Could somebody explain Fort Condor rewards in the current version?
I have gathered from the documentation that one can get a Safety Bit, a Fairy Ring, and--with no losses and no fighting the boss manually--a Ziedrich? Are there prizes in between those?
Amazing work on this mod. I finished a normal walkthrough on type B and am on a hard mode run on type B as well. Just have one question though.
How do I acquire a mute mask before corel prison to use on the deathclaw? I'm on hard mode type B so no enemies seem to have a mute mask steal or drop.
Amazing work on this mod. I finished a normal walkthrough on type B and am on a hard mode run on type B as well. Just have one question though.
How do I acquire a mute mask before corel prison to use on the deathclaw? I'm on hard mode type B so no enemies seem to have a mute mask steal or drop.
sorry for the repeat post. Where is the X-attack/2x cut materia? I found it normally on my first playthrough but am having trouble remembering where it is on my second playthrough. currently at the glacier
sorry for the repeat post. Where is the X-attack/2x cut materia? I found it normally on my first playthrough but am having trouble remembering where it is on my second playthrough. currently at the glacier
2x cut materia is obtained from the cave at the Da Chao statue in Wutai using the Leviathan scales (on Disc 3 by fighting Godo the second time in the pagoda).
X-attack materia is obtained by exchanging the desert rose (Ruby Weapon drop) with the Kalm traveller, IIRC.
Sega! Registered an account here to tell you what a fantastic job you've done on this mod. FF7 has been my favorite game since i played it in the 90s but I havent been able to enjoy a playthrough of the vanilla version due to slow pace, low level of difficulty, etc. You nailed it and I've been having a blast with the mod. Thank you!
A couple bugs to report in 2.0.9991:
during the Corel Huge Materia train fights, Aeris' commands do not animate about 50% of turns. I believe the actions still have effect, but no graphical indication is present. For example, I cast Cure 3 and only see her HP count increase with no other indicators.
I believe there's a bug with one of the 1/35th soldiers, I remember picking up every one on my first entry into their respective area per the documentation, but I still only have 11. I have doubled (and tripled) back and checked all locations and there are none to be picked up. The only one I do not vividly remember collecting is the one in Gongaga. Sorry i cant be more precise.
General feedback:
The game is an excellent challenge 95% of the way through but I think the W-Item glitch breaks the game in the late stages. Unlimited Megalixirs and Gospel Sparks made Shinryu and Omega cake, when previously I'd lost to them 12 times in a row. I still need to fight Ozma, Ruby and Emerald but i think the same principle applies. Infinite invincibility shouldnt exist.
I would also suggest a slight late-game difficulty boost. Ultima Weapon and Godo (2nd round) were pushovers even with Yuffie, who's never been in my party (if i can help it). Still need to give Lucrecia, Omega Cait Sith and others a shot, but I cannot imagine they'd be much different. It would be cool if the difficulty factor was somewhere near FFX's final weapon challenges. Like extremely hard, but not quite impossible. It would give the game a lot more depth and playability. Currently I dont feel compelled to even fight these bonus bosses after other similar encounters proved so easy.
My game crashes whenever i change screen i.e. open item menu, encounter random battle, or enter another room. This never happened months ago before FFNx was introduced, but once i updated everything and ran my game, it was never able to open these screens except with New Threat turned off. can anyone help?? Multiple people have had this issue upon researching, but i could not find a solution
My game crashes whenever i change screen i.e. open item menu, encounter random battle, or enter another room. This never happened months ago before FFNx was introduced, but once i updated everything and ran my game, it was never able to open these screens except with New Threat turned off. can anyone help?? Multiple people have had this issue upon researching, but i could not find a solution
What's to gain from completing all the Fort Condor stuff? I feel like I've done so many at this point and it's such a boring minigame. I'm a bit of a completionist but I don't think I can do it anymore.
What's to gain from completing all the Fort Condor stuff? I feel like I've done so many at this point and it's such a boring minigame. I'm a bit of a completionist but I don't think I can do it anymore.
Everything from it can be acquired elsewhere; it's typically weapons that are a tier ahead of what's available at the time, items, stuff like that. Doing all of it without a battle lost gives an extra Masamune that can be equipped on any character but this weapon can also be acquired by giving materials to the weaponsmith who lives in the blue house on the world map near Gongaga (Disc 3).
