Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4972318 times)

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3375 on: 2016-04-20 14:04:04 »
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)

It's been mentioned before, but I'm not sure what the 'hooks' for the achievements to trigger from actually are or what might have been changed to stop it from triggering in this particular part. Unless it's the FMV that's no longer played? If it's that then I'll have that sorted out at some stage. In the meantime, if you kept a copy of the default data folder/are using 7H then you can try loading up the default game you can quickly load your pre-boss save and (probably) trounce it to get the achievement.

Dark_Ansem

  • *
  • Posts: 320
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3376 on: 2016-04-20 14:05:49 »
Is it intentional that the text message during the Guard Scorpion battle is still "wrong"?

Could you add two new item properties: MP Rage (turns a % of damage received into mp) and an accessory property which cuts MP usage of summons and spells by x% (like Chrono trigger)?

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3377 on: 2016-04-20 14:55:03 »
I fixed the it's/its on that line; as for the content of the line, well...you should maybe take everything Cloud says with a pinch of salt.

I wouldn't know how to set up an accessory like that (it'd have to be an .EXE thing, but accessories like Cat's Bell might be a good place to start) and MP Rage would depend on whether I can get the game to track the damage taken, divide it, then apply it to the character through their AI which might be too bulky for the kernel's space limitations.

Dark_Ansem

  • *
  • Posts: 320
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3378 on: 2016-04-20 15:00:24 »
I fixed the it's/its on that line; as for the content of the line, well...you should maybe take everything Cloud says with a pinch of salt.

I wouldn't know how to set up an accessory like that (it'd have to be an .EXE thing, but accessories like Cat's Bell might be a good place to start) and MP Rage would depend on whether I can get the game to track the damage taken, divide it, then apply it to the character through their AI which might be too bulky for the kernel's space limitations.

Thanks. please bear it in mind for future updates if you want :p

On a sidenote, could you consider incorporating in your mod an integral translation, truer to the original?

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3379 on: 2016-04-20 16:18:21 »
Thanks. please bear it in mind for future updates if you want :p

On a sidenote, could you consider incorporating in your mod an integral translation, truer to the original?

If I can encourage even just one new player to attack Scorp while the tail is up, then that's what I'm gonna do.

I probably won't put it into NT as a standard feature, but I will make an off-shoot version that uses Reunion's Beacause when both mods are finished.

Skirmish

  • *
  • Posts: 104
  • Don't do Sources kids.
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3380 on: 2016-04-20 18:43:18 »
- L2 Confu inflicts Confusion on any target not immune, regardless of their level.
- Comet2 says it's Non-Elemental and hits 4 times yet when cast I see 6 Hits of damage.
- Big Brawl and attacks which share the animation for Satellite Beam (Air Strike, Cyberdyne Ray etc.) don't show damage numbers upon hit, the damage is still dealt however. Big Brawl in particular is quite funny to watch.

-----

Did you make changes to the base power of Limit Breaks? It looks some Multi-Hit Level 4's are being out-performed by Multi-Hit Level 3's, it might be my imagination but I'd just like to double check.

-----

I don't remember this being the case in vanilla FF7 but in this mod Dexterity seems to significantly improve your Att% Stat where as I thought it only affected your Def%. I've noticed High Dexterity and Low Luck characters having near 100% Success Rates with Deathblow and Flash.

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3381 on: 2016-04-20 20:02:42 »
- L2 Confu inflicts Confusion on any target not immune, regardless of their level.
- Comet2 says it's Non-Elemental and hits 4 times yet when cast I see 6 Hits of damage.
- Big Brawl and attacks which share the animation for Satellite Beam (Air Strike, Cyberdyne Ray etc.) don't show damage numbers upon hit, the damage is still dealt however. Big Brawl in particular is quite funny to watch.

-----

Did you make changes to the base power of Limit Breaks? It looks some Multi-Hit Level 4's are being out-performed by Multi-Hit Level 3's, it might be my imagination but I'd just like to double check.

-----

I don't remember this being the case in vanilla FF7 but in this mod Dexterity seems to significantly improve your Att% Stat where as I thought it only affected your Def%. I've noticed High Dexterity and Low Luck characters having near 100% Success Rates with Deathblow and Flash.

Is that Mimic's L2 confuse?

Comet2 was upgraded to 6 hits, just forgot to change the description on it.

Limits are unchanged without an .EXE patch; I guess they aren't suited for use as enemy attacks, but I'm a little reluctant to drop the Satellite Beam. Big Brawl is more of a problem though; Cid's Limits just seem to generally malfunction on PC.

It's the case in FF7 Vanilla too that Dex boosts your accuracy.

penetrice

  • *
  • Posts: 6
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3382 on: 2016-04-20 21:11:10 »
Just curious, were there any changes made to vincent's limits?  I thoroughly enjoyed using him in vanilla, and plan on using him this play through, but they seem a tad underpowered (unless i'm doing something wrong O.o), just want to know if it's worth using his limits, or if i should just leave him in a perpetual state of limit throughout the game while taking advantage of his excellent magic stat? :P

Skirmish

  • *
  • Posts: 104
  • Don't do Sources kids.
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3383 on: 2016-04-20 21:43:57 »
Is that Mimic's L2 confuse?

Comet2 was upgraded to 6 hits, just forgot to change the description on it.

Limits are unchanged without an .EXE patch; I guess they aren't suited for use as enemy attacks, but I'm a little reluctant to drop the Satellite Beam. Big Brawl is more of a problem though; Cid's Limits just seem to generally malfunction on PC.

It's the case in FF7 Vanilla too that Dex boosts your accuracy.
It's Hippogriff's L2 Confu in the Mideel Area.

Is each Comet2 hit 1.875x Base Power like in Vanilla or is it lower to take into account the extra hits. Original = 1.875x for 4 Hits for 7.5x Base Power, is Comet2 in this mod 1.25x for 6 Hits for the same 7.5x Base Power or is it the original 1.875x for 6 hits for 11.25x Base Power?

As far as player Limit Breaks go, Big Brawl is the only one I've seen any issues with. I like seeing enemies make use of Satellite Beam but I am not sure how long it would take to fix the issue (if fixable).

I could have sworn it was only Def%, thanks for clearing that up.

Skirmish

  • *
  • Posts: 104
  • Don't do Sources kids.
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3384 on: 2016-04-20 21:55:18 »
Any tips for quickly dealing with the Eyes for Carmine Weapon, Lucky Dodge only goes so far and Time Attack Storm deals over 8000 HP damage because I like to take my time. In other words I am pretty much screwed if it hits all my party members.

What's the best strategy for Morphing North Crater enemies, I'm specifically refering to Iron Man, Armoured Golem, King Behemoth, Crater Dragon, Dragon Zombie and Master Tonberry. All of them have over 30000 HP so sensing is out of the question.

What will happen regarding people missing certain Key Items that haven't dropped (X-ATM Core, Pulse Ammo, Micro Engine etc.) and also where does one obtain the Red Crystal.

dazheel

  • *
  • Posts: 1
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3385 on: 2016-04-20 22:17:23 »
Hey SegaChief thanks for the awesome mod, really enjoy playing it  but i got a few issues right now :

- Can't start the "Dark Cave" sidequest, I'm at the end of the game and basically cleared almost all of the mod content but Dio is nowhere to be found, i searched for him in all the Gold Saucer at different points of the story but he seems to have just disappeared after the Key of the ancients event, any ideas ?

- This one may be on my end but i can't do the Yahcobo fight right now, 5sec after the beginning of the fight the game crashes with the "An unknown exception has occured" message. Also tried with a different setup/party with no success

This is on 1.4 with the 18th april hotfix

Oh and a quick feedback :

- I was stuck on the Nitz fight too because of the softlock problem, the hotfix worked perfectly and I could finally beat it, still i don't know if it's intended but i couldn't kill the adds that he spawned, they seem to be vulnerable for like 1 turn then they just become impervious to all source of damage, also the boss kept using "Deployment' through the fight resulting in a miss on the bots.

- Final X-ATM fight has no music

MoCheese

  • *
  • Posts: 81
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3386 on: 2016-04-21 00:46:21 »
Took a while but I'm back with the report. I'm sure some of these have been reported and/or fixed already, so if they have been, apologies.

- The enemy Valron in the Rocket Town area forests locked up for me once. Not sure what did it but he was flying, went to the ground then the battle just held there if that helps. They also try and cast something they do not have enough MP for even at full.

- I found the above bug trying to find Zieg, who I still could not find after an hour+ looking around all the forests of the land. Could still be a case of horrible luck but I think I'm gonna have to request a double check on this one. However, a buddy of mine managed to get not 1, but 2 MP Plus materias from the teammates in the Crater. I do not know if the prizes are randomized or where you send whom where matters. I can ask and see if he remembers if it would help if this is a bug?

