[FF7PC-98/Steam] gjoerulv's "Hardcore" mod (v1.0.7.2)

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Which is the editor that lets you see the enemy formation? I remember there was a button to see the enemy "parties" for that scene file?
Thats the editor with the incorrect Elemental properties, while the other one had a bug in that every enemy you edit regardless of the item you can only steal/win a potion. Thats why in Elentor's patch all you would win was potions, made for a truly ridculous difficulty.
 
and what's the editor that produces "random encounters", like seemingly-undefeatable enemies in early game?
 
I think that was corruption, or something on the users part?
 
Hows this mod going along? is it complete... as in can i play the game start to finish on with harder difficulty?

Just a little something that might help.
From what i remember the starting character's speed for each character in the party is 255/3 = 85, with dexterity & agility haveing no recognisable impact of their speed. so imo each monsters speed should be also set to 85... the default monster speed is much lower, even most bosses only get to attack once for 2 of yours.
One other thing that always annoyed me is monsters with spell casting abilities need to have their mp + magic str multiplied by at least 10, as theres nothing sadder than seeing a creature cast demi only to take off 12hp.
 
Which is the editor that lets you see the enemy formation? I remember there was a button to see the enemy "parties" for that scene file?
Thats the editor with the incorrect Elemental properties, while the other one had a bug in that every enemy you edit regardless of the item you can only steal/win a potion. Thats why in Elentor's patch all you would win was potions, made for a truly ridculous difficulty.
In Scenester you can view the formations. I didn't test it. SceneEditor is the one with the item bug (I believe :P). I don't think I've tried Elentor's patch, but I did DL a patch called "hard patch" or something from another topic a while ago. I belive that might be it, but I'm unable to try it now. Had been fun to test it.

Hows this mod going along? is it complete... as in can i play the game start to finish on with harder difficulty?

Just a little something that might help.
From what i remember the starting character's speed for each character in the party is 255/3 = 85, with dexterity & agility haveing no recognisable impact of their speed. so imo each monsters speed should be also set to 85... the default monster speed is much lower, even most bosses only get to attack once for 2 of yours.
One other thing that always annoyed me is monsters with spell casting abilities need to have their mp + magic str multiplied by at least 10, as theres nothing sadder than seeing a creature cast demi only to take off 12hp.
It isn't complete but every monster in the game is edited. You wil notice an increase in difficulty. Not that much in the beginning. At Gea's Cliff (or whatever it was called) and after I believe it would get pretty hard. I'm not entirely sure 'cause I haven't actually game tested it myself. I only tested it for bugs with a party with huge lvl gaps (Cloud lvl 99, Yuffie lvl50, Barret lvl 10).

And those monsters who's fast isn't just 2x in speed but +100 or so. I can't remember clearly.

The enemies magic power isn't decided on their Magic stat alone. It's lvl and the actual attack matters just as much. In each scene there are 28 bytes pr attack. One of those bytes is a power modifier for the attack. So increasing it to 0xFF would help a great deal lol. It is impossible to increase every monsters magic by 10x 'cause the cap is 255 (1 byte). A monster having 70 in magic would turn out to 700. It's better just to double it and increase the lvl. Same goes for strength. However increasing MP and HP by 10x is possible.

See 1st post. I'll make an "what to do" list. I'm going to Germany today, and after that I'll have a little more quality time with my family before I return home and continue with this mod.
 
I just finished my first test run of the hardcore mod. First up and i would have to say that it certaintly lives up to the name... its more like a hardcore for cyborgs on crack mode.

This is my mini review of sections: No.1 Reactor(start) up to Sector7 Slums(second checkpoint in game)
- battle difficulty = Excellent but not perfect
- Creature speed should be lower because the player only has 2 party members in this part of the game.
- exp gained was much too low, it felt too much like a mmorpg level grind, it took me a 1hour and 30 minutes to complete just this section. However i probley wouldn't have cared about leveling if i could have just gained enough potions to go fight the boss already.
- potion drops should be set to 100% so the player can build up a collection of them easier... trying to collect 10 potions was the main reason this section took me so long
- Plume Bolt was a nice touch, a tactic i tried to use was to use the plume bolt just to gain another one, by doing so level up quicker, which didnt work because i couldnt get enough potions to keep me healthy. In the end having one came in real handy for escaping the reactor without dieing.
- grenades, considering this is the only part of the game where they can be usefull you probley should make them easier to get & from more enemies.
- assault gun: this can be bought in the very first store the player comes across, hence it should be removed from guard scorpion to give the player the choice of whether he wants to buy it or not... change the reward to something else, perhaps a tent or a couple of those bolt plumes would be handy.
 
I'm using Hay's reasonable mod, and so far it's working great. Just the difficulty I was looking for, and my personal recommendation for newcomers.
 
After the initial hard difficulty of the start of this one, it seems to get reasonable from after the section i was talking about.
 
Thanks for the review Kashmir. you're statements seems very reasonable. I thought the 1st and 2nd reactor may have turned too hard and it can easily be fixed with more exp and higher drop rates.
 
Thanks for the review Kashmir. you're statements seems very reasonable. I thought the 1st and 2nd reactor may have turned too hard and it can easily be fixed with more exp and higher drop rates.
Another encounter you might want to change is hell-house. Trying to fight this thing with just cloud and aeries is dam hard. Currently it takes about 5 to 10 minutes to kill it, and if you have someone in the front row it can kill them in one go.
 
Another encounter you might want to change is hell-house. Trying to fight this thing with just cloud and aeries is dam hard. Currently it takes about 5 to 10 minutes to kill it, and if you have someone in the front row it can kill them in one go.
Keep it coming. I'll jot it down. Is it total overkill or can you survive on full hp? I kinda wanted the Hell-house to be hard. I'll figure out some kind of reward for killing it this early.

