A really ambitious thing I would like to see would be the Aeris/Mimic boss fight having a reference to Yunalesca, where after the first phase a big ol' Anglerfish thing waves around the Aeris/Mimic on a tendril.
Is this boss fight still doable without Aeris, like a cruel "Ha, you thought Aeris was alive, but it was ME, Mimic!"?
EDIT: Ooh, and the Anglerfish has an Ultros face!
Anglerfish? This isn't Sega Bass Fishing
the far superior JRPG of its time to which all others stand inferiorhey man thanks again for this great mod!! i am currently restarting with 1.5 and looks good!
only one suggestion IF I MAY!! (i dont understand much of programming so i toss my 2 cents here)
How about make the standard ff vii chibi models improved? i mean they got no mouth in this version and their dress are like a big polygon. is there anything we can do? just asking!! (btw i dont like the models of t haven lol)
another thing i would change: cloud passive. Is useless pretty much of the game save for some bosses. Limit stack COULD be a good idea but in random encounters is pointless (enemies die too fast) making it worth in SOME bosses only and even there to get to max stack you need to fight a boss which is very though.
I propose changing it in something like this:
Veteran of War
Cloud learned to adapt to every fight while under shinra dependency and following his strict training regime he learned to expose enemy weaknesses. Cloud reduces enemy resistances when using magical attacks by 5% plus additional 1% for each magical attack and physical defenses by 5% when attacking every time he performs an attack. Stack maximum to 10%. During boss fights cloud luck is increased by 10%.
This way make a flexible caster or physical character i guess with edge on bosses no? 
The current crop of field models are mostly default save for the removal of the PC mouth textures; I could have distributed the ones used by the main characters to the NPCs but I opted for the PSX-look in the end. Some of the main character field models are cast-offs of Kalderasha's earlier work with a few tweaks I added to detailing using scaled-down parts from battle models. Further changes could be made, but I'd prefer to work on the FF8 NT alpha for the moment once I've put up this preliminary FF7 NT patch.
Reducing enemy defence would be a good mechanic, but reducing enemy defence like that could be problematic and the Luck stat can't be adjusted based on earlier experience with Cid's first innate; I might be wrong about that, but it didn't seem to be functioning correctly when I tried it.
I appreciate that. Yeah it's really odd, it feels like it just doesn't do anything. With that high of an evade she should practically be unhitable with physical attacks, no?
From what I've seen in runs, she typically dodges any physical attack thrown at her while it's up. I don't think it's overflow either, because it specifically sets the value rather than adds it on (unless additional math is done to modify the dodge, but then would be seeing the problem elsewhere). I'll run tests to make sure.
Hi, I just beat the mod in normal and arrange mode because of how much i liked it and from my experiences my advice for some troubles i had: the mime materia cave goes from incredibly difficult and extremely remedy heavy without KoTR to winning is one turn with it, i'd say that boss fight should have less creatures but with much more health and speed or something along those lines. Also unless i missed it, the first boss in disc 2 with the guard scorpion has no places to grind with which meant i had to skip it in both runs using Ochu which never felt right.
Junon Weapon Raid is a mucky area where a forced party of Cait, Barret, and Yuffie get thrown together with fairly tough enemies like Soldier 2nd wandering around and a boss waiting at the end. I added the save point + shop option there to alleviate it a little, but when I see players reach it in runs the momentum completely stalls there. I'm revising the scene at the moment:
-) Cait knocks the two troopers out with no battle when rescuing Barret
-) Replacing Soldier: 2nd here with downtuned Junon Trooper (maybe other formation adjustments)
-) Not sure about the boss yet