Sega Chief

Modder
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Everything posted by Sega Chief

  1. Feedback is generally positive, Disc 3 gets some rumbling for the leap up for certain optional bosses and the enemy toughness going from Midgar Raid to North Crater; the latest patch a few days ago cut down enemy HP and Defence though with tweaks to equipment, Materia, and enemy AI/attacks to alleviate the issue a bit. If you do give it a go, then I recommend playing on Normal mode. Info on the mod: Frequently Asked Questions: What is FF7 NT? https://docs.google.com/document/d/1WzpOJvhl0y08VvrhchjToVrJaART1iPYcFSoUlnCOI8/edit FF7 NT Mod Documentation http://www.mediafire.com/file/8gsq2hylgfjxkpd/Documentation.zip
  2. Stickied thread for current hotfix patches for the mod; typically, there are two patches that are used to maintain the installed mod to the current fixes: Scene (for enemies, items, equipment, materia, etc. issues) and Flevel (for field scripting problems). Patches are applied over the top of the game in the same way that the Main Installer is applied, except point the patcher at the FF7/Data folder instead of just the FF7 folder. Enemy/Kernel Hotfix - 23rd June 2018 http://www.mediafire.com/file/o9o2qwu5o1l2g3y/NT_Mod_-_Enemy_%26_Kernel_Hotfix_-_23rd_June_2018.zip/file Field Hotfix - N/A [No patch currently; main installer is up to date]
  3. Yeah save files are compatible across different builds of the mod, the savemap tends to be left alone. Not for the .exe stuff no, but I'll list the changes here: Braver: Lowers enemy defence by 25%, base power swapped with Cross Slash (so slightly stronger than it) Climhazzard: Lowers enemy defence by 25% Mindblow: Inflicts Confu + Berserk, MP damage = to half the enemy's current MP (no longer Gravity element) Hammerblow: Now deals physical damage along with its effect, same base power as Climhazzard Catastrophe: Ignores Defence Breath of the Earth: Heals party for half their maxHP and has Esuna effect Planet Protector: Gives Wall, Shield, Regen instead of Peerless to party Final Heaven: Ignores Defence Boost Jump: Inflicts KO (100%) Hyper Jump: Inflicts KO 100% (up from default chance) Sled Fang: Drains damage as HP Howling Moon: Grants Wall, Haste, Regen, Berserk, and +50% to Strength Cosmo Memory: Always Critical & Ignores Defence: Magical Greased Lightning: Inflicts Slow Clear Tranquil: Restores 25% of MaxMP instead of 50% MaxHP Landscaper: Inflicts Slow Gauntlet: Inflicts Slow, Ignores Defence, Always Critical All Creation: Ignores Defence & Always Critical: Physical Mog Dance: Restores 50% of MaxHP/MP instead of 100% In general, base power was adjusted for each Limit. It's not perfect and requires refinement, but it helps to lift up some of the underwhelming Limits a lot more. Late-game NT enemies tend to have beefier defences so Defence Ignore is a much more potent effect.
  4. So with FF7 NT completed, I've been preparing to start work on a follow-up mod for FF8 that'll be geared at rebalancing the game's systems and eventually adding new content like events and fights. But to do that, I need to get more familiar with the game itself and hear ideas/feedback from more experienced FF8 players & fans of the game. So first off, we've got this Google Doc here that people are free to contribute to; it's a sounding board for suggestions on how to fix certain things that are broken or not working very well in FF8 and suggestions for things to add. There's scope to work on the game's story as well, but that's not a priority right now; suggestions still welcome on that though. The document: https://docs.google.com/document/d/19yxhvgv-H56vZ_JPNtMV85tHyLSDfpQtqZc7xmtHrBA/edit I've also got a challenge run on YT going where I fight each boss at their highest possible level with a party at the same level but no stats junctioned with Magic. It's to get me a bit more familiar with the game's systems and how the stats translate in actual gameplay (looking at formulas isn't very practical). Feel free to drop in and offer any feedback or advice as I'm very rusty with the game. I'll be uploading each boss once every couple of days: Please note that we do not, in fact, have Dank Memes.
  5. Cheers, bud; I'll have arrange sorted out to handle the new .exe modifications at some point. I've got a graded unit project to finish up early June then I'll have some time to sort things out with the mod. The prototype can be found here: http://www.mediafire.com/file/uvccds3n4ov3c1n/NT_1.5_Build_-_10th_March_2018.zip