One I think also may be too hard is Jenova Life. I'll wait for that.
 
Keep it coming. I'll jot it down. Is it total overkill or can you survive on full hp? I kinda wanted the Hell-house to be hard. I'll figure out some kind of reward for killing it this early.
You have to use cure almost every second round... even when you have 3 people later on its still a difficult encounter. I was expecting a bucket load of exp & gp for killing it, was so disappointed when i got virtually nothing. After the train graveyard you can cut off 1000hp of it by using a grav ball. I've lost against it twice, so yeah its definitely overkill.

I would've just run from it, but i use that particular area i gather gp to buy materia & items in the shops nearby.

A whole lot of gp might make it worth it... like 2000 perhaps? nobodys going to wanna sit there killing heaps of them.

One I think also may be too hard is Jenova Life. I'll wait for that.
Thats the encounter on the boat right? I'll look out for it, but i doubt it will be too hard... normally you have a fair amount of materia (elemental in particular) to play with by then, also its a boss, so its okay to loose against it a few times as long as its possible to beat.
 
A whole lot of gp might make it worth it... like 2000 perhaps? nobodys going to wanna sit there killing heaps of them.
That sounds fair. A heap of gil would be worth it.

I had an odd idea though. If you win 500-1000 gil from it and a 3% chance of winning one of any source besides the luck and mind source. So it's a 12% chance of winning a source (just 1, never more). That would be ok 'cause the only time you encounter it it is this early in the game and after you acquire the sector 5 key. It would be pure luck to figure it out. And when you return you must kill between 5-10 of these to claim 1 source.

You could level up like crazy early just to get these, but that would make the game easy anyway and wouldn't be worth it imo.

Thats the encounter on the boat right? I'll look out for it, but i doubt it will be too hard... normally you have a fair amount of materia (elemental in particular) to play with by then, also its a boss, so its okay to loose against it a few times as long as its possible to beat.
I ment jenova birth. The one on the boat yes. And it doesn't have eny elemental attacks btw. Try sense on it the 1st time you fight it
 
Heya i only just noticed this had been updated :P

Could you explain why the following changes were made:
    * Flash commando is removed (could easily be brought back if you want this custom made lol).
    * Master Command works as Coin, and Coin command is removed from Throw materia (Could also be brought back).

    * MDef on equipment is fixed. Not by adding MDef but Spirit. : And how does this work in a bit more detail please.
 
Heya i only just noticed this had been updated :P

Could you explain why the following changes were made:
    * Flash commando is removed (could easily be brought back if you want this custom made lol).
    * Master Command works as Coin, and Coin command is removed from Throw materia (Could also be brought back).

    * MDef on equipment is fixed. Not by adding MDef but Spirit. : And how does this work in a bit more detail please.
ok!

The reason for the 1st 2 points is simply cause I don't like those commands. However if you for any reason want my mod w these commands please let me know. I'll put up a alternative download.

Why don't I like 'em? imo Flash is kinda overkill and Coin gives you an easy win combined with Mime. And Master Command imo looks silly IMO. I know many people like this but I don't. Master Command gives you another Mime and Coin as well...

There is a MDef bug in the game (if you didn't know). No equipment gives you any MDef what so ever. Spirit = MDef. Thats why I added the same amount of Spirit bonus to defensive equipment as there should be MDef bonus.
For instance: Iron Bangle has a +2 MDef. But it doesn't add +2 MDef. It does, however, have a +2 Spirit bonus. The Spirit increases with 2 and thus the MDef does as well.
 
Flash command is the command which kills all enemies in 1 go. If it works that is...

And BTW Master Command is now Flash! Not Coin as earlier. Kinda like an Ultimate Command lol.

Edit:

OK, I've tried something without success. Does anyone know how to alter the flash command so it appears as an own command and not just replace the attack command? Is it even possible? I guessed it had something to do with the 1st Kernel file 'cause there are 14 command materias and there seem to be 16x16 bytes there, where 2 are manifestly useless due to the 16 0xFF bytes.

Edit2:
Never mind. It's just 8 bytes actually. I recall 26 different commands (counting Summons, Magics, Enemy Skills and items as 1). So there are seemingly 6 or, more likely, 4 blocks with no use. Just gotta figure which one is the flash command. But honestly I don't think this can be achieved in this file.
 
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There is a MDef bug in the game (if you didn't know). No equipment gives you any MDef what so ever. Spirit = MDef. Thats why I added the same amount of Spirit bonus to defensive equipment as there should be MDef bonus.
For instance: Iron Bangle has a +2 MDef. But it doesn't add +2 MDef. It does, however, have a +2 Spirit bonus. The Spirit increases with 2 and thus the MDef does as well.
Okay, sounds good.... i knew there was a bug with it, but i this is the first solution i've ever heard for it, well done :D

And i agree with the changes to materia, i never used coin and i always prefered to use 2x cut instead of flash.

Can i make a request for some changes to materia? currently the way in which materia effects stats is pitiful, for e.g.
Ice:
Strength -01
Magic +01
MaxHP -02
MaxMP +02

is it possible to change them so it becomes like this instead
Strength -10
Magic +10
MaxHP -20
MaxMP +20

The reason i would like everything multiplied by at least ten is because i like to equip different materia based upon the role ive assigned each character, for example.. barret is my tank, so his equipped with nothing but cover materia & put in the back row.. that way he takes all the melee damage in combat at half the value, and i only ever need to heal him. however the bonus to vitality is only +1 for each cover materia, at the moment his only got four... so +4 vitality, thats just lame... now +40 would be excellent.
 
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