***
Mod updated to v2.0992, patch notes below. This update has some extra IRO options available which can be configured in 7th Heaven.
2.09992
New IRO Options
*) Relax Mode: Applies the following parameters-
Enemy HP, Strength, and Magic reduced by 10%
Enemy Level reduced by 20%
Enemy Defence & Magic Defence reduced by 30%
EXP & AP received increased by 20%
Gil received increased by 50%
Other Adjustments:
Steal rates for weapons in the North Crater increased
Attacks for certain bosses adjusted (some status ailments removed, base power reduction, etc.)
Some boss parameters and AI manually adjusted (speed nerfs, etc.)
*) Struggle Mode: Planned for a future release (will replace Hard Mode)
*) Triple-Linked Slots: Materia slots with 3-linked slots can be used.
Requires PostScriptThree's IRO to be active and to have the 'On' setting.
Enemy Changes & Bugfixes
*) Removed element from Aurora Fence (Whirlwind Maze boss) to prevent an unintended status flag switch and made the attack more consistent with the version used later (albeit weaker)
*) Changed Morph for Lost Number's Magic Form from Enhance Sword to Crystal Bangle
*) Changed Mustard Bomb's animation (original had no audio)
*) Defence & Magic Defence nerf for enemies in Gelnika, Ancient Forest, Midgar Raid, and North Crater (including Disc 3 extra bosses)
*) Corrected AI text for Emerald Weapon (was referring the 1.5 enemy name, Carmine)
*) Kimara Bug given check to not use Stop Web if only one active character (for Battle Square encounter)
*) Issue where Senior Grunt could try to attack before assigning an attack ID to its variable (produced 'out of MP' message)
*) Targeting issue with Maximum Chimera's Dusty Gale counter (and renamed to display [Counter]
*) Issue where Malldancer would target its allies with Leaf Dance
*) Text issue on an attack in Special Battle
*) Name of Lusus Mark added with a space at the end to separate the A and B identifier
*) Incorrect name displayed in AI for Hurricanranu enemy
*) Rocket Buster boss HP & defences reduced
*) Elena's Light Curtain item renamed to Lunar Curtain
*) Changed Grenade Bomb animation for Train Driver enemy (potential softlock when Vincent transformation is pending)
*) SOLDIER: 3rd Stats tweaked (Air Buster fight & Floor 67 of Shinra HQ)
Balancing Tweaks
*) Kill requirements on Limit Breaks reduced for all characters
Spells
*) Renew: Base power doubled to 150, MP cost reduced to 45
*) Goblin Song now only inflicts Fury on enemies (30% accuracy reduction), revive effect removed
*) Comet & Comet2 base power reduced by 5 (25, and 22 respectively)
*) Base power of tier3 elemental spells and Planet/Contain elemental spells raised by 10
*) Osmose MP cost set to 0
*) MP Cost of Bahamut ZERO and KOTR reduced, base power of Bahamut ZERO and KOTR reduced
*) Typhon Materia erroneously had Gravity as its element instead of Wind
*) Ultima Materia changed to Hidden element (spell is still non-elemental)
*) Kjata Materia set to carry the Earth element
*) Updated Exp Plus and Gil Plus to display modifier bonus in their Materia description
*) Quadra Magic upgraded to Octa Magic
Materia AP Changes
*) All Materia: AP requirement for Master reduced from 100k to 25k
*) Command Counter & Magic Counter: AP requirement for Master reduced from 100k to 80k
*) MP Turbo: AP requirement for Master reduced from 100k to 90k
*) HP/MP Absorb: AP requirement for Master reduced from 100k to 10k
*) Sneak Attack: AP requirement for Master reduced from 100k to 25k
*) Added Cut/Steal: AP requirement for Master reduced from 100k to 50k
*) Steal: AP required for Master reduced from 84k to 12k
*) Sense: AP required for Master reduced from 84k to 5k
*) Flash: AP required for Master reduced from 50k to 15k
*) Throw: AP required for Master reduced from 90k to 35k
*) Deathblow: AP required for Master reduced from 100k to 70k
*) Manipulate: AP required for Master reduced from 100k to 25k
*) Core: AP required for Master increased from 25k to 100k
