S
Sega Chief
Guest
Pretty much. They look useless, but they can be very useful if you find a way to get around their, uh, 'enhancements'.You get what you pay for.
Hero Drink 2 is awesome.
Pretty much. They look useless, but they can be very useful if you find a way to get around their, uh, 'enhancements'.You get what you pay for.
Hero Drink 2 is awesome.
Skipping that FMV should be easy enough. I can have the guy at the ticket office (who has no real bearing on the tram itself, he's just there for text) quick-warp you to any of the Saucer's zones provided you have a Gold Ticket. I'll need to make a one-time event where he brings this to the player's attention while they have a ticket, but the Fort Condor Teleport NPC didn't take up as much variable space as planned so I've got a few spare.Oh, i would like to suggest that after the, let's say... 10th time you go to gold saucer from corel, you can somehow skip that idiot video of you departing or arrving, i mean, if it's possible ofc haha. like talking to a dude and he tells you, for 10000 gil i bring you there instant...im in, LOL
EDIT: lol the yahcobo boss, the more i give him greens the less dmg im able to do to him xD even if the text shows a decrease on the defs
That's intended; his Torso part is healed for Recovery in order to make it much harder to rush through the fight without taking out the limbs first. To beat Bizarro, you have to use all three teams:hey sega chief
the final battle with the first sephiroth is broken
he keeps on recorvoring full health
Heya -- thanks for the mod! I didn't make it too far in 1.35 before my computer died, so I haven't seen the late game.Oh yeah, I better mention the new Innates for 1.4; here's the changes:
Barret: Slightly better defence boost per stack
Tifa [New] - Grit: When KO'd, she'll auto-revive with 1HP, retaining buffs + Limit gauge.
Aeris [New] - Geo(mancer) Stance: When using Defend, Aeris will absorb Fire, Ice, Bolt, Earth, Water, Wind, and Holy. This might be extended to cover Poison, Gravity, and Hidden (which is treated as the opposite of Holy in this mod) if Kernel space allows.
Red XIII: Boost can go up to 50, but builds slower.
Yuffie [New] - Reactive Evade: When hit by a damage type, Yuffie gains an evasion bonus against that damage type (physical or magical). She can only have one of them active at any time, and gaining one will cancel the other. It isn't 255% like Perfect Dodge, but it does give a noticeable boost.
Cait Sith [New] - MPgen: As much as I liked the idea of a Rage system, it was too cumbersome and space limitations ultimately killed it. The new innate compliments his role as a potential tank; once a tick, he'll gain HP back equal to his Current MP.
Vincent [New] - MP Regen: He's inherited Aeris' passive MP regen, except it now recovers 5MP per tick instead of 1MP. Still working on a way to make it based off his level (his true level, rather than the adjusted Synch one) but MP values seem a bit finicky when it comes to accepting other values. If anyone with AI experience knows why this is or a potential solution then it'd be appreciated.
Cid [New] - Luck Boost: Still not decided on this one, he gains +5 Luck as a battle goes on. I still need to test if this can go to 510 or if the stat is capped to 255. Might reinstate the old one, but trying to go for smaller script size and I was advised to avoid using ones that encourage keeping characters at low HP. Let me know what your thoughts are.