- W-Magic and Mime also drop 1-Star like Underwater instead of mastered. Should also mention Mime comes greyed out, insinuating that we can't use the ability until we level it up. We can so no worries about it being usable, it's just a visual glitch. One last thing about Mime, it comes with an "MP+96%" bonus. You don't actually get the bonus MP stat wise, just in writing on the materia itself.

- The fight you get from handing in the Earth Harp locked up on me a few times. I'm trying to avoid spoilers so I don't want to say but uhh..
Spoiler: show
If you cast Resist on your team and Command then uses Manipulate, it locks up. Also if you inflict Berserk on Command it can lock the game up sometimes as well. If it doesn't lock then Command, when berserked, will only attack its teammates instead of you. Can't imagine that is intended?


Spoiler: show
 - During the battle for Cloud's level 4 limit break, if you W-Magic cast Bio and it poisons, then follow with Resist, the enemy will get stuck in a never ending loop trying to cure it. This forces a reset of the game.


- During the fight with Netz, if you kill "Byte" the game locks up. You can kill "Bit" no problem. Also as dazheel mentioned somewhat quickly they become immune to damage with no indicator or seemingly intended way to deal with it. Is that intended and if it is, is there some way to deal with them?

- After beating the bosses from handing in the Earth Harp and Guidebook, I went outside to save and came back and found a second Underwater materia. Also when I picked it up it said it was a W-Summon.

Can confirm another dazheel report. Yahcobo locks up immediately for me as well. No clue what the issue is here.

- Questions and comments now. The man in the cockpit of the Highwind mentions Cid can repair the gun in Wall Market if he leads the party, I tried this with several different party configurations but to no avail. Am I missing something?

- Vincent's level 4 limit battle and maybe Red XIII's could use a bit of a buff in my opinion. Could be good discussion, see what others think.

X) Planet drop (no issue found?)

- Planet works fine, what I meant was we can get multiple Planets through AP but only one Contain as it comes mastered. I don't think Contain is stronger then Planet overall so Contain should be able to be mastered if Planet is I think.

Think I got it all. Thanks again.

PmP7x

  • *
  • Posts: 2
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3387 on: 2016-04-21 01:19:35 »
Possible soft lock?

Got the gold ticket to the golden saucer
used the quick warp while it is closed on disc 2
Cant get out past dio
Not sure if there is a way out or if I'm stuck.

Thanks

Also unable to find Zieg as above.

<3
« Last Edit: 2016-04-21 01:21:34 by PmP7x »

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3388 on: 2016-04-21 06:42:36 »
Just curious, were there any changes made to vincent's limits?  I thoroughly enjoyed using him in vanilla, and plan on using him this play through, but they seem a tad underpowered (unless i'm doing something wrong O.o), just want to know if it's worth using his limits, or if i should just leave him in a perpetual state of limit throughout the game while taking advantage of his excellent magic stat? :P

Vincent's Limits will be beefed up a little (specifically the physical attacks) when I've got the new .EXE patch made. The magic abilities on his Limits tend to hit very hard, but the physical attack is very weak.

It's Hippogriff's L2 Confu in the Mideel Area.

Is each Comet2 hit 1.875x Base Power like in Vanilla or is it lower to take into account the extra hits. Original = 1.875x for 4 Hits for 7.5x Base Power, is Comet2 in this mod 1.25x for 6 Hits for the same 7.5x Base Power or is it the original 1.875x for 6 hits for 11.25x Base Power?

As far as player Limit Breaks go, Big Brawl is the only one I've seen any issues with. I like seeing enemies make use of Satellite Beam but I am not sure how long it would take to fix the issue (if fixable).

I could have sworn it was only Def%, thanks for clearing that up.

The base power of Comet2 is unchanged, just has two extra hits.

Any tips for quickly dealing with the Eyes for Carmine Weapon, Lucky Dodge only goes so far and Time Attack Storm deals over 8000 HP damage because I like to take my time. In other words I am pretty much screwed if it hits all my party members.

What's the best strategy for Morphing North Crater enemies, I'm specifically refering to Iron Man, Armoured Golem, King Behemoth, Crater Dragon, Dragon Zombie and Master Tonberry. All of them have over 30000 HP so sensing is out of the question.

What will happen regarding people missing certain Key Items that haven't dropped (X-ATM Core, Pulse Ammo, Micro Engine etc.) and also where does one obtain the Red Crystal.

So each eye has 36,000HP with middle-ground Defence and Magic Defence. They take double damage from Hidden, Bolt...and Wind for some reason. I guess because it levitates, but that's more floating in the water than flying; must have been a long night when I put in wind weakness. They absorb Water, null Earth/Gravity, and Absorb Holy.

Pandora's Box would be ideal to hit them all at once, but that's locked behind a boss. Shadow Flare could be a good high-damage substitute, or a Bolt/Hidden-Elemental physical attacker. Quadded-Ramuh might deal a good chunk of damage if the caster has a good Magic stat; Summons ignore Defence and don't suffer from split-damage like most normal spells do.

There is another thing you can do though; an odd trigger in his AI from his vanilla scripts involving Summons. If you use any of the three Bahamut summons on him when his eyes are open, he will not use Time Attack Storm; instead he'll use Carmine Beam which deals %-based damage (16/32). That can give you a way to avoid it, in a pinch. You can also Slow the Eyes along with Emerald; a Slow-All should buy you some extra time to get them down.

Morphing the Crater enemies has been reported as being too difficult due to their high HP pools. The plan is to add a handler that, when they're struck by the Morph command at low HP, they report their current increment of HP (so when Iron Man is below 4/32 of his HP and he's hit with Morph, it'll say 'Current HP <= 18375. When he's below 1/32 of his HP, it'll report 'Current HP <= 4594'. It's not perfect by any means, but it'll give people a rough idea of when to hold off on the heavier attacks.

I'll be sorting the issue of missing key items out by moving the missing ones to unmissable locations. Junon Leagues, Dark Cave, and maybe a new event or two to cover what's missing.

Hey SegaChief thanks for the awesome mod, really enjoy playing it  but i got a few issues right now :

- Can't start the "Dark Cave" sidequest, I'm at the end of the game and basically cleared almost all of the mod content but Dio is nowhere to be found, i searched for him in all the Gold Saucer at different points of the story but he seems to have just disappeared after the Key of the ancients event, any ideas ?

- This one may be on my end but i can't do the Yahcobo fight right now, 5sec after the beginning of the fight the game crashes with the "An unknown exception has occured" message. Also tried with a different setup/party with no success

This is on 1.4 with the 18th april hotfix

Oh and a quick feedback :

- I was stuck on the Nitz fight too because of the softlock problem, the hotfix worked perfectly and I could finally beat it, still i don't know if it's intended but i couldn't kill the adds that he spawned, they seem to be vulnerable for like 1 turn then they just become impervious to all source of damage, also the boss kept using "Deployment' through the fight resulting in a miss on the bots.

- Final X-ATM fight has no music

Dark Cave is currently down for some heavy maintenance. I needed to re-do some of the scripts there to fix a problem that clashes with the new 1.4 scripts and to get it ready for the Aeris Unrevival project (new official name for NT's first 'unfeature').

I'll check the Yahcobo fight. Maybe the kernel synch is a bit off or something.

Deployment is only supposed to be used once, so I'll have a look at why it's still triggering. The bots are vulnerable to damage for that first turn so they can be properly revived before getting their flags set, but I'll see if I can't come up with a more efficient way to do it; maybe make them untargetable or something after they pop up.

And the X-ATM fight hasn't had music for a while now; I clean forgot to fix it, despite many reports about it throughout 1.3 and 1.35 ^^'

Took a while but I'm back with the report. I'm sure some of these have been reported and/or fixed already, so if they have been, apologies.

- The enemy Valron in the Rocket Town area forests locked up for me once. Not sure what did it but he was flying, went to the ground then the battle just held there if that helps. They also try and cast something they do not have enough MP for even at full.

- I found the above bug trying to find Zieg, who I still could not find after an hour+ looking around all the forests of the land. Could still be a case of horrible luck but I think I'm gonna have to request a double check on this one. However, a buddy of mine managed to get not 1, but 2 MP Plus materias from the teammates in the Crater. I do not know if the prizes are randomized or where you send whom where matters. I can ask and see if he remembers if it would help if this is a bug?

- W-Magic and Mime also drop 1-Star like Underwater instead of mastered. Should also mention Mime comes greyed out, insinuating that we can't use the ability until we level it up. We can so no worries about it being usable, it's just a visual glitch. One last thing about Mime, it comes with an "MP+96%" bonus. You don't actually get the bonus MP stat wise, just in writing on the materia itself.

- The fight you get from handing in the Earth Harp locked up on me a few times. I'm trying to avoid spoilers so I don't want to say but uhh..
Spoiler: show
If you cast Resist on your team and Command then uses Manipulate, it locks up. Also if you inflict Berserk on Command it can lock the game up sometimes as well. If it doesn't lock then Command, when berserked, will only attack its teammates instead of you. Can't imagine that is intended?


Spoiler: show
 - During the battle for Cloud's level 4 limit break, if you W-Magic cast Bio and it poisons, then follow with Resist, the enemy will get stuck in a never ending loop trying to cure it. This forces a reset of the game.


- During the fight with Netz, if you kill "Byte" the game locks up. You can kill "Bit" no problem. Also as dazheel mentioned somewhat quickly they become immune to damage with no indicator or seemingly intended way to deal with it. Is that intended and if it is, is there some way to deal with them?

- After beating the bosses from handing in the Earth Harp and Guidebook, I went outside to save and came back and found a second Underwater materia. Also when I picked it up it said it was a W-Summon.

Can confirm another dazheel report. Yahcobo locks up immediately for me as well. No clue what the issue is here.

- Questions and comments now. The man in the cockpit of the Highwind mentions Cid can repair the gun in Wall Market if he leads the party, I tried this with several different party configurations but to no avail. Am I missing something?

- Vincent's level 4 limit battle and maybe Red XIII's could use a bit of a buff in my opinion. Could be good discussion, see what others think.

- Planet works fine, what I meant was we can get multiple Planets through AP but only one Contain as it comes mastered. I don't think Contain is stronger then Planet overall so Contain should be able to be mastered if Planet is I think.

Think I got it all. Thanks again.

Might be an AI thing for Valron; I made adjustments to his scripts in the Nibelheim area then copied them over, but might have missed the actual abilities themselves if they were changed. I'll get him sorted out.

If MP Plus is dished out by an ally in the Crater, then it's probably an oversight on my part. You used to get MP Plus from the Crater before the Zieg thing was set up. I'll get the variable checked for it and if I can't find a cause then I'll add that event players can trigger themselves later to get the fight (and MP Plus).

The Materia fight seems to be causing a lot of problems; the fight itself sounds very buggy though the AI should have been fairly straightforward. Maybe it's a problem with the models + animation they use? Movers animations affect each other so that they move like a group, but they're all different IDs so maybe it's tripping the script up. Although the Manip-Resist thing does bring to mind an older bug report involving Rudra I think. I'll do some tests with Manip & Resist.

I didn't think of that with Resist; that might bugger up Reno as well, and a few other bosses. I'll sort it out.

The two bots that spawn in the Netz fight are supposed to be invulnerable and there to harry the player's team. The brief moment where they can take damage though is a bit misleading, and it's a flaw in the script I made. I'll try to iron it out.

I set a thing to the Main script of that Materia to try and have it removed from view altogether, but if it's in the latest patch then I guess it didn't work. I'll remove the model group altogether and the scripts referring to it.

I forgot to change that text. Cid's old Lv.4 Limit thing was obtained from the weapon shop, but now it's obtained by talking to the kid that appears in his house after your party 'commandeers' the Tiny Bronco. There's three fights that unlock at certain points of the game, but if you're on Disc 3 then they'll all be available.

Red and Yuffie have the weakest Lv.4 Limits because they only hit once, whereas the others hit multiple times. Vincent's Chaos is also pretty weak because it doesn't have the benefit of a hard-hitting elemental attack like Galian and Gigas. The .EXE patch I'm making will let me tune these up a bit.

Ah, so that's the thing. I'll set Contain to drop a star short of being Mastered so that multiple copies are available.

Possible soft lock?

Got the gold ticket to the golden saucer
used the quick warp while it is closed on disc 2
Cant get out past dio
Not sure if there is a way out or if I'm stuck.

Thanks

Also unable to find Zieg as above.

<3

I didn't think of that for the Gold Saucer teleport; I'll set the script to disable it during that segment of the game. Did you save your game while you were in there? I could disable Dio's collision in the next patch temporarily if you need to get out.

Dark_Ansem

  • *
  • Posts: 320
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3389 on: 2016-04-21 09:49:50 »
BUG: there is a guard scorpion in the church during the first aeris meeting. It is there only in the close-up scene. The top-down church view does not have it.

deha0002

  • *
  • Posts: 72
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3390 on: 2016-04-21 14:40:27 »
I was going to wait for Arrange before i started playing NT again, but damn it i have to play anyway.
Just a few questions:
* If i start a new game now, will all keyitems (and such) be placed on the right boss/event?
* Is there a way to grind Rank up at "endgame" if i try to go for a "no rank up" run? Would be kinda lame to fight 545 goblins for the rest SP if need be.
* Is all materia that are supposed to be "copy-able" fixed? Such as contain.

