifa I was good to go as long as I kept her alive, for some reason Manipulate + Added Effect in Armour doesn't give the Status Resistance.

I also found out that Curse Ring halves Restorative and Prevents Regen, will have to watch out for that in future.

3/4 Materia Caves down and I've heard that the boss in the Round Island cave is currently soft-locking. I think i'll leave him alone for now. At least this last boss properly gave the Key Item he's supposed to drop (Love Buster isn't dropping Micro Engine, X-ATM Scorpion isn't dropping X-ATM Core, Tseng isn't dropping Pulse Ammo).

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3359 on: 2016-04-17 22:10:39 »
It'll be 177 or something in that region. But Lucky Hit overrides Lucky Dodge, so a character with high Luck as opposed to high Accuracy should fare better.
So in future playthroughs I guess Cid with Flayer + Platinum Bangle + Amulet then. Wow that's 248 Luck with no Rank-Ups, will need to do further field testing.

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3360 on: 2016-04-17 23:00:02 »
Yo Sega Chief, got a couple of questions for research purposes, not all are related to eachother:

- How much HP does Netzechariah have?
- You said Dual-Drain wears off for enemies with abnormally large HP pools, it wouldn't happen to be > 262,144 would it and could you test it?
- Do you have an ETA for the next flevel hotfix and the Dark Cave sidequest?
- Is it possible to make it more obvious when a target is affected by Dual-Drain (Maybe make it glow like with Berserk, Poison, Manipulate, Peerless but have it purple or something)?





Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3361 on: 2016-04-17 23:27:54 »
Yo Sega Chief, got a couple of questions for research purposes, not all are related to eachother:

- How much HP does Netzechariah have?
- You said Dual-Drain wears off for enemies with abnormally large HP pools, it wouldn't happen to be > 262,144 would it and could you test it?
- Do you have an ETA for the next flevel hotfix and the Dark Cave sidequest?
- Is it possible to make it more obvious when a target is affected by Dual-Drain (Maybe make it glow like with Berserk, Poison, Manipulate, Peerless but have it purple or something)?

I never found out what the specific number was, but that seems to be the in the general ballpark for it.

I'm working on the patch just now, hoping to have it uploaded before tomorrow morning. Dark Cave is taking a little longer due to bugfixing the other issues that are appearing but I'm getting there.

There was a discussion about this for Shield and it looks possible to set a status to have it's own colour, but I don't have the know-how to do it; it's an .EXE change.

Edit: I think that's everything. Going to check the last couple of pages again for any remaining issues.

Edit 2: Uploading patched files at the mo (I'll get that alternate solution to you once they're up, IvoryValor). The changes are:
X) Ending Behaviour changed:
   No Hero Medal = Normal Final Seph Fight, Ending FMV + Credits
   Hero Medal = Special Final Seph Fight, NT Ending Card
   [Secret] = [Secret] (overrides other two endings)
X) Large mechanical thing removed from Church :I
X) Icicles can be hit with Gravity again
X) Changed Gaea Dragon's Morph
X) Crash on Materia fight? Temporarily changed Battle Background while
   I figure this one out
X) Brawler Cup text
X) Netz softlock at end & reduced possible bombs from 3 to 2.
X) Mime has wrong info on equip effect; tried setting it to drop as a normal 2-star Materia.
X) Pre-emptive now working, not a duplicate of Chocobo Lure.
X) Fixed merged text (compression issue) of Enemy Lure & Enemy Away
X) Party reform after leagues (attempted)
X) Planet drop (no issue found?)
X) W-Summon (actually Underwater Materia) drops from Kalm traveller; added deactivation to it's main script
X) Hungry MP issue/wrong ability
X) Magnade AI; reverted to default
X) Griffon slow anim issue
X) W-Magic Drop (mastered it)
X) Teleport NPC Crater, Checked it again: Seems fine
X) L4 Death allemagne; - changed to L?? Death & L?? Flare
X) Final Attack, Bahamut Zero, Phoenix; drop as mastered

Might be more that I made over the last two nights as well.

Edit 3: Main is up, getting the hotfixes together now.
« Last Edit: 2016-04-18 02:29:39 by Sega Chief »

Bowser9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3362 on: 2016-04-18 11:20:53 »
There's the issue I mentioned of the Fort Condor runner not working, save Junon's runner. He just tells you to bring 4000gil to hire troops.
« Last Edit: 2016-04-18 11:23:26 by Bowser9 »

aquecoucou

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3363 on: 2016-04-18 16:21:41 »
Patched using the main installer since hotfixes aren't out yet. Tested again the fight, scene has changed (black) but I still crash, so the rain wasn't the problem it seems :\

I would like to know if I'm the only one who experience this (mainly asking who are at disc 3, have beaten Carmine Weapon and can do this fight)

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3364 on: 2016-04-18 16:56:13 »
After the Mimic fight in the Forgotten City, it gives you an incorrect message about receiving the "Planet" materia. off course it doesn't give it to you and it's still only avaliable after Extra Battle: Gold Match (Which needs the appropiate flevel patch, it's still the placeholder as of now). It seems to simply be an incorrect text box, nothing gamebreaking.

