Hey guys,
I mistakenly tried using this mod with the reunion mod and it added weird lines under text in the game menu. Would anyone know how to correct this issue? I use this mod as an iro in 7th heaven. I have deactivated the reunion mod and still have the issue.
Maybe something was overwritten by Reunion? I'm not sure what though, it could either be the executable, the Window.bin in the kernel, or some texture file somewhere for fonts.
I kind of loved it TBH, made the fight a real challenge and I thought it being undispellable (I had Ribbon on Barret) was intended. I had to reload twice or thrice even though I was steamrolling everything at that point with 4x Cut Powersoul, 4x Cut Missing Score (4x mastered Osmose) and 14x 150% Break/turn from Cloud (Contain with 4x Quadra Magic, MP Turbo, MP Absorb and W-Magic). Don't remember exactly how I won the fight but I think the inflicted character died from Dual and lost the status that way while I managed to keep the others alive somehow.
I was wanting to add a set of 'challenge fights' that don't drop anything so maybe I could reserve those kinds of attacks for 1 of those fights instead.
Speaking of the Junon Leagues, are they unlocked at a certain point of the story or do you need to be a certain level? I think I did them immediately following the Junon UW Reactor (Powersoul + Curse Ring) and found them perhaps a little too easy only losing three-four fights in total. Are you able to do them earlier than that if you do a powergaming run (not overleveling but optimize your characters hard)?
I'm not sure to be honest, I think the first set is Disc 1, the second Disc 2, and the final set for Disc 3.
Hi Sega,
Thanks for the response, using Mimmett Greens did the trick! Your passion for taking the time to answer questions here and continued work on the mod really shows in its quality and I'm loving it so far. In regards to your last point about the chocobo's HP, it looks like you may have done that already as the chocobos near the farm had 10,000 hp when I sensed it. I don't know about the other chocobo areas as I haven't gotten that far but I assume they would be similar as well.
Ah, that's good to hear. Interestingly, all the Greens have a different effect on the Chobocos. Some reduce their chance to run each turn, some make them more likely to run but will keep them occupied for a few turns, and things like that.
Hi Sega Chief,
i started a new playthrough in Arrange mode. Will i be able to end the game? I heard something about a bug that lets the game crash at the endboss...? I am tempted to do a run entirely without Mr. Smile but if i can't see the scene anyways...
Regarding Light Nation: In the normal mod you can hurt him and he morphs into a peace ring. This time i could not hurt him at all and had to wait until he ran out of mp to finish off Rufus (because of White Wind). I looked a bit around with Prod Clod and found the Light Nation entry and stats and all but i could not find the reason for his invulnerability. How did you do that?
What is the damage formula in this game? Is it different from the base game? I am asking because if i manage to get 255 Def or Mdef the received damage drops drastically - way below the 230 or even 240 level. In this playthrough Barret already had 160 Def with lvl 16 (Cover ftw!) but the damage reduction was...maybe 40% compared to ~30 Def Aeris...i wonder where the sweet spot in the early-midgame is...
I think I fixed it but I'm not sure, if it is busted then I'll go in again and force it to be a 1-party fight to avoid the problem. One thing that can happen is that if you a certain someone isn't around then it means 8 party members aren't guaranteed like they were in older builds which can cause a softlock when trying to set up the third party and only having one party member instead of 2.
His AI sets a flag for invincibility, off the top of my head it's in the pre-battle AI script:
12 2060 (self)
10 4028/29 (flag ID for physical/magical invuln)
80
60 01 (Set falg value to 1, which = On)
90
The character AI doubles defence at the start of the battle, in a similar way to what enemies do. This means that at the very cap of the stat the mitigation reaches something crazy like 99%.
Hi guys, one question: Does Multicut works with commandcounter??
It doesn't unfortunately.
Oh my god, the Goldberry boss. It was a very long battle (I am in CD2 still, just after Cloud backs). I managed to do them after several trys and when I found a good strategy it taken over 50 minutes to kill them. Chronocure was the key, but I had it because I had "Alpha" before change the version. Anyway was fun (I have a video of it xD).
Btw, if a character has equipped "Fury Ring" (The autoberserker one), Chronocure is able to "heal" it. Is it deliberated?
Thanks for the mod
Ah, I didn't think of that with Fury Ring; what Chorocure does is, it force sets all statuses on a character to be off so I guess it can 'beat' the Fury Ring status too. I didn't think of that at the time, but it sounds OK.