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Sega Chief
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Not sure, I've still got a fair bit to do. I moved over to night shift permanently at work which changed things a bit. I'm towards the end of the game though.
only night shifts?Not sure, I've still got a fair bit to do. I moved over to night shift permanently at work which changed things a bit. I'm towards the end of the game though.
Only Night shifts, are you mad dude. :-o :?Not sure, I've still got a fair bit to do. I moved over to night shift permanently at work which changed things a bit. I'm towards the end of the game though.
The 1.35 Innates are:Sup guys, I Just started playing new threat 1.35 and its been flawless so far. I just realized that aerith has mp regen and ive been searching the forums to figure out what the other characters innate abilities are but to no avail. Can someone fill me in on that or maybe a link to some sort of official 1.35 changelog?
Alright, update on NT; I've a week's holiday coming up that starts after next week so that's almost certainly the time when 1.4 will be finished and released. I've been trickling time into it when I can, and now approaching the last areas of the game (about five left: Underwater Reactor, Ancient Forest, Gelnika, Midgar Raid, and Crater).
I've also got to go through the script and get that Yuffie flag swapped over for Aeris, tweak some of the new sidequests and events, then revise the Arrange AI. I'm probably just going to ditch the Original/Arrange naming because it's confusing; not sure what the replacements will be (suggestions welcome) but the new Arrange description will make it very clear that it is a harder version of the mod w/ a warning confirmation for both modes when selecting.
I'm just worried that people will default to it like last time if I call it 'Hard Mode' :I
But so far everything seems to be holding up. Enemy physical attacks fell away going into Disc 2 but I reinforced them and added some additional tricks to buffer them a bit; EXP gains scale much more sharply now so pushing into new areas should be much more rewarding than stopping to grind up (standard enemies give 7-8k, compared to about 2000 in Temple of the Ancients for an example).
So 28th for release, a mere month overdue :-X
The 1.35 Innates are:
Cloud: Gains boost to Level when hit by magical damage, this raises phys/mag damage, increases Steal/Manip success, etc.
Barret: Gains defence if hit by a physical attack while in the back row, but gains Strength instead if he's in the front row (up to five stacks). He can't have two different stacks though, so gaining a defensive stack will revert all strength stacks to 0 and vice-versa.
Tifa: When Sense is used, she gains a Strength boost
Aeris: MP Regen
Red XIII: As the battle goes on, he slowly gains Attack and Magic up to a maximum of +30
Cait Sith: Rage System, if Morph is used on him while he is either under Poisoned, Silenced, Sadness, or Fury then an auto-AI will kick in with it's own special moveset. Silence has him use Mime, for instance.
Yuffie: If hit by physical damage, she'll gain 255% evasion until hit by magic.
Vincent: Innate immunity to Fire, Bolt, Poison, and Death status.
Cid: When critical HP, his Luck is doubled.
These innates are a bit shaky, though. A lot of them have been revised or changed completely for the upcoming 1.4 build.
That reminds me, I added new text that details a joining character's Innate ability but I'd better add that information somewhere it can be accessed at any time. Maybe Beginner's Hall, Junon's Respectable Inn, and a new guy on the Highwind itself.
Nah, that's fine. 1.35 Air Buster is pretty hideous, and the Red Turks are a holdover from the very first build. They were given black uniforms for the 1.4 build (might go back to original blue though), while Air Buster now looks like this:So I gave in and installed the whole mod and I gotta said it has revived FF7 for me! Couple of things tho, as much as I like the field models of the main party, I'm not so crazy about some of the enemy models, like the turks wearing dark orange or the airbu.. I mean plasmabuster new colors.
Also, I've read that there are a few new sidequests for new weapons and stuff, don't know how to feel about this... Are they mandatory? Could you just play the game without them? Not that I think you guys couldn't do a great job with those but, I don't know, I'm not super crazy about them. Everything that falls off the game's accepted canon is heresy to me (I'm looking at you revived Aerith)
Some of the new encounters I really digged tho, it was awesome to see the Robotic Scorpion Guard thingie attack you a second time, it felt like something they would put in the remake.
Anyhow, these are all petty nitpicks, I'm really enjoying the mod, I love how every character has pros and cons and special traits like Aerith mp regen. This was one of the main reasons I haven't had the patience to go back to FF7, how every character plays more or less the same. I like it when characters have an specific role, it makes you think more before forming a party and just makes the game more fun in my opinion.
From what I read tho, it seems that version 1.4 its close so I don't know if I should just stop playing and wait for it (I just got Aerith so I'm at a pretty early stage in the game).
I've added a confirmation when selecting a mode, and the Hard Mode has a warning message before selecting it.My rec is keep playing as you will learn more about game mechanics, when 1.4 comes.
Also segachief some name suggestions: NT Normal/New Start/New Game - NT Arrange/New Game+...
How about putting short description in confirmation box asa can fit so ppl know what they are choosing. Also highlight "No" on confirmation box so they have to think twice and not choose by mistake.
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