From the looks of things, having your party nullify/absorb Gravity and casting Reflect on the Lusus Flares seems to be the best way to stop them from healing themselves with Demi3 Spam despite their HP (22500 isn't so little when they heal themselves every turn). Once you buff your party with Haste/Sadness/Regen/Resist it's a mini survival/waiting game until you can target both Flares and cast Reflect on them. Alexander (The Summon, not the Meerkat) + MP Turbo with Mime + Counter if you get hit by any Nullified Demi3's proves to be very effective at depleting enemy HP across the board. Having a character with ~90+ Magic with MP Turbo can allow Alexander to hit around 6500 on the Lusus Flares and 9999 on the Mimic (Weak to Holy), therefore you should be able to kill the Lusus Flares before their Reflect charges are depleted.

Once the Lusus Flares are down it's just a matter of how many Mimes you can get away with before you have to heal your party. Clone Breath looks to be Gravity Elemental, Mimesis appears to be a Current HP Formula attack but not Gravity and Lusus mark simply makes a Flare untargetable for a period of time. Fake Quake is designed to catch anyone out using Earth + Elemental in their armour as it's not an Earth attack, probably Non-Elemental.

By the way, is Fake Quake Non-Elemental or does it have an Element tied to it? All I know for sure is it's definitely not Earth and probably not Hidden.
« Last Edit: 2016-04-18 20:37:43 by Skirmish »

penetrice

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3365 on: 2016-04-19 03:44:01 »
Playing the game through again, and a boxer in gongaga just used chain bomb and it broke the game with an error message and then closed the game lol.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3366 on: 2016-04-19 06:09:38 »
After the Mimic fight in the Forgotten City, it gives you an incorrect message about receiving the "Planet" materia. off course it doesn't give it to you and it's still only avaliable after Extra Battle: Gold Match (Which needs the appropiate flevel patch, it's still the placeholder as of now). It seems to simply be an incorrect text box, nothing gamebreaking.

From the looks of things, having your party nullify/absorb Gravity and casting Reflect on the Lusus Flares seems to be the best way to stop them from healing themselves with Demi3 Spam despite their HP (22500 isn't so little when they heal themselves every turn). Once you buff your party with Haste/Sadness/Regen/Resist it's a mini survival/waiting game until you can target both Flares and cast Reflect on them. Alexander (The Summon, not the Meerkat) + MP Turbo with Mime + Counter if you get hit by any Nullified Demi3's proves to be very effective at depleting enemy HP across the board. Having a character with ~90+ Magic with MP Turbo can allow Alexander to hit around 6500 on the Lusus Flares and 9999 on the Mimic (Weak to Holy), therefore you should be able to kill the Lusus Flares before their Reflect charges are depleted.

Once the Lusus Flares are down it's just a matter of how many Mimes you can get away with before you have to heal your party. Clone Breath looks to be Gravity Elemental, Mimesis appears to be a Current HP Formula attack but not Gravity and Lusus mark simply makes a Flare untargetable for a period of time. Fake Quake is designed to catch anyone out using Earth + Elemental in their armour as it's not an Earth attack, probably Non-Elemental.

By the way, is Fake Quake Non-Elemental or does it have an Element tied to it? All I know for sure is it's definitely not Earth and probably not Hidden.

Fake Quake is non-elemental.

Playing the game through again, and a boxer in gongaga just used chain bomb and it broke the game with an error message and then closed the game lol.

I've had a lot of trouble with that attack in the past; no idea why it keeps breaking. I'll just get rid of it altogether.

GrieverVIII

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3367 on: 2016-04-19 08:08:45 »
Is there any way to tell if Dual is on an enemy who can't be Sensed? Also have you considered making Sense stronger to show what status effects enemies are weak to, and work on bosses? I just beat Proud Clod, though it took foreevvveerrr, and I kept think there must have been something I was missing, but I don't really know how I can figure out what works and what doesn't.
I also think it'd be a good idea to add an indicator for Reflect. It's super annoying when enemies give you the Reflect status and you don't realise. Also, any reason Dual isn't healed by Esuna?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3368 on: 2016-04-19 09:17:01 »
It'd need an .EXE hack of some kind to give the enemy a colour to indicate that it's on; it was discussed on a thread, but I couldn't figure it out.

