The Skillster's FF7 Hardcore mode ver 0.01d LATEST

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Genji: suppose that is a good idea, this normally depends on their level vs yours doesnt it?

I removed one bullmotor from the fight, but still got wooped (assuming people havent leveled up as much as me this fight might be impossible).
So I may reduce Dyne's speed and strength some more.

I realised that Sceneedit actually turns all the items won into potions (noooo), so thats why you didnt win anything from the sandworm.
I put most the items back and played with some of the stats of the enemies in the prison.

But i wont release another update till I finally beat this portion of the game
 
The item you can steal, are you able to win this item instead at the same rate?
I think NO.
This would be corrrect. Droppable items, and stealable items are designated independantly. An enemy can have 4 items they drop, and absolutely no stealable; or will not drop anything but can have up to four different items stealable. Unless you designate that a monster have had potions dropped AND stolen will it be possible to drop the same items you can steal. This does, however, require two item slots from the 4 an enemy can have. Drop/steal item variations can be anywhere inbetween, of course. 3 droppable: 1 stealable, 2 droppable: 2 stealable, 1 droppable: 3 stealable (or 1 droppable: 1 stealable/1 droppable: 0 stealable and up. In all instances, if any enemy drops an item you can steal it is because items droppable and items stealable are the same.
 
I tried to download the latest version and I got a service unavailable message.  The webpage of your friend also returned the same message.

I suppose that's temporary ?
 
Possibly we helped him to exceed his monthly bandwidth Allowance (oops!).
You know, I actually thought through this abit more, I feel in some areas monsters being difficult works well (world map, early dungeons, etc) but their are some where it is annoying (nebelheim, Gi Cave, templae of the ancients).
So I am going to rethink the difficulty and maybe think of a "difficulty curve mutiplier" which to base monster increases against.

So some areas may have a x1 or x1.2 increase while others maybe x1.5 or in rare cases x2?
 
Souds good. I find myself quickly becoming tired with a game if it is continually difficult. It is always a good idea to not only mix in a random critter that you can tear to pieces, but also have difficulty fluctuate slightly from time to time. In some instances being notably more difficult and others surprisingly easy. Even though a player could gauge their progress on old enemies, it has a better feel when you actually move through the game.

Deffinitely be careful with marathon portions of the game. Like the sonw field/cliff/crater-> Junon. I'll let oyu figure out what sort of balanxing is best, but it's the kind of thing that can be irritating if difficulty keeps scaling the whole way. Just a sort of problem area to look out for. Also, when Yuffie steals your materia. Be careful with that portion, since lacking materia means lack of alternitives. You pretty much just run a battle of atrition through that segment, since you can't exploit weaknesses, or use defensive buffs.

Good luck.
 
Yeah, it's sounds good, but first you need list of battles to decide. And btw having overpowered enemy, that have 2-side attack formation will end any adventure ))

You can raise some parts difficulty knowing that player will have HP Plus or two.  I think you can variate difficulty of enemy in one area, for example make Kyuvilduns (monster with Lay Flat move) like 1.5 difficulty, but Dragon with 2.5. (in Nibel Mountain).

[edit]
I've tried to patch my scene.bin and got message "Cannot find file to patch"
 
strange, pm me ur email address and I will send you my one
 
Souds good. I find myself quickly becoming tired with a game if it is continually difficult. It is always a good idea to not only mix in a random critter that you can tear to pieces, but also have difficulty fluctuate slightly from time to time. In some instances being notably more difficult and others surprisingly easy. Even though a player could gauge their progress on old enemies, it has a better feel when you actually move through the game.

Deffinitely be careful with marathon portions of the game. Like the sonw field/cliff/crater-> Junon. I'll let oyu figure out what sort of balanxing is best, but it's the kind of thing that can be irritating if difficulty keeps scaling the whole way. Just a sort of problem area to look out for. Also, when Yuffie steals your materia. Be careful with that portion, since lacking materia means lack of alternitives. You pretty much just run a battle of atrition through that segment, since you can't exploit weaknesses, or use defensive buffs.

Good luck.

I've been wondering about changing alot about the dynamics of the battles.  Not just making things generally more difficult but encouraging alot of decisiveness, earlier in the game too.  I've played with introducing Double Cut and MP Absorb early while facing these enhanced enemies.  Of course, I'd say it's then not quite as hard,  but it is more engaging than normal.  It seems to promote the fighter/healer relationship and raises the pace of the action.
 
Interesting. I wouldn't mind looking into giving the player more choices from the get go. Effective, and creative party setups could be a really interesting dynamic, which I felt was very lacking for the majority of FF7.

Anyway, I have been playing Digital Devil Saga 2 lately. I'm going through on the hard difficulty, and it is some of the most fun I have had with an RPG. The basics are that most everything has a weakness, or small list of actions. Furthermore, your party is very limited in the amount of skills they can have active during battle. Ultimately, it is very simlar to FF7's materia setup. You have a max of 8 skill skills per character. Skills are individuals skills/spells, but the end result is something along the same lines.

Attempting to mimic the same format wouldn't work, because the Shin Megami Tensei Press Turn system is VERY reliant on exploiting weaknesses, not to mention protecting your own. However, I feel that giving the player Elemental (blue support) materia as early as possible, and a few other support, independant (purple), or command materias early on would GREATLY improve some of the strategy. Early on it may be as simple as finding out a boss' weakness, and using Elemental->Fire on everyone's weapon., or determining that most (if not all attacks) are ice, and using Elemental Ice on armor is the way to go. Basically, strategy would be pregame oriented. Yes, it is a little disapointing, since I like involved encounters, BUT we kind of need to work with what we have. Giving the player all the tools they need to make good pre-game strats is FF's strong point. Giving them the motivation, and enemy configs to exploit them... not so much.

