@All
Sorry for lack of replies recently, nearing the end of a college course so exams, projects, etc. are all starting to kick in. I'll be free after 8th June, assuming nothing goes bad, and then I can start working on things again properly.
@Murasame
I’m surprised at the amount of things you anticipated, Segachief. I just spoke to Reno on Da Chao and ...yeah. I don’t want to spoil it for anyone else but I was surprised at his reaction.
I think I know what you're talking about, I wonder if anyone else found that?
@Chronoseth
I've noticed some weird things during my current Arrange run:
Hell Houses are practically impossible to morph because of Bad Plumbing spam.
Dragon Scales deal 5000 defense-ignoring damage. Whether or not that's intentional, it's ridiculously overpowered for something you can morph Aps into.
Poison ticks being non-elemental damage means Lich GT now harms itself with it.
Jenova-VECTOR never seems to summon the Vector Nodes.
Ethers restore 300 MP in the menu.
Near Mideel, Hippogriffs don't give any EXP but Spirals do. I haven't fought the other enemies there yet.
The Spiral Shuriken grants 68 attack. I think this was the case in previous versions too, but it only now hit me how inconsistent that is.
In terms of stat bonuses, White Capes are flat-out better than Safety Bits.
Is Trine obtainable in Arrange before the final dungeon? Armor Keeper doesn't use it.
Cloud's innate is triggered by all of Vincent's attacks while he's transformed.
Cait Sith's Black M-Phone doesn't actually drain HP.
Aeris still hangs out in Lower Junon when she's supposed to be in the City of the Ancients.
As for stuff that's just my opinion:
Braver and Climhazzard both reducing defense is a bit boring. Same with Greased Lightning and Landscaper both inflicting Slow, though Landscaper is at least different in other ways.
Satan Gate seems weak. Maybe I just got lucky, but its attacks were weak when they didn't just miss and I beat it before it could do anything meaningful. The Brass Dragon was a much longer and more involved fight.
The stat penalties on Added Effect, Magic Counter, and Gil Plus seem needlessly harsh.
-) I thought I'd sorted the bad plumbing problem; I'll remove it altogether next patch.
-) It's a one-time item you can get from Aps via Morph so I felt that it would be OK. One of the planned fixes is to make the boss Morphs better/consistent again.
-) I forgot about the poison ticks + Lich GT, I'll sort that out.
-) The Vector nodes spawn I assumed was due to people killing the boss before it could reach the criteria needed (2 attack cycles) but maybe it's an actual AI problem. I'll have a look at it properly, it's been mentioned quite a few times now.
-) I think I planned to have Ethers give 300MP in-battle + menu, but then settled on 200MP. I'll make them consistent with each other and go for 200.
-) Trine isn't obtainable until Crater in Arrange because I didn't assign it to Armour Keeper (who I'm told is easier to beat than Powersoul Keeper which is another problem). Sorry about that, I'll add it to him.
-) Vincent's Limits are an issue with this innate that I didn't think of; every command Vincent executes under the beast form is treated as a Limit attack (had a similar problem a while back with Dragon enemies having Limit-counters which resulted in counter-spam). Seems I just can't get it right with Cloud.
-) I'll add the drain flag to Cait's weapon although I think I might have done so already, I'll need to check what I've implemented for the current files and the WIP files. It's been a few weeks since I looked at them.
-) I keep forgetting to add a game-moment check for Aeris in Lower Junon. Need to get around to finishing that whole party in towns feature actually.
-) The thing with the Limits is I wanted a (loose) theme for the damage-dealing ones (Clouds was defence-reduction, Yuffies was speed reduction, etc).
-) The Arrange bosses are a bit all over the place; some are a bit too tough, some aren't tough enough. Moving toward 2.0, I'll be giving 1.5 a full once-over to handle the .exe changes and other tweaks properly.
-) I'll check the stat penalties again, I was thinking that it might be a good idea if I removed a lot of the HP% bonuses/penalties as they can really restrict materia combos and builds when they all stack together.
@Deha
EDIT: Just came up with an idea that would retain the all-around feature but add a bit more flavour to this innate.
5 stacks
Each stack gives 4 STR/MAG (= 20 in both at max)
When reaching 5 stack Cloud gets 15 VIT/SPR.
This allows Cloud to choose a aggressive style and be rewarded with defensive stats for getting alot of limits off. While also being able to go at it more slowly and getting boost along the way, "cementing" the defensive style when reaching max stacks
Ofc the numbers can be tweaked to lets say 15 total overall ( STR/MAG/VIT/SPR)
You've got a good point with Cloud vs Red and active innates vs passive ones. I'll keep this suggestion in mind, it's implementable. I might have to move away from Limit use though and go for a different trigger though as Vincent's limit forms will proc the innate very quickly (although could call that team synergy?)
@Webbhead
About the Fort Condor battles - do you have to win the mini game to win the prizes or will killing the enemy at the end of a 'fail' net the rewards? And, are the prizes worth it? (vague I know) It's maybe the one thing I have yet to still explore in the mod but my gut has said that this early in the game it can't be anything must have or spectacular to take time off the main game from. Thanks as always team -
I'm not sure it counts if you win the battle by letting the enemy reach the shed. I think you need to either: a) beat the minigame, b) Fort Condor has enough funds to deal with an encounter on their own.
Fort Condor's initial funds were changed to cover costs of all unreachable battles (mostly take place during the Junon Raid segment; I felt it would be impractical from a story and coding viewpoint to have the player warp there multiple times during a single segment). You can add more funds to this as a safety net to cover battles that are accidentally missed. I think it was 3000 or 5000gil for each battle, can't remember.
@Webbhead
Soft locked random encounter, Junon Path 2nd area, 2 slalom's and a Soldier: 2nd. Could make the run animation but no turns/actions were going. I had just used sense and was about to cast Bolt 3 when things perma stuck.
Does Soldier: M-Class (is this Soldier: 2nd?) still have a chance to drop another Yoshiyuki as listed in the enemy items guide or is that outdated? Took me a while to find one and then of course when I did the battle froze... Just wondering if obtaining 2 masamunes is possible. Thanks -
I'll re-check their AI, had softlocks with those guys a looooong time ago but perhaps one of the instances of SOLDIER 2nd or M-Class has the issue still.
SOLDIER: M-Class should still have Yoshiyuki as its only possible drop; Steal T/S Bomb; Morph Edincoat.
EDIT: Soft lock might be the same as SOLDIER: 1st, where they try to use 2x cut once or twice but then there's some kind of error as the game waits for the enemy to act. Until Sega Chief has time to check back on this thread, you'll have to rely on Paralysis status to ensure SOLDIER: M-Class doesn't do anything.
Is it the X-Cut? I'll check all of the enemies using that base model.
The buggers are hard to find I've only found like 2 in about 12 battles and no drop yet... Thanks for the quick reply, appreciate it as always.
Edit: 0/8, received Hi Potion and Deadly Waste four times in a row, don't think it still drops anymore
I'll set Yoshiyuki as a steal instead. Sorry for the wasted time :c
Hello¡
I´m spanish and I am playing this fantastic game with this mod that I love it right now, but there is a problem. There is an error when I try to snowboard for the first time in the history. When you go to try it, after you defeat Elena and get the board, there is a black screen and you cant do anything. If you exit with the "window" botton, there is a message that there is a error, and after that, ffvii is not responding or something like that and the game stop. Can you help me please?
I`ve reuploaded the installer of the Spa version with the minigame bug fixed .
Nice one, Markul
Hey I'm on the latest .Iro did you remove summons showing what stats they effect?
And Mr smiles only gave me a max of 3 sources, for instance I did clouds mercenary and got 3 power sources and 2 for the rest.
That sounds like the executable hasn't been used. In the IRO folder there should be a new ff7.exe file (or ff7_en.exe for steam version) for use with it to make some new changes take effect, such as materia equip bonuses/penalties.
