R
RynxXK5
Guest
Going awol lol
Going awol lol
Innates were revised for the new build already. Tifa's new ability is called 'Grit' and once per battle she will auto-revive from KO with 1HP (effect is instantaneous). She retains any status effects/limit charge/queued action/ATB prior to the KO, but this is a double-edged sword as statuses like Dual-Drain or Poison will likely kill her again almost immediately. I've found it to be very useful so far, and enables some great clutch moments.Ah ok, yeah you probably did, thays good in preventing farming and letting us play the game for the game itself.
Some thoughts on innates. Som are pretty weird, or not so usefull imho, like cid getting lucky when near death or tifa upgrading when using sense? So practically cid will rarely upgrade and even when he does it will be luck? If im not missing something isnt luck just a dum stat? And even when I use sense its just once, twice a battle, so it's very small, rare upgrade, compared to barrets for example. How about changing it to steal or restore instead? Yuffies i like its logical, goes with her.
I just remembered i got mastered chocobo summon. Its nice not to have to bother to master it for longest time, but i feel on the other hand that it would be satisfying to just put few hundreds or a few thousands ap to master it. Like this it feels like i got ultimate weapon that i didnt work for, and since your mod is all about satisfaction you get when you earn something...![]()
:lSo now at the moment I am in the Shinra building, I more than likely over leveled. Just about to fight the boss after you get Red XIII and I am at level 38.
I'll likely set Limits back to their original base power; I need to do some tests to find out what their max damage output is with the new stats/equipment vs. a 4x-cut/counter attack chain. I'll likely bolster the more niche Limits like Mindblow with more effects like before, though.It's almost as if you're able to read my mind sometimes.Limitbreaks were almost a bad thing to get/use once you hit endgame, at least for Cloud, who pumps out nearly 50k damage per round, as Omnislash couldn't even get close to that amount.
Edit: Got any numbers to share, in regards to limit-break strength, for comparison-reasons?Just for Omnislash, for example. (Old, 1.35, & 1.40)
Any differences in regards to materia stat gain/loss in the .EXE?
I asked if you were able to give Shield a visual effect, a while back. Any news on that front?
edit#2: Doing some damage-tests, to determine who I want to accompany Cloud & Aerith in 1.4. Yuffie (equipped with Conformer) dealt about 6k per hit with counter attacks @ Nemesis, but for some reason she did half that with her 4x cut. Any idea why? It doesn't seem as if other characters suffer the same penalty.
Think I have all my issues worked out and thank everyone for the help. Maybe I could help now as well, couldn't you technically use a save game editor to give cloud a few sources to boost his dex til 1.4 hits?
Well there goes my idea to transfer stats according to my preferences. :-$I don't think that's a good idea; the save editor works off the default stat arcs so changing stats at all might reset them to those arcs. It's likely better if I just finalise an .EXE, but I'll need to do a balance run of Arrange + EXE before I can do that properly.
Drop that phone! (-:1.4 is on the way; what might delay the estimate now is how work looks next week. There's a very suspicious block of empty shifts and someone on night-shift is on holiday for that week. May need to hide my phone.
Reno, along with every other boss and enemy, has been tweaked and/or overhauled for the new build. The fight wasn't changed drastically, but you can check it out here:
The Turks have finally lost their red suits from the very first build :l
Bosses in general are losing their Morph + Rare Steal; this is to remove any temptation from going for those in-battle and let players focus on just fighting the boss instead. Let me know if this is a problem and you want them brought back or something.
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I like how he says it maybe once during the entire game and then it's treated like his catchphrase all of a sudden. I maybe peppered it into the game's dialogue a couple more times because of that.
Cait Sith's Dice can be quite strong early on because they ignore defence and can multiply up for some damage that's well ahead of the curve. I've added Transform onto his Lv.1 Limits as well, which was a rare outcome on his Slots; it basically merges the entire party to make one big super-Cait Sith. Not necessarily useful, but could be fun or pay off in certain situations. As for Slots...bleh.Wow thx for the detailed answer segachief, yeah, those are great improvement! Dont really care about Vincent though, only because of his idiotic limits, otherwise he is great character to have, shame... I got a thought that he could get hp regen instead of mp, would make him more sustainable and self sufficient. Unless he uses spells with mp when transformed? Dont remember.
Same w cait sith, never bothered using him bc of his limits.
Other characters - great!
I like both new and old aeris innates, that with attack healing is realy breathing new life into her.
Tjx for the luck explanation, yeah i can see now why it's important.
Hahaha Yuffie you dumbfounded the chief!![]()
Yeah, it's really gotten kinda long. I'm sure 90% of the thread is bug reports, though.I'm sure your boss will understand if you take a laptop to work... Just show him this 100 page thread.
Seems that for some reason 4x cut is using the half-damage penalty for being in the back row, even when equipped with a long-range weapon. I'm noticing the same thing with Barret.edit#2: Doing some damage-tests, to determine who I want to accompany Cloud & Aerith in 1.4. Yuffie (equipped with Conformer) dealt about 6k per hit with counter attacks @ Nemesis, but for some reason she did half that with her 4x cut. Any idea why? It doesn't seem as if other characters suffer the same penalty.
Hey Mr Chief, there was a mod in the works sometime back that used the gold saucers event square as a auction hall. Do something like that could be implemented into this mod. Like the one in FF9.Work shifts for this week are locked in, and NT doesn't seem likely for mid-January as planned. Someone on night-shift has booked two weeks holiday together (maybe more, not asked him) and I'm already in for Thursday, Friday, Saturday, with five to be confirmed next week. It's unfortunate, but can't plan for these things in advance.
In slightly better news, the Gold Saucer shortcut that someone suggested was implemented and I've made some good progress on the game's dialogue script, fixing minor errors in event scripts that I've noticed along the way. Next thing to do is Cid's new sidequest which starts from Rocket Town; it should be fairly easy & quick to implement. I'll probably have the item shop in Wall Market drop something else instead.
I've went and made Shinra Mansion a mandatory area, though. This is to set up a new event that takes place on Mt. Nibel; I imagine most people stop there to get Vincent anyway, but just a heads-up.
Oh cool, you figured it out. Hopefully this is something Segabro can fix. \o/Seems that for some reason 4x cut is using the half-damage penalty for being in the back row, even when equipped with a long-range weapon. I'm noticing the same thing with Barret.
I'll check the target flags for 4x-Cut; I think it uses it's own set rather than the weapon flags because unlike 2x-Cut it has that random target thing going on, if I remember right. I'll also revise Comet2 if it's not delivering on it's higher MP cost; I'll up the hits from 4 to 6, change the accuracy, and do some tests to get the base power right.Seems that for some reason 4x cut is using the half-damage penalty for being in the back row, even when equipped with a long-range weapon. I'm noticing the same thing with Barret.
Another weird thing I've noticed is that Comet2 seems to miss quite often. Against most enemies it always seems to miss at least once, and bosses often evade half or more of the hits. The spell completely useless; it rarely outdamages Comet, yet costs almost twice as much MP.
I've seen that, one of Cloudiar's works. The whole thing is part of a modding project he says will be ready in a year or two. I actually based my Yuffie recruitment scene in Kalm on his video of it; I had to recreate it from scratch though, because he hasn't released any of the materials. The only example of Cloudiar's actual scripting that's in a public domain is in Nightmare7, but a spat between him and that mod's author made him a little more cagey with releases.Hey Mr Chief, there was a mod in the works sometime back that used the gold saucers event square as a auction hall. Do something like that could be implemented into this mod. Like the one in FF9.
Ah, missed that. Good to see you're back on Qhimm; Covarr sorted it out.Hey Sega Chief! I'm back! Thanks for your help! I'm enjoying reading about your progress and once 1.4 is out and I've got some time on my hands, I'll start another playthrough.