  6. Right, so a long time back I made an .exe to go with the mod that introduced some changes to Limit Breaks and Materia Equip Bonuses/Penalties; it didn't turn out too well balance-wise as Limits in general were too weak and the new penalties stacked too heavily on Materia so I scrapped it. Fast-forward to March 2018, I returned to .EXE modifications and produced another prototype using the 1.5 build that again adjusts Limits & Materia, but also other things like MBarrier not affecting Cure magic, Poison status & element no longer being tied to each other, things like that. The plan going forward is to have .exe modifications be part of the mod as standard as there's a lot of features and formula changes I want to make that will require it. One thing to note is that this version (March 2018) is a prototype so there's still some adjustments to make, particularly at end-game as the Materia penalties make Arrange mode tougher than intended. Limit Break changes on the whole try to factor in multi-hit Limits versus single-hit Limits with the Lv.4 Limits having effects like Ignoring Defence while the multi-hits were reined in a bit. They're still strong, but the single-hit Lv.4 Limits should also be dealing good damage as well now in addition to their other effects. The other Limits also had adjustments, such as Breath of the Earth restoring HP in addition to Esuna (so a stronger version of Healing Wind to account for the longer charge Limit time), Clear Tranquil restoring MP instead of HP, Braver being stronger than Cross Slash, Howling Moon giving more buffs to account for Berserk, things like that. Arrange Mode is the hard mode of the mod, but I purposely didn't call it hard mode because I worried people would play the mod for the first time on that setting and be turned off it. Arrange is less balanced than normal mode and has some bugs with events, particularly the Bizarro fight. I'll be fixing these in June when I've got some more time.
  7. FF7 NT FAQ & Introduction https://docs.google.com/document/d/1WzpOJvhl0y08VvrhchjToVrJaART1iPYcFSoUlnCOI8/edit FF7 NT Documentation http://www.mediafire.com/file/8gsq2hylgfjxkpd/Documentation.zip Some links and files that explain what the mod is, what it does, and some other general documentation for enemy drops, steals, and the like.
  8. I think it's to do with Steam version's saves. When the launcher starts, a check is made on all save files to check for any tampering and they get auto-deleted if they don't match. Cloud-based saves can do the same sometimes. Why square-enix felt it was necessary to add such a thing to save files is beyond me; to avoid it, it's best to keep a back-up of your saves now and then. If they get deleted, open the launcher and drop the back-up in (then save the game when you start playing to make the back-up 'safe'). But once a save file is gone, it's gone I'm afraid.
  9. Version 1.5

    293 downloads

    This mod is also hosted on Qhimm Forums: http://forums.qhimm.com/index.php?topic=14938.0
  10. This issue with that particular field has come up before with 2 users during the Disc 1 scene, and I wasn't able to pinpoint the cause. When I have some free time from college deadlines I'll return to it again, it seems to affect specific users but not others for an unknown reason.
  11. 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.
  12. 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.
  13. Go with original mode; 1.5 is the latest version but apply the hotfixes from Qhimm if you can.
  14. 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.
  15. 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.
  16. Sup

    Harro quad :3
  17. 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.
  18. 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.
  19. Version 1.0.0

    52 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!
  20. 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!
  21. 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.
  22. 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.
  23. FF9 PC battles run faster as far as I know.
  24. 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.
  25. 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: