@Tsunamix: Voices? Just for attacks/some events or a full sync of the whole game?
Thanks for the great reply and almost answering every point i mentioned.
Materia StuffMultiple Master Commands aren't that bad, on physical attackers i use normally 2, sometimes 3 Master Commands (steal as well, hp absorb, mp absorb) which makes random encounters a bit easier later on + the chance for a lot of items to the steal as well materia, you still need to get 700k AP to get at least one (the 8 slot watch can help to get it within one battle, but ok that's another story and also hardly to achieve before disk 3) and without ultimate weapons the healing isn't that big either. 300-500 hp/hit with masamune's equipped is kinda low compared to cure or regen, even with double cut materia.
Master Summon is fine with only one allowed, i absolutly agree to that and if you can keep the normal summon materias, then please add some negative effects to master summon if possible, like 25% hp loss, hardly reduced vit/spirit (max 25/stat) and/or change the unlimited access to 1 or 2. (2 because of W-Summon)
Master Magic is really hard to decide if just one or multiple should be there, i hate this switching around of the materia all the time and try to get some useful builds on all chars, therefor sometimes multiple Master Magics aren't that bad at all.
For example one Mime-Counter which never stays in team with this Flash-Healing (as for v1.4 you can't change that fact ;P), one only for summons and/or offensive magic, one for offensive/supportive magic, a magical tank, a physical tank, one or two Allrounder etc.
Status alignments & elemental attacks Flash, Slash, Vincent & Co.I wasn't aware of the Flash problems; I think I maybe saw a video on how it could be abused a long time ago but never really remembered any of the specifics to it. Being able to fully Recover from it is a big problem so I'll restore the targeting flags for it. I'm not sure why I unlocked targeting for Flash; Slash-All was unlocked for Aeris' weapons and I guess I didn't see any harm at the time for doing the same with Flash...guess I was very wrong.
Well i think, almost no one was, i've never seen this setup in a video before and it can be useful, but requires a lot of farming in vanilla too. Just re-add the restriction for Flash and the biggest problem therefor is fixed.
Slash-All/Mega-All/4x Cut are fine as they only have a low chance to be triggered then. They are not the big problem with the Death Recover, because even 4xCut has only a 20% chance to trigger for every single hit and it's target is random, so you will never know who gets "Recovery" by using this, it might just be amazing in solo fights, but there aren't that many. With 4x Cut the chance to trigger it once is also just 25% overall. (for example Hades with 6 status effects has like 31% chance to proc at least one effect with every hit without flash)
With Vincent's Shotgun and 2x/4x Cut it can be useful, if Vincent is used as a healer, but his magic value is a lot more useful for summons and offensive magics than any other char. Also his Limits will prevent him from using Attack/2x/4x Cut as well. So it's not a big deal on him, even with a Slash-All Weapon + 4x Cut. As long as you invent nothing to prevent limit-grow on a char (except peerless) it is not useful on Vincent either. Also you could remove Materia Combination-Slots from Vincent's Shotgun, which would prevent this also as he can no longer attack with elementals with 4x hit and death. Or reduce it to only one combined Slot and he can't use it anymore either, as he needs death and elemental attack to make it work.
And as long as you are not planning to add any accessory that gives Elemental Hit-Damage and/or Death-Hit everything is fine.
Damn... so many ideas... xD
Inflicting statuses with weapons directly is something that isn't used in default FF7 but appears to be working, though the specifics behind it aren't known to me (status chance for instance). I noticed that some statuses seem to proc much more rarely than others, like Barrier/MBarrier never seemed to appear too often. The issue might be that Slash-All (and Mega-All which attaches that to the Attack command) uses its own weapon-target data rather than the weapon so it's bypassing the innate status check attached to the weapon. I reckon the same thing might happen when using 4x-Cut with a weapon like Twin Viper but I'd need to test it out to confirm.
Added Effect has a 20% Chance for each attack (calculated for every effect once per hit), same chance applies to weapons with this effect build in and a 100% chance to block on armor.
Flash works like most limits work that cause Death, it just invokes a 100% Death chance, that's all. But combined with other stuff like Hades it transfers this 100% also to those status effects.
As long as Twin Viper uses the
Effect Poison and not the
Element Poison everything is fine.
Element always has a 100% Chance,
Effect is only 20% and can't be absorbed (weird fact: it can be nullified if
Element Poison is nullified), if inflicted with Poison
Effect and absorbing
Element Poison it works like a tweaked Regen.
