first of all, thanks for your work so far and the NT mod for FF7. I had a blast with all the tweaks/fixes and new bosses.
irlite already brought up most points that I have noticed during my run so far and I agree with pretty much all of them, so I just wanted to add a few things:
- Draw point choice is missing for Deling City sewer and the tomb
- Diablos is affected by Demi the first two times of usage. Not sure if that is intentional or just a bug on my end. Also he is still easily beaten when blinding him. Maybe you can make him cast silence or (that spell which disables limits)
- The Raldos (Granaldo fight) take almost no damage until Granaldo is dead. However, I hit them for around 100 once, but I'm not sure if that was a bug or has to do with the mechanic. First I though it had to do with the position of Granaldo (either making them have high or low defence), but that doesn't seem the case.
- Magic is finally usable with this mod, which opens up to new strategies and playstyles, but I think they are still too weak (or physical damage is too high). Comparing character damage with similar stats in Str and Mag, even when exploiting their elemental weakness, there is almost no difference in damage. In my opinion magic users should be more of a glass cannon, especially because you need resources (spell number/MP) for them.
- Some of the draw points feel unrewarding because you already encountered enemies with both options before getting to it. Maybe you can make spells of draw points exclusive to them (until you get the flying garden or so) and add spells that are very useful but not essential and can't be drawn from any other mob (like Life, Esuna, Dispel, Regen, Double, etc)
- Encounter rate seems higher than normal, especially in the training center I was getting into almost 10 fights until I got to the "hidden area"
That's it for now. I will probably do another playthrough and pay more attention to detail.
Hopefully the code of FF8 allows you to make a mod similar to FF7 NT. Though I don't wanna know how many hours went into that ;D
Let us/me know if you need any specific, time consuming testing. Cheers
first of all, thanks for your work so far and the NT mod for FF7. I had a blast with all the tweaks/fixes and new bosses.
irlite already brought up most points that I have noticed during my run so far and I agree with pretty much all of them, so I just wanted to add a few things:
- Draw point choice is missing for Deling City sewer and the tomb
- Diablos is affected by Demi the first two times of usage. Not sure if that is intentional or just a bug on my end. Also he is still easily beaten when blinding him. Maybe you can make him cast silence or (that spell which disables limits)
- The Raldos (Granaldo fight) take almost no damage until Granaldo is dead. However, I hit them for around 100 once, but I'm not sure if that was a bug or has to do with the mechanic. First I though it had to do with the position of Granaldo (either making them have high or low defence), but that doesn't seem the case.
- Magic is finally usable with this mod, which opens up to new strategies and playstyles, but I think they are still too weak (or physical damage is too high). Comparing character damage with similar stats in Str and Mag, even when exploiting their elemental weakness, there is almost no difference in damage. In my opinion magic users should be more of a glass cannon, especially because you need resources (spell number/MP) for them.
- Some of the draw points feel unrewarding because you already encountered enemies with both options before getting to it. Maybe you can make spells of draw points exclusive to them (until you get the flying garden or so) and add spells that are very useful but not essential and can't be drawn from any other mob (like Life, Esuna, Dispel, Regen, Double, etc)
- Encounter rate seems higher than normal, especially in the training center I was getting into almost 10 fights until I got to the "hidden area"
That's it for now. I will probably do another playthrough and pay more attention to detail.
Hopefully the code of FF8 allows you to make a mod similar to FF7 NT. Though I don't wanna know how many hours went into that ;D
Let us/me know if you need any specific, time consuming testing. Cheers
My intention was to have the draw point give new magic earlier than they're available from enemies (not all do this, some just offer a top-up on some essentials or what might be useful for upcoming fights). I'll review them against finalised enemy Draw lists.
Encounter rate was unchanged, but will look into it. I think enc-none is going to be an early GF ability just so it can be a random battle toggle like FF7 NT has.
Hey, I just finished the mod and I noticed a few things :
- When you refine Cottage into Curaga, it says that it'll give you 20 but it actually give you 50
- You use the wrong item to cure blind (or my english is really bad at this point when I was looking for an item to cure it)
Is it normal to have to steal Carbuncle but not Undine ?
You should nerf a lot the cards, because before going to Deiling city, I managed to get all the really good cards and transform them in good magic like tornado and curaga and have all my char to have 3.5k hp, >100 str and just spammed Mad Rush (to get haste + protect + berserk) to get my way to all the bosses until the end of disc 1 so I think you should really nerf the cards or Mad Rush.