Anyway keep it up SC, and who knows, another donation might come you way when you introduce Arrange + .EXE  ;).

selius

  • *
  • Posts: 126
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3391 on: 2016-04-21 15:07:39 »
pretty sure the extra battles in disc 3 give chunks of sp

still faster to genocide goblins in most cases tho

plus you can breed chocobos while you do it

Skirmish

  • *
  • Posts: 104
  • Don't do Sources kids.
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3392 on: 2016-04-21 15:20:08 »
Vincent's Limits will be beefed up a little (specifically the physical attacks) when I've got the new .EXE patch made. The magic abilities on his Limits tend to hit very hard, but the physical attack is very weak.

So each eye has 36,000HP with middle-ground Defence and Magic Defence. They take double damage from Hidden, Bolt...and Wind for some reason. I guess because it levitates, but that's more floating in the water than flying; must have been a long night when I put in wind weakness. They absorb Water, null Earth/Gravity, and Absorb Holy.

Pandora's Box would be ideal to hit them all at once, but that's locked behind a boss. Shadow Flare could be a good high-damage substitute, or a Bolt/Hidden-Elemental physical attacker. Quadded-Ramuh might deal a good chunk of damage if the caster has a good Magic stat; Summons ignore Defence and don't suffer from split-damage like most normal spells do.

There is another thing you can do though; an odd trigger in his AI from his vanilla scripts involving Summons. If you use any of the three Bahamut summons on him when his eyes are open, he will not use Time Attack Storm; instead he'll use Carmine Beam which deals %-based damage (16/32). That can give you a way to avoid it, in a pinch. You can also Slow the Eyes along with Emerald; a Slow-All should buy you some extra time to get them down.

I'll be sorting the issue of missing key items out by moving the missing ones to unmissable locations. Junon Leagues, Dark Cave, and maybe a new event or two to cover what's missing.

Dark Cave is currently down for some heavy maintenance. I needed to re-do some of the scripts there to fix a problem that clashes with the new 1.4 scripts and to get it ready for the Aeris Unrevival project (new official name for NT's first 'unfeature').

I didn't think of that with Resist; that might bugger up Reno as well, and a few other bosses. I'll sort it out.

Red and Yuffie have the weakest Lv.4 Limits because they only hit once, whereas the others hit multiple times. Vincent's Chaos is also pretty weak because it doesn't have the benefit of a hard-hitting elemental attack like Galian and Gigas. The .EXE patch I'm making will let me tune these up a bit.
Would you consider revamping a bunch of other Limit Breaks aswell? I have some ideas but would like your opinion regarding effectiveness/balance/practicality etc. If you're interested I can send you a PM.

Finally managed to beat Carmine Weapon with my No Sources Party. Also found a method that will work regardless of playtime but requires a bit of luck regarding the attacks Carmine Weapon uses and who it attacks, in a regular party that uses the Rank Up system this will be significantly easier.

For those who have tried and failed and are out of ideas, read the spoiler text but keep in mind it's not a foolproof strategy and may require several tries. Those who want to think of a strategy themselves can ignore this:
Spoiler: show

Master Fist is Master Race. Tifa in the Front Row with Master Fist, Warrior Bangle for the Physical Damage Reduction and Curse Ring to make up for the stat defecit. You'll want 4x Cut, Plenty of Counter Attacks, Hidden-Elemental in your Weapon and Destruct-Added Effect in your Armour. Begin the fight by having a character cast Dragon Force on Tifa or use a Lucky Pill on Tifa for the Auto-Crits and also give Tifa a Hero Drink II, the negative Status effects will power up Master Fist to ridiculous levels even if you've never used the Rank Up system.

To make sure Tifa doesn't gain any more undesired status effects, you'll want to remove Slow-Numb with a Soft and then use a Vaccine/Resist on he so she's Locked with Poison/Silence/Slow/Darkness/Sadness/Death-Sentence for extraordinary Damage capabilities. Be warned that Carmine Shoot will Dispel Resist but in the ideal scenario, Carmine Weapon will use Foot Stamp more than Carmine Shoot.

When the Eyes get activated you'll want people under Resist status so that Carmine Beam cannot inflict Dual-Drain. I'm not sure the Bahamut Summons stop Carmine Weapon using Time Attack Storm but I think it definitely makes it much less likely like it does with Aire Tam Storm in Vanilla FF7 but I threw one in to help damage the Eyes a bit with one of my other party members, just incase.

