S
Sega Chief
Guest
It's been a while since I checked but I think you can forestall the Limit Mode by using the 3 bahamut summons; this is based on the original emerald behaviour where it would 'accelerate' to use Aire Tam Storm if hit by KOTR but could be delayed from it if hit by Bahamut Summons instead.Hi there,
I registered in the forum to say that NT is an absolutely fantastic mod! I actually played 1.5 some time ago and never said thanks and congratulations for the amazing work that was put in creating this mod.
I've been playing 2.0 Remix lately and I decided to tackle the optional bosses, manly the new KOTR bosses, and then Emerald and Ruby.
I got past the KOTR bosses easily after finding a good strategy, but I've been stuck against Emerald for days because I can't find a good way to take it down. I DID won a few moments ago by spamming KOTR and Mime, but I feel like my victory is a bit..."empty"? I mean, I won but I feel like I cheese it a bit, so I wanted to try winning without resorting to KOTR spamming. The issue I'm having is that his eyes simply wreck me, and them having 12kHP doesn't help much either.
I wanted to ask if there is some trick to defend against the eyes. I know I can slow them, but I think it's still not enough.
Thanks in advance!
EDIT: Well, Ruby doesn't joke either. I think playing the Remix/Arranged mode was a challenge too hard for me.
Yeah that's the issue currently; the variable flag is toggled but the item given is wrong (vaccine). It's been fixed in the patch but the patch itself isn't finished yet.This is my first post I'm sorry if I'm doing this wrong. Anyway, I would like to report a bug involving 1/35 soldier items. The 1/35 soldier that you pick up inside the chest on the scaffolding during the Midgar raid does not increase your item value. Meaning that even if you pick them all up you still don't get the reward because you final value only reaches 11. Cheating the item with black chocobo without collecting them all gives you the prompt that they are fake. However if you do collected them all and then cheat the item in, it counts it as genuine. What I understand from this is that the game gives you the check for picking it up but it simply doesn't add it to your inventory. I made a video on this but I won't post links as I don't know if it is allowed, but it is under the channel name Rushiryu.
The sephiroth thing is a variable that gets toggled before the flashback begins and I disabled that thinking it was affecting the hard mode toggle (which later turned out to be related to the G-Bike minigame which was unexpected). I've reinstated the flag but it's not in the current build yet. I kept the original Touph Ring spelling, I just kind of prefer it (but for other things like DeSpell, I went with Dispel instead). Oddly enough, I didn't realise Jem ring was mis-spelled until you pointed it out; just so used to seeing it as that.I'm new here, so I apologize if I missed any etiquette regarding quoting and such. Also, I'm pretty confident the bit of feedback below has been brought to your attention already.
- Love this mod. I was let down SO badly by the Remake, but what you have crafted is by far one of the absolute best balance / challenge / content mods I've ever encountered across any game. Kudos. Double kudos. Triple kudos.
- It's possible to unequip and retain the accessories and Materia from the Kalm flashback. You acknowledged this on a YouTube video highlighting this exploit, but only Materia was mentioned.
- The Tough Ring I snagged off Sephiroth is spelled "Touph Ring". Not sure if this is a typo or something I misunderstood (especially since other rings have been renamed). The "Jem Ring" is also potentially mispelled.
- Weapons possessing innate elements are a pretty big double-edge. Yuffie seems especially hurt by this, as I found myself switching back to her initial equip for a chunk of the game after recruiting her. I'd gladly take lower base stats if it meant rebalancing weapons to not include an element.
- Why add Reflect to Big Guard? I've tried developing a strategy where I could make this Enemy Skill work, but fall flat. I know Haste in vanilla is TOO good, but Reflect ruins it. Shield would be cool, at the cost of much, MUCH higher MP, but is arguably still imbalanced. Maybe Resist instead of Haste or Reflect?
- Would you consider making Osmose (AWESOME addition) work with All in exchange for lower potency?
- I CANNOT get the Harpy in the Gold Saucer desert to cast Aqualung, despite the documentation saying to lower HP (even as low as 40). I tried against 20 or so before giving up and using Black Chocobo to edit it in.
- I also found myself too frustrated to keep farming the Jersey enemies in Shinra Mansion and used Black Chocobo to give myself the ? ? ? ? ? Enemy Skill. I went as far as only having Cloud alive with Enemy Skill equipped and they would not cast it; having anyone else up at all would result in the Jersey enemy targeting whoever did not have Enemy Skill equipped.
- Non-boss enemies being immune to Manipulate is pretty frustrating. The Mu, Harpy, and Jersey (and I'm sure others) really waste a lot of time when their Enemy Skill is not guaranteed to trigger under certain conditions (turn number, counter attack, etc.) when coupled with encounter rates.