And we shouldn't be able to use magic that have under 10 uses in junction because otherwise we just have to put 1 magic on each character to make the early game a bit more hard
I wasn't ready to fight Omega Weapon when I pressed cancel
You should nerf a lot the cards, because before going to Deiling city, I managed to get all the really good cards and transform them in good magic like tornado and curaga and have all my char to have 3.5k hp, >100 str and just spammed Mad Rush (to get haste + protect + berserk) to get my way to all the bosses until the end of disc 1 so I think you should really nerf the cards or Mad Rush.
Hey, I just finished the mod and I noticed a few things :
- When you refine Cottage into Curaga, it says that it'll give you 20 but it actually give you 50
- You use the wrong item to cure blind (or my english is really bad at this point when I was looking for an item to cure it)
Is it normal to have to steal Carbuncle but not Undine ?
You should nerf a lot the cards, because before going to Deiling city, I managed to get all the really good cards and transform them in good magic like tornado and curaga and have all my char to have 3.5k hp, >100 str and just spammed Mad Rush (to get haste + protect + berserk) to get my way to all the bosses until the end of disc 1 so I think you should really nerf the cards or Mad Rush.
And we shouldn't be able to use magic that have under 10 uses in junction because otherwise we just have to put 1 magic on each character to make the early game a bit more hard
I wasn't ready to fight Omega Weapon when I pressed cancel
For the refines, Cottage isn't supposed to refine into curaga at all but I think I've missed it in my refine list; there's an area I'm not sure of in my hex list that doesn't quite fit with the structure. For the items, the plan was to have items cure two statuses instead of 1 so that one of the items could then be used for berserk/confusion but I think the status heal is hard-coded for the field screens which I didn't realise.
Carbuncle has a thing going on where the monsters are under Reflect until he is stolen from them via Draw. I was planning to add a check to add him to the player's GF list if he wasn't drawn but didn't get around to it at the time.
The cards were the biggest flaw when releasing the Disc 1 demo as the placement of cards by and large was unchanged on NPCs and the refine results were supposed to use a byte that I thought was a level-lock on the refine. It was too much to patch quickly at the time so it's been left for the full release.
I controlled my self, I just managed to get all the player/summon cards (like zell,quistis, mog) and transformed it into item. I didn't take any time to farm otherwise
But like Sega Chief said, I broke it only because cottage shouldn't give Curaga :
I am a massive fan of NT for FF7, and I cannot begin to express just how glad I am that you are working on another mod for FF8 now.
You have already in this early build made some of the most significant changes I ever wanted to see with this game, such as stock no longer influencing the stat boost from junctions and just overall balancing the game in general.
FF8 felt horrible to me to play, because it isn't inherently designed in a way where you can just "Straight play" through the game. Already just with the base gameplay design changes, I can already tell this will become the definitive edition of the game for me and will likely breathe a life into the game that was NEVER there for me before.
I am a massive fan of NT for FF7, and I cannot begin to express just how glad I am that you are working on another mod for FF8 now.
You have already in this early build made some of the most significant changes I ever wanted to see with this game, such as stock no longer influencing the stat boost from junctions and just overall balancing the game in general.
FF8 felt horrible to me to play, because it isn't inherently designed in a way where you can just "Straight play" through the game. Already just with the base gameplay design changes, I can already tell this will become the definitive edition of the game for me and will likely breathe a life into the game that was NEVER there for me before.
Hey there, just wondering if the % on squalls hit was reverted back to 255 or if I've managed to somehow mess up the install? Everything else is working as intended from the looks of it though.
Limits have had the RNG removed from their check, meaning that milling turns will no longer have an effect. If a Limit does not proc when the character's ATB gauge fills, it means they cannot get a Limit until the battle conditions change (HP is lost, status is inflicted). This works both ways, and means that if a Limit does proc it will be available even if you swap control to another character and back again.
Yes, it's one of the most important feature IMHO.
To be fair, spamming the circle button waiting for Renzo was part of the fun back in the days, especially when playing with a friend and trying to beat a hard boss or Omega, it was a fun (unforeseen) mechanic, it created tension.
But when replaying the game we want balance, and I've always thought of this feature as one of the most important or at least the first step towards a better balance of the Limits, so it's good to finally see it implemented.
Hey there, just wondering if the % on squalls hit was reverted back to 255 or if I've managed to somehow mess up the install? Everything else is working as intended from the looks of it though.