Ah well, if I didn't say as much earlier, don't sweat this little deviation in discussion, Skillster. I think you are more of less on the same track, BUT using the existing FF7 gameplay feel (gradual progression/accumulation of statistics and equipment/items) which is good. I don't think you wanted to completely overhaul the FF7 gameplay, but make it a bit more interesting and challenging. What nl and I are mentioning is more along the lines of a big overhaul to the game progression/feel.

I may look into this, and experiment further. It'll be a while, though. I don't have the best of PC configurations right now.
 
dont worry I feel you can increase difficulty by making very small changes to the gameplay, so far we are able to:


  • Increase the level and stats of enemies.
    Decrease the chances of Winning/Stealing/Morphing Items.
    Change Elemental/Attack Type Weaknesses.
    Add/Remove the number enemies in a battle.
    Change the Elemental/Status/Type of enemy attack.
I feel that before in the previous patches all that was being changed were the first two items in the list, we can now change all these items and not massively effect the game, just the difficulty and the experience.
Which is the ultimate goal.[/list]
 
So guys may be it's time to throw suggestions for boss modification ?
Here is the my list of them:

- Guard Scorpion
Make Rifle multitarget
Make Scorpion Tail add 'Poison' (Even swordmaster can't fight poison :)
- Air Buster
Make his counter attack HP based
- Aps
Make him Absorb Water
Make Lick add 'Sleep'
- Reno
- Sample:HO512
- Hundred Gunner
Make one of attack multi-target and HP based
- Heli Gunner
Same
- Rufus
- Motor Ball
- Bottomswell
Absorb Water, immune to poison
- Jenova-BIRTH
- Dyne
- Gi Nattak
Remove weakness to 'Holy' and absobtion of 'Restore'
- Materia Keeper
Immune to 'Poison'
- Palmer
Same, and make his attacks No Elemental
'Slap ass' move add 'Confusion' :)
- Red Dragon
Immunity to 'Poison'
- Demon's Gate
- Jenova-LIFE
Non-Elemental Blue Light and Blue Flame
- Schizo
Non-Elemental Breath
- Jenova-DEATH
Non Elemental Tropic Wind and Red Light
- Ultimate Weapon
- Carry Armor
Punch add 'Confusion'
- Rude & Attack Squads
- Diamond Weapon
Diamond Flash deals 9999 dmg.
- Rapps
Immunity to 'Gravity'
- Proud Clod
Need 'HP Based' attacks
- Hojo
- Hellectic Hojo
- Lifeform Hojo NA
- Jenova-SYNTHESIS
- Bizarro Sephiroth
- Safer-Sephiroth

Heh, cant think something else for now.
 
Hi there, just wanted to know how much of this mod is complete? You said you started on elentors but his was only partly completed.

Also I've been playing around with a few idea's, one that might interest you, ive been giving the monsters mainly the one with no rewards source potions at 1 percent chance(steal&win). It works out really well in which about 1 once every hour you manage to find one, this gives the player a chance to shape the characters as they play the game.
 
ive been giving the monsters mainly the one with no rewards source potions at 1 percent chance(steal&win). It works out really well in which about 1 once every hour you manage to find one, this gives the player a chance to shape the characters as they play the game.

That my friend is thebest idea I have heard for quite a few weeks.

I will take note of that and put it in my things to do when I become unemployed or injured list which should happen in a couple of months.
This patch only covers up to the fight with Rude and Reno at Gongaga.
It doesnt cover most of the monsters on the world map in the Corel/Gongaga Areas though because they are in the start of the scene.bin file and I am not touching that till later.

He's a fire-based monster, so why illogically change his resistances??

You are reading it wrong, the Water Elemental Comment is for the monster above.
Yes I got mistaken first time.
 
That my friend is thebest idea I have heard for quite a few weeks.

I will take note of that and put it in my things to do when I become unemployed or injured list which should happen in a couple of months.
This patch only covers up to the fight with Rude and Reno at Gongaga.
It doesnt cover most of the monsters on the world map in the Corel/Gongaga Areas though because they are in the start of the scene.bin file and I am not touching that till later.

I sooo cannot tell whether you are been sarcastic there or not, but if you want i can break your legs for you to put you on the injured list :wink:.
 
Love this scene mod, i think this is the one i downloaded and am using, i usually play ff7 without cheating and trying to get by w/ the lowest level possible and only using the buster sword and assault rifle throughout the whole game, the third person is my magic user. this mod is great, i always play to the north crater and then run around trying to do stuff before i ever finish the game, what i would really like, is a scene bin made specifically for when your guys are packing master magic - summon - command -got the ultimate weapons and are at 9999hp and hit for that ammount too. i tried to do some changes arounf mideel and nibelheim and wutai areas as well as around the gold saucer but i just kept f-ing things up - also i use scenereader and scene edit but for some reason the sense command never works, im also wondering what happens when you edit the level, does it do nothing except make the creature vulnerable to lvl-5 or lvl 4 death or does the game apply the neccessary stat changes, i want the game to be difficult and the battles to last much longer but i want to know when the hp is getting low so i can morph em into magic and power sources, I mean i am still using the buster sword and assault rifle here.
 
Thanks for the appreciation,

I wasnt being sarcastic it is a very good idea to customise and individualise each character or simply make one character super good.
 
awsome work skillster, im playing through it atm, much more fun now you have to actually think in battles  :lol: trying not to lvl up but my lvl 9 cloud died to reno :(

is this project still being worked on? i know this is thinking alittle ahead but why not incorperate it with the 9999 limit breaker patch?
 
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