*) Fire/Ice/Thunder/Earth/Restore/Poison/Gravity: AP required for each level adjusted
*) Heal: 2-Star (25k AP) required to activate Esuna, AP requirements adjusted
*) Revive: AP requirements for Life2 adjusted from 20k to 90k
*) Seal/Mystify/Transform/Exit: AP requirements for Master reduced
*) Barrier: AP requirements for Master reduced from 100k to 80k
*) Hydro: AP required for Master reduced from 100k to 50k
*) Time: AP required for each level adjusted
*) Osmose: AP required for master reduced from 170k to 50k
*) Pearl: AP required for master reduced from 100k to 55k
*) Destruct: AP required for master reduced from 100k to 70k
*) Counter Attack: AP required for master increased from 30k to 45k
*) HP<->MP Swap and Exp Plus set to drop as mastered
Splinter Materia (duplicate single spell Materia)
*) MBarrier: AP required for Master reduced from 70k to 25k
*) Slow: AP required for Master reduced from 70k to 30k
*) Break/Tornado/Dispel/Reflect: AP required for Master reduced
Materia Prices
*) Mastered Materia prices adjusted
*) Unique Materia that is acquired as Mastered/1-Star sells for 30k
Equipment
*) Removed Ignore Defence flag from several weapons, replaced with stat bonuses & tweaks
*) Nerf to Wizard Bracelet defensive stats (15/15), 7/7 for defensive and evasion stats)
*) Ziedrich given 50/50 and 15/15 for defensive and evasion stats
*) Prices adjusted on items
Weapon prices reduced by 20%
Ancient weapons set to 20k (sells for 10k)
Endgame weapons given a higher selling price
Ultimate weapons set to 20 million (sells for 10 million)
Rare item selling prices tweaked
Statuses
*) Slow-Numb timer increased to 45s from 30s
*) Poison tick timer made 50% slower (2 action ticks = 1 poison tick, down from 1 action tick = 1 poison tick)
*) Sleep duration reduced by half
*) Dual-Drain (Reverse-Regen) duration reduced by half
Field Script & Event Changes/Bugfixes
*) Fixed issue where some of the soldiers in the command room would disappear once Barret operated the panel
*) A secret encounter was made unmissable and can be accessed on Type A and Type B
*) Reno added to Type B Mythril Mines scene
*) Set Party Swap to only be available from the Highwind once the bottom of the North Crater has been reached (an old countermeasure that warped players back to the Highwind if accessing the Crater with a different party leader before the split-up event has been resolved is now deactivated)
*) Set 2nd Long Range Materia to not be visible if picked up earlier in the game (Rocket Town)
*) Fixed softlock on Cait Sith sidequest on Disc 3 when arriving at the white screen
*) Changed Silver Chocobo Dialogue to not mention something on Type A run
*) Adjusted Silver Chocobo Warp destination to prevent a softlock when using Tifa/Cid as party leader
*) For the last 60s of the Mako Reactor 1 countdown, random battles are disabled
*) When returning to the cargo car on the train, some characters would be placed erroneously
*) Prevented return to the Church right away after escaping Reno & Co.
*) Added an accessory reward for getting picked by Corneo
*) Whirlwind Maze; players are knocked through the wind rather than away, to help with progression
*) Icicle Inn; fixed issue where a character would disappear under certain conditions
*) Icicle Inn; fixed scripts for Tifa in the Inn
*) Updated Whirlwind Maze Nibel scene for some characters
*) Merged in the Type B control panel scene into both types as part of event progression
*) Added an extra event line to prevent Barret from reaching Rufus and co. in the control room
*) Wrong battle being used for the Weapon Raid event when entering the control room
*) Improvements to scene during Weapon Raid when meeting Yuffie
*) Re-added guards to junon after weapon raid (inaccessible area with open door, just a cosmetic tweak to explain inaccessibility)
*) Small animation issue when going down to the underwater reactor and talking to the guards as either Tifa or Cid as party leader
*) Wonder Square prizes have been given their actual names instead of ????
*) Added Wonder Square prize exchange to the Chocobo Square NPC at the Exchange desk
*) Betting on S-Rank Chocobo races now requires a Gold Ticket (doesn't affect player chocobo races)
*) Changed music for Vincent's boss fight on Disc 3 & dialogue
*) You now see the clean version of Floor 67 when returning to Midgar HQ on Disc 2
*) Fixed scene with Tifa under the highwind so that either version can be triggered based on dialogue choice
*) Fixed invisible Gondola
*) Added 75% reductions to stored BP when prizes change after receiving the buggy and bronco
*) Updated text on an unused item
*) Junon Weapon Raid event progression now uses both Type A and Type B events together
*) Wrong encounter on Junon Weapon Raid Type B in the control room
*) Fixed jumping animations for Tifa and Cid as party leaders in North Crater
*) Added Cait Sith to Icicle Inn (part of 'talk to party in towns' feature)
//Dialogue
*) Dialogue adjustment for opening of Type B (character name shown before naming screen)
*) Adjusted dialogue where 'everyday' was used erroneously in some cases instead of 'every day'
*) Adjusted Jessie's ladder dialogue
*) Train passenger's dialogue referring to the news
*) Train conductor's line regarding trains leaving Midgar
*) Tifa's line referring to the bar as a shop
*) Wedge's dialogue about Tifa's cooking
*) Beginner's Hall (SP system, status colours to indicate curing method, dialogue box placement for the two fighting boys)
*) Consistency naming for Aeris/Elmyra's House (went with Aeris' House)
*) Moved dialogue boxes around for the pillar escape scene
*) Text involving the locked chests on Floor 59's shop
*) President Shinra's dialogue on Floor 66 with Hojo mistakenly used a Type B line for both modes, which would make the Type A dialogue not make sense
*) Aeris dialogue when trying to interact with elevators etc. in the lobby during escape
*) Cloud's line when remembering the entire letter in the Nibel Flashback
*) Cloud dialogue in flashback when trying to go to Mt. nibel early
*) Dialogue of man at entrance to Kalm
*) Weapon Raid between Rufus & Heidegger
*) Weapon Raid, when meeting Yuffie
*) Gaea Amulet updated: Luck +50 instead of Spirit +30 (was redundant next to a Phoenix Ring)
*) PHS disabled on Highwind bridge for Tifa when entering Highwind for the first time
*) Vincent dialogue on Highwind when Tifa enters the bridge for the first time
*) Set a character to not appear on the deck when entering the bridge for the first time
*) Missing 'to' in Barret's line for Disc 2 in the Chocobo Ranch
*) Minor alteration to choco billy's lines about empty stables
*) Minor alteration to lower junon item store owner's dialogue
*) Meteor dialogue added for Red XIII in Icicle Inn
*) Meteor dialogue added for Barret in Cosmo Canyon
*) Typo on Bugenhagen dialogue when talking about Cloud's fall into the lifestream
*) Dialogue when interacting with the little silver chocobo in Mideel
*) Red dialogue in Mideel
*) Palmer dialogue during the Huge Materia scene
*) Fix for old man's greeting in Mideel when talked to as Cid
*) Echo Drop instead of Echo Drops in Junon pickup
*) Updated name of cave where Alexander Materia is found
*) Updated description of Ink to use Darkness instead of Blind
*) Incomplete line in North Corel (post train)
*) Extra 'this' on nurse's line in Mideel
*) Missing 'me' on cloud's line in Cloud's Memory scenes in Mideel
*) Adjusted Parade trooper dialogue on the submarine
*) Dialogue between Cid and the crew during rocket launch against Meteor
*) Cloud dialogue in Bugenhagen's observatory
*) Bugen dialogue in Forgotten City
*) Hojo dialogue on the cannon, if you've already seen Lucrecia
*) Curse Ring displayed text as Cursed Ring when picked up
Nibelheim pickup wasn't intentional; it slipped my notes I think or my fix didn't work.
As time passes it gets more difficult to say what was intentional or not in the battles; I reckon it is though as it'd be a good incentive for getting L4 Suicide and I was focusing a lot on making stuff you get be useful for something that comes a little later (for instance, the Black Veil item in Junon helps in the Jenova BIRTH boss fight as it blocks instant-KO on one character).
Sorry if this has been answered before but when I equip the ultima weapon cloud always misses. Is this intentional or could I have installed it wrong? Love this mod, but being essentially unable to use a weapon is a pain. Help is appreciated thank you.
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