Fun fact: The opposite doesn't work, if you attack with
Element Poison an Enemy/Teammate that resists to
Effect Poison the Attack gets nullified.
Edit: Tested it with Yuffie & Twin Viper, equipped Bio + Elemental to armor to absorb "Poison"
Element and Flash at any slot => Killed & Poisoned the whole party with one hit. Game over.
Therefor the weapon has no combined slot, it can't be abused with it.
Ok it can be abused slightly... but this will use up to many materia slots on all chars. (Resist to Death
Effect + Poison Absorb
Element = 4 Slots used) and it would just be a better or additional Regen-effect.
It could've been more evil with Barret's Enemy Launcher, but thank god, Flash overrides "Unfocused" so he doesn't heal & kill everything on screen and therefor it can't be abused. Except for healing/absorbing the given Element in that Double-Slot of that Weapon, but enemys can profit of that too. So it's kinda useless.
- Change the effect of Tifa's Weapon "Kaiser Knuckle" as they can invoke Death by default.
- Change the effect of Yuffie's Weapon "Wind Slash" it uses Wind Elemental. (inflict slow/stop?)
- Change the Materia Slots of Vincent's Weapon "Shotgun" from o=o o=o to o o o o.
- Change the effect of Cid's Weapon "Trident" it uses Lightning and Water Elemental. (i have almost no idea idea what to use here instead / maybe inflict debarrier - that it can break peerless/wall etc. on enemys, would be great for that physical tank as the weapon has only 3 single slots and low atk, it can be useful for a supportive debuff build with counter-attacks & cover)
Status effects are great on weapons, maybe Tifa's doesn't have to be changed (just 20% chance), but everything that can be absorbed should be replaced and only be invoked by materia if possible (except for aeris weapons with restorative element).
Bug: Barret's Enemy Launcher + Double Cut (2xCut) Softlock the game after the first hit as the 2nd attack has no target priority anymore. 4x Cut works fine as it overrides unfocused.(Flash is after W-Item, the most game breaking thing FF7 has
, thanks that it is only available on late disc 2, so it's fine)
Cait Sith's SideQuestYou still can use a different Item, name it Cat's Bell as well (or Cait's Bell) and give it a useful effect, like a one time full-rebirth (could be so damn useful on this tanky heroes) or imunity to all "uncontrollable" negative effects which should only be sleep, berserk, petrify, stop, manipulate and paralyzed (except the hidden ones) and change the Description/Effect of the normal bell to "It's just booby trap." or so which sends the char into Death-sentence status at battle start. But make it worth, selling it to NPCs then for like 5000 Gil. It's not that much, but it helps. Especially because of the chocobo racing.
For example get rid of the Sprint Shoes, they are not that helpful in this mod because most of the hard bosses have a sneak attacks or a greatly filled timebar and high speed and there are a lot of other items that help more during those fights.
Other stuffThe ribbon and the resist buff should just allow pearless, to make Aeris' Lvl 3/4 Limits not useless, the rest can or better should stay blocked even the hidden status-buffs like lucky crits. A great and maybe useful fact: Cids Innate bypasses the Barrier/MBarrier block from Ribbon, which is great and useful for a tanky build on him. (Maybe add that to the Readme for Cid)
I also thought of one line of your readme, that you didn't want any item to be missed, well you moved the absolutly visible Ramuh out of the Chocobo Jockey Room, but Neo-Bahamut can be missed too. I know this... i already missed this... at my very first playthrough... when i was young... damn how time passes by.
Another thing i remember right now is that Vincent's ulti lvl 4 can be aquired already at the middle of disc 2 right after you got the submarine or if you got a green chocobo. Maybe change the trigger for the fight that it is only available after you visited bottom crater like the rest of the new threat sidequests.
Bizzarro- make the fight a lot harder, at least for the main party
- give the body more HP (80k for lvl 99 party after beating nemesis is a joke at the final fight) and absolutly change his fighting style when the belly-core is defeated
- when belly down => no more restore, but a complete new skillset, maybe statchange too (physical def maybe 0, see below why)
- after he uses heartless angel he should directly use a 100% hit attack on any party member to make sure, they have to use revive (maybe only for the 3 member partys)
- strengthen him, you got the hero medal item... this seems like to be perfect for him used as a multiplier
- for example: hp = hp * ((1+stack[hero medal]) * 0.5)
- with this he could be the toughest boss in the game with up to 4kk HP, if you got a stack of 99 Hero Medals, staying concentratet for that long is hard and it can't be done by an autofighting script like on Yiasmat in FF12 ;)
- Note: also beating nemesis 99 or 100 times isn't that easy either
- the hero medal as it is, can't be sold, thrown or used in battle/menu right now, that's why i suggest it, i haven't found any use for it yet otherwise... if there is one... except unlocking the special ending (Note: see italic text below)
- also the most players won't have more than 1 or 2 of those, so he would only have around 80-120k hp with that formular
Well yeah, the medal can be refused as it is a drop from Nemesis, but normally no one does, except he knows about this and wants him to be easy or add it as forced drop after the player got the W-Item, so he has to challenge Nemesis at least twice to get the Hero Medal.
