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Bosola
Guest
Yes. There was some talk about getting together and merging some content in FF7: Ultimate Edition and Rebirth.Hey Bosola. Saw your post on the other thread. You should talk to ff7rules if you wanted to combine projects or just needed some help.
We might be able to do some work on Welder together. I see that as the most obvious way to go forward.
Great stuff! Testing is exactly what this demo is about - it's difficult for me, knowing the ins and outs of the new mechanics and element systems, to understand how the new player will feel. Am I pushing too much, too soon? Am I being patronizing? I just can't know until I've player feedback.I wouldn't be opposed to testing and providing input for your mod though. Learning about your comprehensive rebalance is what prompted me to revisit Qhimm and make my mod (although mine is littered with bugs, errors, and isnt quite as 'comprehensive' as your mod looks to be).
In the Kalm flashback, you will be able to control Sephiroth. It's just one of those things people keep on requesting.Great mod you're planning man I'll definitely use it, but i have some doubts...
-What did you mean by Sephiroth playable? He will be in the party? i didn't quite understand that xD
There are a limited number of spells that can be offered in the interface, so I've had to cut and merge some existing spells, yes. I can provide a changelog, but it might be a bit spoilerific...- The new spells do you actually add them or just replace with old ones?
In short: a few more 'interesting' weapons with remarkable mechanics; a tendency to offer 'sidegrades' rather than straight upgrades; more elemental, status inflicting, healing and MP damaging weaponry.- The weapons changes, i didn't quite undersand it either