Each Time an Eye attacks Tifa, due to the Status Effects she's under and the Counter Attacks she is stacked with she'll do heavy damage in retaliation. Now the Eyes aren't guaranteed to hit Tifa but you can get in a couple of 4x Cuts aswell to damage the Eyes and Carmine Weapon. When Carmine Weapon uses Kcatta Emit Storm it will almost certainly screw everyone over if you have alot of playtime like myself however thanks to Tifa's Innate Ability \\Grit// she will survive with 1 HP. Heal her up and with her probably being the only live party member at this stage she will counter attack each eye and probably kill it.

Once the eyes are down it's mainly just healing up after Carmine Shoots and Foot Stamps and with all the counter damage that Master Fist was doing, Carmine Weapon was down before it could revive the Eyes again. Carmine Weapon appears to have around 270000 - 280000 HP but I could be a bit off.


Then after the fight was over:
Spoiler: show

I decided to try my hand at the Master Materia fight, which proceeded to crash the game and has no background.

At some point I am going to have to try and deal with Viridian Weapon and Netzechariah, I have a couple of things to try out so I'm hoping they'll work but I am admittedly dreading Netz.

As for Resist, for the fight in Cloud's Sidequest I personally found it useful for stopping my opponent from gaining the bonus from Courage Boost, allowing me to continue damaging it via Gravity, was still a painful fight though as damaging too fast (Gravity + Quadra Magic) resulted in me getting hit rather hard, rather fast.
« Last Edit: 2016-04-21 15:24:43 by Skirmish »

NeoDraconis

  • *
  • Posts: 23
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3393 on: 2016-04-21 15:37:09 »
I thought you were going to make Aeris' revival optional? I don't think I will play the game again to just watch her die again. o.o

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3394 on: 2016-04-21 17:38:10 »
BUG: there is a guard scorpion in the church during the first aeris meeting. It is there only in the close-up scene. The top-down church view does not have it.

That should be corrected in the current Main Installer files.

I was going to wait for Arrange before i started playing NT again, but damn it i have to play anyway.
Just a few questions:
* If i start a new game now, will all keyitems (and such) be placed on the right boss/event?
* Is there a way to grind Rank up at "endgame" if i try to go for a "no rank up" run? Would be kinda lame to fight 545 goblins for the rest SP if need be.
* Is all materia that are supposed to be "copy-able" fixed? Such as contain.

Anyway keep it up SC, and who knows, another donation might come you way when you introduce Arrange + .EXE  ;).

Because people have already cleared the game and certain places can't be revisited, it means I have to place the key items in unmissable locations so you won't miss any once everything's patched up on that front.

Yeah, Rank can be grinded up; most Crater enemies are Lv.90+ and you can get it for individual characters from Junon Leagues as well. Goblins appear to be farmable as well.

Not yet, but like with the key items I'll need to place it down somewhere so that players who are already past there can get another one.

Would you consider revamping a bunch of other Limit Breaks aswell? I have some ideas but would like your opinion regarding effectiveness/balance/practicality etc. If you're interested I can send you a PM.

As for Resist, for the fight in Cloud's Sidequest I personally found it useful for stopping my opponent from gaining the bonus from Courage Boost, allowing me to continue damaging it via Gravity, was still a painful fight though as damaging too fast (Gravity + Quadra Magic) resulted in me getting hit rather hard, rather fast.

Nice to see Master Fist getting some use; it's stronger than Powersoul overall, but trickier to use. I generally tweak every Limit when I make an .EXE; I like to make Braver stronger than Cross Slash for instance. This time though I'm keeping their base power as-is & long-range to avoid the problem before where they were too weak and made some bosses very difficult to fight (like Hundred Gunner).

I thought you were going to make Aeris' revival optional? I don't think I will play the game again to just watch her die again. o.o

It will be optional; I just like the idea of listing 'Aeris doesn't get revived' as a feature.

I'm at the Gongaga town right outside the reactor (latest 18th April Build) and Boxer used Goblin Punch on me and it said I learned the Enemy Skill but then it doesn't show up on my list. Is this intentional or a bug?

It might be due to the way the fight ended; if he disables himself then it can cause enemy skills to not be learned. That enemy needs a fix in any case because he's still causing crashes with his self-destruct attack.

magictrufflez

  • *
  • Posts: 53
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3395 on: 2016-04-21 18:16:45 »
Just to clarify, are SP gains nulled if you use instant death attacks (like Odin)?  There were a few Mideel enemies that were higher level than me that I've killed via Odin, but I didn't get SP.  The Goblins too.  Is this working right?

