A certain round guy casts Cure3 as a counter on the entire party instead of himself, although I think it only happens when it's used as a counter, because he cast it properly once. Not sure it's intentional.
I also don't think he dropped anything after dying, although I'm probably gonna reload and fight him again later because I cheesed him by accident with Great Gospel and plenty of Counter Attacks while he killed himself with Doomsday.
His targeting for Cure3 and Lv Holy are messed up as he swaps the attacks out and these two are paired in that regard. I think Doomsday I was on the fence about making him either absorb it or take damage from it as you can influence this in the game he appears in, but I opted for it to damage him in the end.
Hey love the mod but i have a problem
Everytime i beat godo the game softlocks for me on yuffies dialoge after the battle
I tried turning all other mods except new threat off but it still happens
Also i'd really appreciate it if you'd add an NPC again that points you towards the new bosses and such
I'll add an NPC that does just that.
As for Godo, seems to be some issues there lately. When going through the scene, try to let each text box run its course; might be that when going through them, the two that appear together can perhaps break (although this occurs before the fight rather than after, so might not be that after all).
Sorry for asking here, but I don't really know where to find this info. After CD3 starts, I couldn't find any shop selling the Osmose Materia, I didn't buy one yet because I didn't really needed it, but I figured I'd get one so I can make a Master Magic at some point.
It isn't needed for Master Magic; I think the Costa salesman changes though on Disc 2/3 so I'll need to make sure it stays available.
IDK if this is the right place to ask but... things started to get really hard at around when ultimate weapon arrives at mideel. I focused my stats mainly on strength, magic, dex, and my defense/mag def is ok but far from strong. Do you guys recommend I focus on growing vitality and spirit for these last rank up? I have only 2 or 3 left for each character. What I'm concerned about is that if I focus on defense my attack will be "weak" in the end game.
I could beat all the bosses so far including three of the materia caves. But those two in the summon materia cave are so unfair (or I'm weak anyway). Ultimate weapon swept the floor with me too.
I thought about source farming but I think there's no such thing as that in this mod. Well, if you have any ideas tell me please.
Ultimate Weapon is more like a Disc 3 boss than anything else, with its fight in Mideel being like a survival thing (as he flies off after delivering a set rotation of attacks). Having defence against Earth and Shoot; so long as you can survive the Ultima Beam at the end then the fight is over.
The Materia Caves are also Disc 3 specced, but can be tackled earlier. The red cave in particular needs some set-up to deal with, like statuses and the like, but it'll be easier to deal with once Disc 3 and the stuff available in the Crater has been acquired. It is possible to beat it on Disc 2, but it'll be ahead of the curve of where a player would ordinarily be.
My advice though is to progress the story, get onto Disc 3, clear out the Crater, and then pick up on the Caves + Ultimate Weapon at that time.
I'm currently on v1.5 which I installed back in June; the 1.5 documentation details different names/throttled effects for many of the game's enemy skills (eg. 'Magic Hammer' is now 'Vital Hammer' and drains HP as opposed to MP). After browsing the 2.0 documentation this evening I noticed the names listed are instead as per vanilla FFVII - have the enemy skill effects all been returned to normal as well?
If so, I'd maybe like to upgrade to 2.0. Will my save file be compatible/glitch-free if I do a fresh install and simply copy said save over?
Am I right in the assumption this new version is somewhat easier/closer to vanilla FFVII in terms of mechanics and the like? From what I'd read above I got the impression certain things have been reverted back to normal. I'm enjoying 1.5 so far (as well as it's difficulty) but the chronic fear of missing out has me worried 2.0 might be the superior experience of the two!
You can't jump between the two, the savemap (switches I use for events, item pickups, tracking source upgrades, etc.) was revamped so you'll encounter a lot of issues like sidequests being flagged as complete or important items disappearing ahead of you.
Enemy Skills in 2.0 aren't radically different from the 1.5 skills. Magic Hammer drains HP like it did in 1.5, I just opted to go back to the original name. Skills like Roulette and Angel Whisper are also gone like in 1.5, replaced with Chronocure and Mustard Bomb respectively.
The new version is closer to vanilla in some respects; bosses are back to their original names + palette, albeit with revised AI, attacks, and stats. Random enemies are using the much more varied default formations rather than a condensed set that 1.5 used to make space for new enemies (some of which became unused and now just occupy space).
sorry i meant to say my problems occured with shin godo, i did not know that the pagoda changes later ^^
Just a question; did you do the pagoda earlier in the game or are you just doing the Disc 3 one? If so, that might be why the bug is occurring, I'll need to check.