An exciting release for my first FF ever. Sad Edea isn't permanent but oh well.
Have you considered making some spells such as Holy or GF like Bahamut multi-hit?
Hello Sega Chief, you have really done some great work with these New Threat mods. My own mods for PSX FF7 and 8 I made, are based off of the ideas that yourself and others in the forum have made. They are nowhere near the quality of yours but that is to be expected with the PSX versions.
That being said, I uploaded my FF8 mod called Inernational GF Job System here but the hack is missing a few things that I hoped you could offer some insight with.
First, is how were you able to change junction magic to be 100% regardless of stock? I wanted to get that in my hack but am unsure if it is as simple as changing some hex values or if it requires coding. I could change the values if I new the offsets but that would be it.
Lastly would be if you knew of any way to change Squalls hit to be something other than 255 or if that is hardcoded. Thanks!
If you had any interest in seeing the changes to the game I made, it is located here:
Hello Sega Chief, you have really done some great work with these New Threat mods. My own mods for PSX FF7 and 8 I made, are based off of the ideas that yourself and others in the forum have made. They are nowhere near the quality of yours but that is to be expected with the PSX versions.
That being said, I uploaded my FF8 mod called Inernational GF Job System here but the hack is missing a few things that I hoped you could offer some insight with.
First, is how were you able to change junction magic to be 100% regardless of stock? I wanted to get that in my hack but am unsure if it is as simple as changing some hex values or if it requires coding. I could change the values if I new the offsets but that would be it.
Lastly would be if you knew of any way to change Squalls hit to be something other than 255 or if that is hardcoded. Thanks!
If you had any interest in seeing the changes to the game I made, it is located here:
So I recently finished my Level 100 Run of NT8, and here's a few bugs I encountered. Probably going to reiterate a few that have already been mentioned so forgive me for that.
I couldn't get the HEXT to work right. I was able to get the correct amount of in battle draws, and the ability to skip the intro, but draw points, and a few other things were broken. I ended up using the emergency EXE.
Granaldo and Raldo boss fights didn't scale. My guess is because you do encounter them as normal enemies later on so they'd be a bit difficult to scale, so that might not be a bug. Same with the Iguions as they were only level 18.
Echo Drops only heal Silence and not Blind.
Cerberus camera for the Diablos fight is broken.
A few of the random encounters matched the levels of my characters instead of being at a fixed level. I ran into a few level 100 Funguars in the first Laguna scene, and I think there were a few of varying levels as some died rather easily. Didnt get a chance to scan them first. It seemed that a bunch of the enemies after the 2nd Laguna scene also had matched my level. The enemies around Galbaldia Garden, and Deling City were all also relatively around level 100.
A few of the draw points also don't work. I don't think any of them in the Deling Sewers worked.
All in all I think for a run where the only thing I did was get the characters up to level 100 it was a little too easy. I didn't use card modding, I think I only refined a few spells, and my didn't get level boosted so they only got the levels earned from fighting. I didn't need that much planning for the bosses. I ran through the game with just Confuse protection, and I had my elemental status attacks wrong for a majority of the bosses. I had a harder time fighting the level 100 random encounters that I randomly met. Speaking of, your level 100 Creeps are horrifying. I would rather fight Seifer and Edea than two Creeps. They are super hard to hit, and magic, which always hits, does little damage. I'm talking Selphie with as high of magic stat that I could give her with a Firaga only did about 800 damage against something with like 20k to 30k health. That could be chalked up to the only thing that was really level 100 about me was my level though. I didn't have any abilities that increased my hit rate, I didn't have Squall, and I very much didn't have the better magic Junctioned. So that might just be me complaining about fighting stuff I'm not ready for.
I think my favorite of the runs that I did was the no level gain run. That required a lot of planning and hoping for good things to happen. The level 100 run was quite easy in comparison to both the no level gain, and the normal run. However, I did have a lot of fun, and I can't wait till the next update!
Hello again, just wanted to say I played thru FF8 after FF7 NT merely due to the timing of the remaster. I was completely oblivious it was coming (lucky lol). I found myself respecting it much more than 20 years ago, but holy cow, its pretty broken. By about halfway thru the game I was annihilating everything with ease, save for omega weapon. I figured you might make this game shine. Are you gonna bring it to the remaster or just the original PC version?
Seems like if you could put a lower ceiling on spell quantity and scale up over time + pullback on limit break abuse (including with aura) it could make a lot of difference.
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