There's two 'types' that statuses fall under, by my reckoning; ailments and magical effects. In the default game, Dispel and Esuna (mostly) handle different statuses. Esuna will get rid of Poison but not Slow, while Dispel handles things like Stop and Reflect but not Darkness and Silence. I don't think they share any common statuses. Dual wasn't handled by either, but it's the opposite of Regen which is handled by Dispel, so I put it down as a magical effect. But I also put it onto Antidotes, so you'd have an early option to tackle it.

magictrufflez

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3369 on: 2016-04-19 13:42:22 »
I know most of the script is left intact from the original, but how many changes were actually made to it in NT?  I just finished the events in the North on "disc 2", but the plot seems...much more coherent than I remember from the original.  Especially with the all the mentions of Jenova rather than just a laser focus on Sephiroth.  This is a good thing, but I just hope my memory isn't THIS bad that I couldn't remember some of these pretty important plot points (I last played the original all the way through a few years ago).

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3370 on: 2016-04-19 17:29:10 »
Just did the fight for the Dragon Force Enemy Skill. It doesn't boost Def and MDef anymore and Hero Drinks no longer appear to boost Def and MDef either, seems like you really don't want us temporarily boosting stats. Either that or...

Spoiler: show
Hero Drink II is secretly a marketing ploy that's designed to have it suck in most circumstances so that Sega Chief can bring back "Hero Drink Classic" at extortionate prices and make billions of Gil.


As fo the King Bub fight, I've noticed that Royal Decree is hitting the Royal Guards for 4 Damage leaving them on 7774/7778 HP and gives them Shield status. I'm guessing it's supposed to hit 1 so they go Lucky 7's on our asses, out of curiosity does Lucky 7's ignore Shield status (Guessing it doesn't ignore Peerless)?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3371 on: 2016-04-19 17:42:07 »
I maybe spruced up the dialogue a little bit for 1.4. There's a few areas though that were done in 1.3-1.35, and some others that weren't done at all, but eventually I'll get to all of it. I won't be able to finish it properly until I've taken care of a certain 'problem' I caused.

Just did the fight for the Dragon Force Enemy Skill. It doesn't boost Def and MDef anymore and Hero Drinks no longer appear to boost Def and MDef either, seems like you really don't want us temporarily boosting stats. Either that or...

Spoiler: show
Hero Drink II is secretly a marketing ploy that's designed to have it suck in most circumstances so that Sega Chief can bring back "Hero Drink Classic" at extortionate prices and make billions of Gil.


As fo the King Bub fight, I've noticed that Royal Decree is hitting the Royal Guards for 4 Damage leaving them on 7774/7778 HP and gives them Shield status. I'm guessing it's supposed to hit 1 so they go Lucky 7's on our asses, out of curiosity does Lucky 7's ignore Shield status (Guessing it doesn't ignore Peerless)?

There was a Hero Drink Classic in the mod in early builds, but it was removed again because billions of gil weren't forthcoming.

Yeah, it's supposed to be 1 damage to set up 7777 but I'm guessing the increase in Level has upped his damage slightly. I'm not so sure about the player's Lucky 7's, but enemy attacks are more or less still the same, just using a different formula, so Shield should still work. Peerless will work either way.

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3372 on: 2016-04-19 17:48:51 »
I maybe spruced up the dialogue a little bit for 1.4. There's a few areas though that were done in 1.3-1.35, and some others that weren't done at all, but eventually I'll get to all of it. I won't be able to finish it properly until I've taken care of a certain 'problem' I caused.

There was a Hero Drink Classic in the mod in early builds, but it was removed again because billions of gil weren't forthcoming.

Yeah, it's supposed to be 1 damage to set up 7777 but I'm guessing the increase in Level has upped his damage slightly. I'm not so sure about the player's Lucky 7's, but enemy attacks are more or less still the same, just using a different formula, so Shield should still work. Peerless will work either way.
Would that "certain problem" be the problem I informed you of or is that a different issue?

I Knew it!

I guess in a properly working battle for that fight, King Bub will open with Royal Decree, Aeris could use Princess Guard + Slash-All to Shield the team and then survive until the next Royal Decree to remove their Lucky 7's. I suppose you could Dispel Royal Decree and inflict Confu on the Guards but they'd just K.O themselves and more would spawn via King Bub.

Do you have any more info regarding a feature for missing Key Items? If I had them I could obtain a couple more Ultimate Weapons and I really don't like the prospect of Morphing North Crater enemies right now, especially since they cannot be sensed.
« Last Edit: 2016-04-19 17:54:53 by Skirmish »

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3373 on: 2016-04-19 19:33:08 »
By the way does anyone know where to get Choco Feathers past Disc 1? I remember stealing them from something but I think it was in Corel Prison and I can't go back there.

EDIT: Never mind, Wutai item shop has it for anyone else who wasn't sure.
« Last Edit: 2016-04-19 19:38:08 by Skirmish »

magictrufflez

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3374 on: 2016-04-20 13:04:35 »
SC--This is a really, REALLY small thing, but I just noticed it last night.

It seems that with NT's changes at the end of Disc 1, the appropriate Steam achievement does not activate for completing that part of the game.  Obviously that won't get fixed until you get to the plot-stuff you said you wanted to tweak, but I'm just throwing it out there in case no one brought it it up yet.  (sorry, I'm a bit OCD about achievements on games I like)