The party got so much ap, free stuff and equipment from all those new threat sidequests... and everyone who plays this mod and made it that far, should have a good know how of how FF7 works to beat him with some more HP.
I just recommend it, as you give so many grinding and "free" ap during the sidequest/new threats phase (most of the bosses give a great load of AP, i think for the same reason as movers, to reduce the grinding)
Bug: I just found that the Hero's Medal does something similar to my suggestion, by searching for "New Threat Mod Hero Medal", i got this save request, but can't save w/ 1.4 standalone + nemesis fix, i can't even move the curser in the save window. I can upload the save if you want to.
But i can save before the 'final encounter' with Sephiroth with Jenova's "Ghost"(?)
About the touph ring, i wasn't sure either if it uses the restorative or just an own effect/formula (i never had to make use of that many different materia combinations before, just because of those great items/changes in the mod), well if it can't be changed it isn't that bad, as there are not many fights where you deal 5000+ damage with one hit without the Yellow Wave Item. (fun fact: HP/MP absorb on "master command" doesn't work for items but "steal as well" does...)
Big Materia StoryquestThis is more a personal request: Can you please add a boss for the red submarine, the one you can only get when failing the submarine mission at this door the dog guards in junon underground. But it should've been something funny that reminds the player on failing that pretty easy minigame over and over again during the fight.
Like sending Torpedos that deal 0 damage with recovery element, this should always produce a "Miss". With a Battle-Text Message like: "I don't get, i just do it like you did on your last mission."
This is one of the funniest part in the whole game:
Screen 1 Screen 2 Screen 3 Screen 4 Screen 5 Screen 6 Screen 7 (no red submarine on the ground :D)
Other stuff related to it:
- Don't forget to "dognap the dog" ;)
- Fort Condor permantly cuts the rope if you fail the final fight
- Rocket makes no difference
- It is possible to miss the train completly and Corel never gets destroyed, just wait the 10 minutes at the other train
- If you fail all 4 big materia missions, without obtaining a single one you'll never get access to the observatory platform at Bugenhagens house
Bug: You missed to add Aeris to that part somehow, she is missing at all following scene at Junon Underground & inside the red submarine. (Screen:
http://i.imgur.com/fZgGAV8.png &
http://i.imgur.com/iWSFFQZ.png)
Please check if you have updated the Script for Rocket Town & Fort Condor w/ Aeris in Party when totally failed. Same for Bugenhagen when you got no Mega Materia.
The Train Mission has by now 4 different outcomes i know you changed ultima there, i just mention it, because it's easier for me:
- Stopping the train (no crash, mega materia, free ultima)
- Reaching the first waggon, but failed to stop it (crash, no mega materia & paying for ultima)
- Failed to reach the first waggon (crash, no mega materia, no ultima)
- Never reaching the other train (no crash, no mega materia, no ultima)
Have you updated all those scripts w/ Aeris?
As Phoenix and Bahamut Zero can be obtained from Bone Village by digging them up, you wouldn't miss anything important when failing all Mega Materia Missions.
Dark Cave related
Bug: Savespots work like you just started the game, no possibility to use SP System in there. The one at the Slums doesn't even allow Quick Tent. Same bug occurs during Midgar raid when you are able to revisit the Shinra building. Or with other words, it occurs for every save spot before you get access on that Leveling-System.
Bug(?): The soldiers before you jump on the train are the basic soldiers with 40 health, nothing modified on them. But only the 3 fights you can avoid. (not sure if this count's for the normal Midgar part too.)
Please... read this only if you played the mod through disc 3 at least:
Oh and on my first visit at the Shinra Building, i really wanted to know what in that Midgar Model Room was, so i changed one char's stats to max just for that fight and looked into it, yeah sometimes waiting can also be a pain in the ass... anyway... damn you...!
"You received "Nothing!""I was so... pissed!
Greetings
PS: Damn, i didn't want that post to get that long again.