Sega Chief

Modder
  • Content count

    46
  • Joined

  • Last visited

Community Reputation

23 Excellent

1 Follower

About Sega Chief

  • Rank
    Member
  1. Master Summon wasn't originally intended to be made available but I decided to re-add it along with the other two in the end. The single-usage of Summons can be broken through the use of Quadra-Magic so when I was told about that I figured why not. I think for the future I'll need to revise how I've got Summons set up in the mod; single-use isn't a good method of balancing them on its own.
  2. I'm sorting the rank ups at the moment, there's a patch for 1.5 about to go up that fixes them + other issues. I'll probably be uploading that patch later tonight or tomorrow once I've checked it all through.
  3. Go with original mode; 1.5 is the latest version but apply the hotfixes from Qhimm if you can.
  4. I always liked Ring of Red; rented it way back and ended up getting to keep it when the local video store went out of business. The fights always felt weighty whether it was a close shave, a curb stomp, or a deadlock and lots of tactical options to experiment with. I didn't know that mechanics didn't knock enemy AFWs back when they hit them, I guess that explains why the enemy would sometimes melt and not others.
  5. Update on current progress, a demo of the Alpha build is currently out with a few people for initial testing; a public release of the demo will be out soon once technical and balancing problems are sorted out.
  6. Sup

    Harro quad :3
  7. Jenova Vector might have too much HP from what people are telling me; that, or its weaknesses are immediately obvious (Earth and Holy, with Holy only being available from Restore + Elemental; something I added to NT but its very easy to miss). The mod is essentially finished, only bug fixes going in now while I work on FF8 NT. Fort Condor is pretty much the same as ever, but if played 'properly' it can get tricky/expensive. For a fast and cost-effective win, deploy one fighter at the red line, start the fight, set speed to slowest; the red line should be further down now due to your fighter. Deploy a fighter on the red line again, and this'll push it down further; repeat until you're very close to the 2 enemies that have spawned, then deploy about 3-4 fighters in both lanes to quickly overwhelm the 2 enemies. Kill them before any new enemies spawn and the map will be 'cleared' resulting in a win. Fighter refund was set to match their cost so assuming no losses you'll break even on your gil.
  8. Something I saw with Gjoerulv's hardcore mod was that people were finding the early areas to be a wall which put them off the mod altogether. I wanted to avoid that with NT, so the early bosses are designed to ease people into the game, let people experiment with the earlier availability of things like Time and Barrier. That being said, if you're on top of things and hitting a boss' weaknesses then you should be able to blast through them all. Elemental is a key thing for physical attacks, and some strong status ailments will work on a lot of the Disc 1/2 bosses. The crane robot on Floor 65 is an early peek at a later optional superboss; when you return during the Midgar Raid it's more feasible to beat him then, but there's a 3rd revisit to Shinra HQ on Disc 3 when it'll likely be the best time to take him out.
  9. Version 1.0.0

    21 downloads

    A small project I developed a while ago, this is a mod based on the infamous challenge-restriction run called Necrosis MO for FF7 that sets up unique conditions under which players must beat the game. The set-up is this: Every character that joins the player's party starts with 9999HP and 999MP; however, all healing has been disabled in the game meaning that any damage you take or MP you expend is permanently lost. To beat the game, you'll need to carefully manage your resources and avoid wasteful MP expenditure or excessive damage. You have free access to all commands and equipment, but bear in mind some effects are now useless (Cure, for instance, will not heal). Sources to raise stats have also been disabled. To install, extract the contents of the .zip and run the installer; specify the FF7/DATA folder of your game's installation. Remember to go into the installer's properties and unblock/run as admin if needed. If you find any bugs or discover a means with which to recover HP/MP then let me know so I can make adjustments. Good luck!
  10. FF7 True Necrosis A small project I developed a while ago, this is a mod based on the infamous challenge-restriction run called Necrosis MO for FF7 that sets up unique conditions under which players must beat the game. The set-up is this: Every character that joins the player's party starts with 9999HP and 999MP; however, all healing has been disabled in the game meaning that any damage you take or MP you expend is permanently lost. To beat the game, you'll need to carefully manage your resources and avoid wasteful MP expenditure or excessive damage. You have free access to all commands and equipment, but bear in mind some effects are now useless (Cure, for instance, will not heal). Sources to raise stats have also been disabled. Here's the link: FF7 True Necrosis Mod v1.0 To install, extract the contents of the .zip and run the installer; specify the FF7/DATA folder of your game's installation. Remember to go into the installer's properties and unblock/run as admin if needed. If you find any bugs or discover a means with which to recover HP/MP then let me know so I can make adjustments. Good luck!
  11. It should be fixed in 1.5; Added Effect Materia ought to come from Red XIII's equipment (I think), while MP Absorb should still be available from the Wutai sidequest.
  12. I hope so, it'll take some kind of hard-code hack to set it up but if it proves impossible then there might be other options. There's code to disable Limits in-battle (Ultimecia's Castle) so some kind of flag must exist to do this which could be manipulated in some way for character AI.
  13. FF9 PC battles run faster as far as I know.
  14. Some things to consider: 1) FF9 has a lot more variance in its output damage than its two sister titles, 7 and 8. This will make rebalancing tougher unless you can find a way to adjust the formula and reduce the range of variance (which I recommend you do, it's not very popular). If you're reworking the damage curve then keep this in mind. An example of the modifier that's attached to damage is shown below (for enemy attacks, player attacks vary per weapon but usually have /8 instead): Bonus = Str + Rnd MOD ([(Lvl + Str) / 4] + 1) 2) Replacement characters like Marcus, etc. gain stats when they level up but these bonuses are transferred to later characters in addition to their own bonuses which can make them OP. If Marcus is leveled high in the swinging cage area, then Eiko will later join with superior stats to your other characters. I'd recommend finding a fix for this, or making it so that EXP or levels aren't available for temporary characters. 3) The game uses % modifiers for damage bonuses & penalties from abilities. While this tends to be manageable early on, it'll get more difficult later on toward end-game. If you can, try and adjust the actual value of bonuses/penalties of things like X Killer, Protect/Shell, Elemental, Back Row, etc. And keep an eye on Reflect too; a full party with Reflect can bounce a multi-target spell at an enemy 4 times without the spread penalty being applied and I think it gains a 2x bonus damage when reflected as well.
  15. I cleared the 3rd area last night (that castle with the crown); feedback from the perspective of a completely blind player: -) The bats hanging around the bridge switch are very tough to beat early on due to their summon + flee behaviour. -) MegaQuake hits like a bus and has a rock-bottom IP cost compared to some of the abilities I was using prior, like Double Slash. I found myself leaning on it heavily throughout the castle sewer. Damage can range from 50 (large enemy group) to 120 (single enemy). Was using it via Maxim. Gameplay-wise, the first area (not tutorial area) was definitely the toughest as formations with 2 enemies were usually too overwhelming to fight initially; I bought a rapier + armour first run, but on 2nd run I went with that passive stat-raising skill which helped a bit. 2nd dungeon turned out great, had a bit of luck with the gauntlet of enemies; ran out of healing items midway but the 2nd last enemy dropped a potion by chance. 3rd area was crippled a bit by Frock + MegaQuake. Got 5000 gold to spend before I clear out and can't decide whether to spend it or save it for next town s: