Sega Chief
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Excellent
- Group:
- Modder
- Active Posts:
- 528 (0.6 per day)
- Joined:
- 28-November 14
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- 0
- Last Active:
- 13 hours ago
- Currently:
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My Information
- Member Title:
- Creator of New Threat
- Age:
- 30 years old
- Birthday:
- January 1, 1987
- Gender:
- Male
- Location:
- Glasgow
- Interests:
- Nothing you'd really be interested in, I'm afraid.
Contact Information
- E-mail:
- Private
Posts I've Made
-
In Topic: NT Content & Features: Requests, Suggestions, & Bug Reports
13 hours ago
Thunen, on 24 April 2017 - 03:13 PM, said:
Hey, I'm playing through this mod again, this time on 1.4, using the download link provided in this thread. I've finally gotten all the party members and there are inconsistencies between the innate abilities in the game and those listed in the readme.
Notably, Cid gain Barrier/MBarrier when hit, but the readme says he increases luck and Cait Sith slowly gains MP, but the readme says he sometimes restores HP. Also, I've never seen the game prompt when Red XIII reaches +50 str/mag, but it is possible that I haven't been in a battle that was long enough, so I'm not sure about that one.
There are, yeah; I've not updated the documentation yet. -
In Topic: 1.4 update
2 weeks ago
Bauglir, on 08 April 2017 - 08:18 PM, said:
Dark Cave is in 1.4, at least the IRO version that you install with 7th Heaven. There are a few bugs, but they're pretty deterministic - usually interacting with some miscellaneous stuff that isn't required and doesn't even have a reward. If you save often once you're in there, you'll be fine, but do make sure it's not over your main save since you can't get out without finishing it, and you won't be able to grind easily.
There was a guy bugging me about it a lot so I deployed Dark Cave a lot earlier than I'd planned. It's very buggy and, well, crap at the moment. -
In Topic: NT 1.4 playthrough bugs
2 weeks ago
Necro, on 07 April 2017 - 11:27 AM, said:
Came here to make a post about this very bug actually. I'm on the latest version ( I think ) and getting a hang at sandworms. I can just turn off battles to get through if I must, but I was hoping I wouldn't need to.
It's still there? I'll definitely get it out of there for the 1.5 release. -
In Topic: NT Content & Features: Requests, Suggestions, & Bug Reports
3 weeks ago
Hapanpappa, on 29 March 2017 - 05:04 AM, said:
Greetings, really hyped to try your mod, looks to be up there with FFVI: BNW in terms of quality. However despite fishing for information here and on youtube, there are still a couple things I'd like to know before starting.
First of all, what's in store for the next update, and is it maybe worth it to wait it out before starting my first playthrough? Or is it still a ways off? I presume the current version is stable, however, with all the bells and whistles necessary to get the full experience?
You have a plethora of added content, it seems; however, if I was looking for a more "contained" experience, as in a more casual playthrough of the game without too much sidequesting and stuff, is the difficulty curve such that it's still manageable? I'll probably end up exploring most of the new stuff anyways but just out of curiosity.
On a related note, have you beefed up the final boss/done anything with ruby/emerald? I read somewhere that you've restricted stat-maxing so as to preserve a sense of challenge and decision making when it comes to character growth, which I think is freaking beautiful.. but surely you've adjusted the superbosses too to accommodate for this? I'm guessing the final boss still ends up being a pushover if you go for all that sidestuff however, haha..
On a more technical note, I read about soft caps happening at certain points and grinding for levels doesn't yield you any stats besides hp/mp(?). I like it, but if the rank-up system is dependent on your story progression, what then is the point of fighting random encounters besides for the money? (you can tell that I'm an overanalyzer)
Okay that turned out way too long. But hopefully you don't mind.
It's still a ways off; the current build is stable but there are a couple of bugs in there.
I think the last three story bosses in North Crater might be a handful without stopping off to gather some stuff. Ruby and Emerald aren't as strong as they used to be in order to account for the lower MaxHP.
Levels grant a boost to physical/magical damage output (it's called in the game's damage formulas), steal/manip chances, and of course HP/MP. Randoms also give items, AP for Materia, and SP which is used to buy sources to develop stats. -
In Topic: 1.4 update
19 March 2017 - 04:12 PM
Comments
DragoonChaos
03 Nov 2015 - 15:53Pathofhavok
04 Oct 2015 - 12:24Vejeta
25 Aug 2015 - 05:49