Same thing with sources, with the new .exe each source should now be worth +5 to their respective stat instead of +1; the idea was to cut down on the amount of button mashing needed to use all the sources given. When DLPB releases his new .dll, it'll be possible to modify the savemap with new opcodes which will allow for direct stat-modification (got a working test script that does this).
When that's rolled out, sources won't be required anymore and I can add a stat-reset option so you can re-allocate stats. There's other possibilities as well but we'll see how things are when we get there.
Hello
I've currently encountered a bugged that is really troubling, this bug is in relation to Cloud ability, whenever an ally uses a limit break he gains a stack, i am currently in midgar raid part of the game, clouds strength stat is almost 255 from power wrist gigas amulet etc, now all of a sudden every time a limit break is done in a fight and cloud gains a stack, all his damage does like 20 damage every time he attacks, i'm assuming whats happening is when the stack tries to increase past 255 it resets the stats during the fight?, which causes his damage to be minuscule.
btw i have tested this multiple times by removing his power wrist and after 2 stacks his damage resets to like 7-20, and i made sure that hes not affected by alignments during the testing to see if it was a bug, i hope either people know how to fix this or its something the creator has to fix himself.
Aside from this bug thats starting to get annoying, i'm loving the mod to bits after playing gjoerulvs mod and this mod was nice an fresh experince.
It's an overflow of the strength stat, the other characters have a check in place to prevent it exceeding 255 but I forgot to add this for Cloud. I'll get that added.
What do you mean? I know it was supposed to be 5 sources for the +5 and 10 for the +10 but I got 3 for 10 and 2 for 5 on .iro
Something like that I don't remember the full amount but I know its not 3 and 2 sources.
What are the rewards for the show you do for rufus before getting on the boat?
edit - oh the custom .exe in the folder the sources give +5 per 1, I get it now.
From the Rufus parade, I think the only real prize is a Rune Armlet (decent defence, double growth). You get a potion or nothing otherwise.
So far New Threat has been awesome. In fact I've been playing it in conjunction with several other mods and its been one of the best experiences yet...however I suddenly realized a glaring issue.
Despite over-farming, I am now insanely underpowered compared to other playthroughs I've been watching on youtube at my point of the game with 20 levels less than me. After some research it turns up the sources have been tweaked to give +5 stats instead of +1...unfortunately beacause/menu overhaul requires you operate out of a separate .exe, I now have a completely nerfed 60 hour save. Any solutions? If I can avoid playing from scratch that'd be great.... If not, well..so be it
I mean, Cloud has like 70 str. at around level 55, rank 4 with a focus in strength...and a +10 str accessory. He hits like a wet noodle, as do all my characters. I originally thought this mod was just damn tough, turns out I've just been really REALLY handicapped. Hence I am ending disc 1 at nearly level 60. lol Either way, I'm realizing at this rate I won't be able to complete the game while this gimped.
*EDIT* After reading more about your changes to the .exe I attempted to switch from ff7_mo.exe to ff7_en.exe and ff7.exe to see if the 'x5' stat hack would alter things after the fact. Whether or not it did I'll never know, because every time a script is encountered for a cutscene or dialog the game crashes. I am forced to stay on ff7_mo.exe or ff7_bc.exe. Is there anyway for me to create a .exe that somehow incorporates the necessary elements from both, or must I simply restart without MO//an older version of NT?
Best solution at this point would be to figure out how much you're missing stat-wise and then open your save file with the Black Chocobo Save Editor tool; you can add Source bonus points to your stats for each character and restore the missing stats.
However, if you do this and are using the Steam version then make sure to make a backup of your save folder. Though Black Chocobo has been updated to get around this issue, when the FF7 launcher is opened it conducts a check on your save files for alterations and deletes them without warning if they don't pass (why the game needed save file verification I don't know but Square added it anyway).
If this happens, just copy-paste your backup saves back in then play the game as normal. When you save the game it'll update the check and they'll be safe from the launcher again.
In the meantime I could try mixing one of those exes with the NT changes and see if it's functional.