- What are the proc rates for Red XIII's damage increases and Vincent's regen? I've only seen Red XIII's increase once after first recruiting him, and have yet to see Vincent's regen (I may need to slow down battle message speed). Also, Vincent's innate mentions in-game cycling through his limits, but I didn't see an explanation in the downloaded documentation.
-Once again: amazing work. Quadruple kudos!
May you and your loved ones stay safe and well.
Reflect can work in your favour as multi-target spells against a party with Reflect on will bounce 1 iteration of that spell back at the enemy each. So if you cast Bolt3+All at your party, 3x Bolt3 spells will hit an enemy.
I can set Osmose to work with All (I think).
I'll check Harpy out, seems to have come up a couple times. I think the issue is that the counter check needs to iterate through each % of HP before it will use it (and has a random chance to at that); it's a bit like Zolom in Vanilla who won't use Beta until it has used Raise Up and Eject via counters first.
Jersey I think they need to have a certain 'leaning' before they'll use it. But I forget if it's the physical immune or magic immune leaning for it.
Some enemies have to be immune due to moving parts like Mu who has a separate 'enemy' for the crater he fights out of. Larger enemies I think should be immune as they can be trivialised with Manipulate and are essentially dead in the water once that status is on them (I don't think magic attacks knock them out of it).
Red's proc should be something like 50% per post-action (any actor doing something, it evaluates this check afterwards). It won't evaluate though if he already has either 255 strength or 255 magic. There's also no proc message anymore and it rises by 1 when successful (for a max of +45). Vincent's regen is 20% and only procs if his current HP won't exceed his Max HP when it does.
It wasn't intended and will be sorted out soon.I love this mod, im doing a playthrough of the most recent version and the last version i played was the 1.5 release. I had a question about something that just occurred. During the Kalm flashback scene i was able to remove the materia from Sephiroth and Cloud, then after the flash back finished it let me keep the materia. is this a bug or intended? i am playing on arrangement B if that helps.
For Limit Gauges, I think Mandragora might be an option around the chocobo ranch. Their attacks are %-based on HP if I remember correctly. You just need to 'set them off' by targeting them with an action (maybe a grenade or something) and they'll start attacking after that in response.Hey there! Played your 1.5 mod awhile back and really enjoyed it, so I figured no harm in sharing my thoughts.
Absalutely fantastic job! I'm a bit of a casual, but I found the original game too easy so I was in search for a more balanced game mod, this mod delivered all that except for a few things in my opinion such as:
- Moving the Contain, Ultima etc materia from their original gaining points to Northern Cave. I use to do everything post game before going completely down Northern Cave in vanilla. That's just how I played. So for me, having to complete Northern Cave only to have to go back out again feels anticlimactic. I know you have to enter Northern Cave in the original and then go back out, but that's still better than having to go all the way down.
- Although I love the idea of extra bosses to gain each character's limit, I found all the 1v1 battles exhausting after awhile and it kind of ruined the fun I had with the mod leading up to that point.
Now I'm at the endgame of your 2.0 mod. I played through type A and I loved all of it! I was also super relieved that there werent as many 1v1 battles to obtain all the final limits, aswell as not having to go through northern cave first to unlock the side quests. I also love how all the towns are ocupied, the new dialouge, everything is cool and sometimes funny, but never felt too out of place. Really great! So far the only issue that remains for me, personaly, is the Contain, Ultima etc materia being only obtainable in Northern Cave. So I used Black Chocobo to pretend I got it from their original places. I also minused 10000 AP from the Comet Materia since getting Comet2 was taking way too long(although I get it does more dmg, but I still couldn't see myself grinding that long, especialy since I'm at endgame and would like to have all my spells at my disposal at that point).
So exellent work! Thank you so much!
Just a quick question: I use to farm my limit break usage on cactuar island by manipulating one of the catuers and having it use 1000 needles repeatedly on the party member whom's limit break I wish to use. I noticed I can't manipulate that cactuer anymore, so I don't know where the next best place is to drive the limit gauge up quicker? I know I can kill multiple enemies to gain the next limit level, but I'm talking specificly about getting the limit gauge up as soon as possible to making gaining the next limit move within that level faster?
Not sure what's happened there; I would try going to the Highwind's Operation Room and changing party leader (just set it as Cloud again), that should unlock everyone. If not, let me know.I am playing on 1.5. I made it to the northern crater and split my party up. I made it to the bottom and talked to everyone but now I can't change my party to anyone I didn't bring with me the whole way through the northern crater (Cid and Red XIII). The only exception is Tifa which I suspect works because of the party leader change option.
Is there something else I have to do to be able to add the other characters to my party?