After a bit of testing on the farmable goblins, it seems there's a weird thing where the first goblin killed won't award you SP, but every subsequent one will (as long as you kill it through damage, not insta-kill).  I think the same goes for the DUal Horns you can run into on the island too.  This seems kind of odd--would pumping their level up to 99 (or 100 if you can to ensure everyone always gets SP) be a way to make this permanent and not slightly glitchy?  Or does raising enemy levels mess with other stuff too?

NeoDraconis

  • *
  • Posts: 23
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3396 on: 2016-04-21 19:35:10 »
Ah. :) Well as long as its a choice I have no complaints. :)

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3397 on: 2016-04-21 20:09:11 »
Just to clarify, are SP gains nulled if you use instant death attacks (like Odin)?  There were a few Mideel enemies that were higher level than me that I've killed via Odin, but I didn't get SP.  The Goblins too.  Is this working right?

After a bit of testing on the farmable goblins, it seems there's a weird thing where the first goblin killed won't award you SP, but every subsequent one will (as long as you kill it through damage, not insta-kill).  I think the same goes for the DUal Horns you can run into on the island too.  This seems kind of odd--would pumping their level up to 99 (or 100 if you can to ensure everyone always gets SP) be a way to make this permanent and not slightly glitchy?  Or does raising enemy levels mess with other stuff too?

The SP script has a flaw; when you go past Lv.44, the AI is supposed to check your pre-synch level against it's own, then it synchs you. Problem is, pre-battle scripts trigger one after the other so the first enemy does the check then synchs. But then the second enemy checks your SYNCHED level, and so does the third enemy, and so on. In other words, every enemy formation with enemies above Lv.44 are going to give EXP after the first enemy. I'm going to see what I can do to adjust it. But this only really happens midway through Disc 2, so it's not a huge disaster.

As for Odin, I'm not sure. Maybe the death scripts are disabled by the attack because they get sliced in two? We'll call that a handy counter-balance to using Odin.

Skirmish

  • *
  • Posts: 104
  • Don't do Sources kids.
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3398 on: 2016-04-21 20:33:28 »
Nice to see Master Fist getting some use; it's stronger than Powersoul overall, but trickier to use. I generally tweak every Limit when I make an .EXE; I like to make Braver stronger than Cross Slash for instance. This time though I'm keeping their base power as-is & long-range to avoid the problem before where they were too weak and made some bosses very difficult to fight (like Hundred Gunner).
And through more Master Fist usage Viridian Weapon is down aswell but I will admit that I chugged through a few X-Potions and Elixirs on this one. Master Fist after being buffed up and once Death-Sentence ran out was hitting for around 2400-2500 Crits, 2900-3000 at low HP.

The main thing I like about Master Fist over the Powersoul is that you have linked slots on the Master Fist allowing you to do Elemental Combos for extra damage, the thing that annoys me about it is Darkness "Buffing" it since the extra damage you would gain from having one more negative Status would be offset by the loss of accuracy, you also can't remove Darkness without removing Silence aswell.

-----

I agree with the premise of having Braver doing more damage than Cross-Slash as Cross-Slass inflicts Paralyze, the idea being you choose which is more ideal for the situation between the extra damage or the Status effect. Personally I'd change up a couple of Limit Breaks to make them a bit more interesting, for example Climhazzard looks like it should be a Piercing attack, not to mention it wouldn't be too OP as it's single target and we only have 1 Defence ignoring Physical Attack in the game (i.e. Gauntlet).

Giving more Limit Breaks status effects may also give people a reason not to camp whichever Limit does the most damage depending on the situation. As Examples:

Climhazzard: Piercing
Landscaper: Slow-Numb
Blood Fang: Dual
Satellite Beam: DeBarrier
Earth Rave: Give it anything!

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3399 on: 2016-04-21 20:49:05 »
Clim as piercing sounds good. What I've done in the past is made All Creation inflict a myriad of status ailments and reduce enemy stats (but only slightly, about 10% or so) while Cosmo Memory was turned into a buff spell.

I'm overhauling the Kalm Traveler script; he'll be giving the Gold Chocobo for a Guidebook (so it's relatively easy to access) and the two enemy skills for the other two items. I've also tracked down the Ziegfried problem; scenes in the game were using a different trigger to disable the mystery ninja encounter.
« Last Edit: 2016-04-21 20:52:16 by Sega Chief »