S
Sega Chief
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Gonna be tough; tomorrow is the busiest day of the year. We're doing a full stock-take D:
I like the idea so far. I'm not so worried about what the innates do because I know you'll do a good job figuring out the balance. What I really like is "how" the innates are activated. With the exception of Cid, I'm seeing abilities that fit the three basic roles of offensive, defensive, and support:I've said a few times that I'm only starting work in earnest on New Game+ once the NT Mod has reached a point where I'm happy to call it 'finished' and upgrade it to 1.4. When the current re-balance + features are done, I'll likely call it 1.35 because the changes have been quite vast since 1.3 initially released. It's important I focus on the now and make the mod as good as possible with everything I can fit into it.
Edit: Forgot to mention something, I had an idea a while back about giving characters some kind of innate ability. For instance:
Barret: Gains +1 Vitality/Spirit when attacked (maximum of +20)
Tifa: Random counter-attack chance against physical attacks (separate from Counter-Attack materia)
Aeris: Party gets 2x HP from healing
Red XIII: Strength/Magic rises by +1 every turn (maximum of +15-20)
Yuffie: Has a random chance to evade a physical attack, separate from normal evasion (sort of like how Cactuars work)
Cait Sith: Some kind of randomised 'Rage' system using spells + buffs (like Gau, sorta)
Vincent: Innate Fire, Bolt, Poison, and Death resistance (based on his Limit forms)
Cid: When present in battle, all characters have their Luck stat doubled
Just stuff like that. What do you guys think, any ideas? Too broken? I couldn't think of one for Cloud :I
Yeah, I made a mistake when I was tuning something in that scene. I forgot to restore some of the character's set position coordinates after I was done working on it. I've fixed it now, but I can't update the patcher until I've got these extended save points sorted out. They've been implemented, but I still need to run up to each one and make sure I've set them up properly. Once that's done, I can update the patch; it'll likely be tomorrow.To add to the soft lock at the crater Aquarii mentioned, I just got there myself and the same happened to me. When the scene first loaded only Cloud, Aerith, Cait Sith and Red were visible. As everyone walks away Yuffie and Vincent jumped into shot but that was it. Tifa wasn't there at all. If memory serves, it's her line at that moment (after the white flash and Cloud stops walking). Dunno if that's a possible cause?
I think any stat alterations are, handily enough, wiped when the party member is KO'd but if not I could add it to Death Counter AI where the original stats are restored (stats tend to be stored in variables so I can just push them back in, hopefully).I like the idea so far. I'm not so worried about what the innates do because I know you'll do a good job figuring out the balance. What I really like is "how" the innates are activated. With the exception of Cid, I'm seeing abilities that fit the three basic roles of offensive, defensive, and support:
- Abilities that are activated by dealing damage (melee or magic).
- Abilities that are activated when receiving damage.
- Abilities that are amplified support (buffs, debuffs, heals).
This helps balance class roles among the characters and would give me an opportunity to choose other party makeups based on what enemies I'll be facing rather than who has the best weapons/limit breaks (because we know those are PERFECTLY balanced in vanilla game). I don't think Cid's fits the mold though because there is no RNG/Turn-based element involved in it. Having the ability work straight from the start of the fight and automatically double something would almost lock him in place as first party member for most party makeups I might want to play.
I would aim for all innate abilities to have some kind of %chance to activate if possible, with a maximum that it can stack. So for instance, Barret's current suggestion could be 10% chance on hit to gain a +5 Vitality/Spirit stack, up to 5 stacks. Offensive abilities could stack offensive stats, or simply perform a critical/double hit. When anything stacks though, I would like to see them wipe if the character dies and revives in combat.
No idea if any of this can be done. I'm just letting my excitement ramble on![]()
Same way as before; grab a Great + Good and breed them with a carob nut (racing them to Rank A can boost probability) for either a green or blue choco. Then after fighting a set number of battles they'll be able to breed again; aim for the opposite colour + gender of your first special chocobo (so if you got a green male the first time, aim for blue female the second time). Race these to A, then breed the Green + Blue with a Carob nut for a Black chocobo. Now catch a Wonderful of the opposite gender, race 'em to A or S, and then breed them with a Zeio Nut. And boom. Zeio Nuts are gotten from Goblins on Goblin Island, Carob Nuts are dropped by a red dragon called Vlak found in green areas of the Icicle Area on the world map.Hi,
How can i get the golden chocobo because i want the KotR Materia![]()
I've a patcher that can restore the game to it's default state: https://mega.co.nz/#!P59iDADZ!_tqb7dQiZgyH0TMOC5cjK-DTRe98aVfU8vO4T2AEs7wHey guys, I need a little help....
I was messing around with some older versions of the mod and I screwed up. I deleted my old backup of the scene, kernel and kernel 2 files (the game's originals, not the mod ones) and I kind of need them for comparing some things. I don't have the game with me here and can't reinstall, so I was wondering if anyone has these three original files and wouldn't mind sending me them. Otherwise I'm pretty much stuck.
There's an idea; I have a few empty variables that can be used for in-battle purposes. Changing/upgrading the innate based on Rank-Up could add an interesting dimension to it beyond stats. It depends how easy it is to implement though, at present I only know how to set these in an actual battle (Arrange is triggered through an alternate first battle with Trainee MPs that have the AI to flip the variable). If I can figure out how to get it to work from a Field trigger then I could do some things there.Tifa: She should get some kind of Dex bonus/stack if she uses the attack command and hits an elemental weakness. If that's not feasible, then a str bonus/stack while at full health would be a nice mix-up to her typical "critical HP" shenanigans. If you find some way of making the innate ability based on Rank Up, she could have a party leader version that grants a stack of Str to the party each turn.
Oh yeah, MP Absorb would be pretty great with that. I was just thinking of something like +10/15 or something, or could do something else entirely with it like better defences or whatnot.Max MP bonus sounds fun, and could be a pretty big bonus as it doesn't become too powerful until you either have MP Absorb (which rarely covers the cost of the spell anyway) or lots of ethers!
That´s the Problem. I just get a yellow or black chocobo. The golden one doesn´t appear.Same way as before; grab a Great + Good and breed them with a carob nut (racing them to Rank A can boost probability) for either a green or blue choco. Then after fighting a set number of battles they'll be able to breed again; aim for the opposite colour + gender of your first special chocobo (so if you got a green male the first time, aim for blue female the second time). Race these to A, then breed the Green + Blue with a Carob nut for a Black chocobo. Now catch a Wonderful of the opposite gender, race 'em to A or S, and then breed them with a Zeio Nut. And boom. Zeio Nuts are gotten from Goblins on Goblin Island, Carob Nuts are dropped by a red dragon called Vlak found in green areas of the Icicle Area on the world map.
There's a tonne of guides online for chocobo breeding too; I'd check them out if you haven't done this before. It's more or less the same procedure in NT than it is in the default game.
I've a patcher that can restore the game to it's default state: https://mega.co.nz/#!P59iDADZ!_tqb7dQiZgyH0TMOC5cjK-DTRe98aVfU8vO4T2AEs7w
Ah, there's a glitch with that. I think you need to talk to a specific parent first in order to have any chance of getting a Gold:That´s the Problem. I just get a yellow or black chocobo. The golden one doesn´t appear.