S
Sega Chief
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Just updated the .EXE patch; it revises the Materia Bonus/Penalties and corrects an issue with the 1998 one where some of them were glitched.
Yes, that does fix a large number of issues there. I like some of the changes, but the sheer number of materia that have "VIT -10" is a bit daunting (Poor Aeris, zero Vitality, no wonder you died ;DJust updated the .EXE patch; it revises the Materia Bonus/Penalties and corrects an issue with the 1998 one where some of them were glitched.
Thanks, Sega Chief. Looking forward to seeing what the new bonuses and penalties are.Just updated the .EXE patch; it revises the Materia Bonus/Penalties and corrects an issue with the 1998 one where some of them were glitched.
Curses! ;pThe hardest of no's![]()
Don't tempt me bruv. I'll have to run a second game simultaneously if you do, and no one wants that. Not while I'm still trying to figure out why 7th Heaven and Bootleg both VIGOROUSLY disagree with me modding things.Thanks, Sega Chief. Looking forward to seeing what the new bonuses and penalties are.
Edit: Early on, this'll kill Cloud in Arrange haha. -30 vit from the start of the game is a pretty hefty penalty, though you should be able to unequip them from the first save point. Other than that, I don't really have any problems. Defensive players will simply forgo mass magic/command use and offensive players won't care about 0 vit if it means stacking those reinstated Magic bonuses (go wild, Zartemis). Definitely an exe update that puts you on your toes.
I clean forgot, I changed the actual Materia things in the kernel as well to accompany this. I'll need to put that patch up pronto; the -10 Vit thing is a bracket that was moved to other Materia.Thanks, Sega Chief. Looking forward to seeing what the new bonuses and penalties are.
Edit: Early on, this'll kill Cloud in Arrange haha. -30 vit from the start of the game is a pretty hefty penalty, though you should be able to unequip them from the first save point. Other than that, I don't really have any problems. Defensive players will simply forgo mass magic/command use and offensive players won't care about 0 vit if it means stacking those reinstated Magic bonuses (go wild, Zartemis). Definitely an exe update that puts you on your toes.
Just to confirm.I clean forgot, I changed the actual Materia things in the kernel as well to accompany this. I'll need to put that patch up pronto; the -10 Vit thing is a bracket that was moved to other Materia.
Edit: That's the scene patch up.
This list is just for arrange? Im playing on normal NT and fire, ice, etc still gives me -10vitJust to confirm.
- All tier 1 magic attack Materia (earth, fire, etc) no longer have -Vitality but have -5 Dex.
- All tier 1 Materia like Time, Heal, Revive, and Barrier do have -10 Vit and -4 Str.
- All tier 1 Magic Materia give +2 Mag, +5 Mag def, -02% MaxHP, and +02% MaxMP.
- All/Elemental/Added Effect materia now has -4 Str/Mag, -10 Dex, and -05% MaxMP.
- MP Plus now has Max HP -25%.
- Morph/Deathblow have +4 Str, -5 Vit, -02% MaxMP.
- Manipulate/Sense/Steal/Throw now share +10 Dex, -10 Luck, and -04% MaxMP (RIP Sense tank, hello Sense support).
- Tier 1 Summons now have +5 Str/Mag in exchange for -10 Vit/Mag def and -05% MaxHP/MaxMP.
yeah im using the patch on the first page, the exe patch. Something wrong..Remember to use the newest Scene Hotfix; it changed a few of the materia equip sets.
Yeah, I'm working on updating it at the moment. I've some days off work starting now so expect to see it soon.Will you be posting a database of steals and morphs at some point?
That'll be a scene + kernel issue; if they aren't synched with each other then the wrong encounters start loading. The cause might be that 7H wasn't set up properly, that's a common issue that can happen with it. Are you running NT through Alyza's 7H catalog?Hi hi,
when i install this through 7H the first two soldiers encounter after the intro is yuffie any way to fix this?