@Regar_XIV Me and my pals had a great time spamming normal raid rolo last night; we pretty much got all the arcadion fights and beside them finishing a bit too quickly, we had a good time.
@aetherrial that moogle that's with them is part of an MSQ step to unlock the King Moggle Mog trial (you escort him to the trial entrance in the bramble patch) so I'm guessing they've all gotten stuck or something
@feydemon Later you'll generate the chakra stacks by landing critical hits, and then you use Steel Peak/Howling Fist in-between your regular attacks (not instead of them).
The only time you use Meditate to generate stacks manually is during downtime when you can't hit anything.
@masakinakag My favourites from each expac:
ARR: Aurum Vale
HW: Baelsar's Wall
SB: Ala Mhigo
ShB: Holminster Switch
EW: Dead Ends
DT: Yuweyawata Field Station
@RSiTrolledU One possible way of alleviating it is making the striking dummies for these duties (the ones in Heritage Lost currently) something you have to complete first before you can queue the savage. That would push people to improve rotation and sort their gear out prior to going in.
@starrdiver My positional journey:
ARR: Dropping autos for positionals, angst
HW: Positionals are life or death, dying to B4B raidwides
SB: True North is for the weak
ShB: Starts using True North
EW: Hitting removed positionals, in memoriam
DT: Using true north to hit removed positionals
@ChickenLord6890 The PSX game is unfortunately structured differently and has some limitations like VRAM that affect what you can do with it. I think the best approach would likely be an NT-lite or something a bit different that can take advantage of the separate discs (can use up to 9 discs).
@JeremyDK The scene + kernel for each disc is the same, so what you can do is randomise and then insert the modified scene/kernel into each of the 3 discs for consistency. But from what I recall, the rando has a lot of issues. Avoid randomising the RNG table as it breaks it, for instance.
Godo FF7 Randomiser - v0.2.0
Link: https://t.co/fFFIeP3XeV
Changelog was added to the download. Same procedure as before; if game crashes on start-up, let me know your seed and options. I'll be working on the UI and making the options more configurable next.
@DavidTy60871490@BossHoggins There are 24 enemy skills, so you add 24 (or rather 18h as it's hex values) to the desired enemy animation ID. Aero3 uses 5C, so adding 18h to that gets us 74h; should be that.
Qhimm Forum, where the FF7 New Threat mod is managed, is currently down so I've added the current 2.0 build (2.0991)and updated the 1.5 build on https://t.co/auWi6LhFvz (https://t.co/hdyxvSML1U)
There's other mods there too like FF6 Brave New World by BTB and co.; check 'em out.
@BossHoggins The flevel (field scripting) isn't patched from the sound of it. If you're using 7th heaven mod loader then it may be that another mod has overwritten this part.
@CaptainKlang I didn't use drive forms in KH2, not realising you use these to unlock additional abilities; I think I was close to the end when I realised.
@Mcstronghuge Monk didn't get overhead added to its meditation stacks cause the UI designer doesn't want to redo the fancy dragon-head looking gauge thing.
@a_big_fly That's unfortunate, it sounds like the entire flevel (field script) has been unpatched the entire time. There may be something in 7th heaven that needs fixed; we have a discord for 7th heaven issues: https://t.co/ZnHzpOeCRF
@a_big_fly I'm not sure myself; just to check, when you visit a Save Point anywhere in the game, are you able to open an extended list of options by pressing the Square button? Just to check if it's isolated fields that are unpatched or all of them.
@a_big_fly It sounds like the field screen is unpatched or at least has been converted back to vanilla scripts; do you other mods enabled? One of them may be patching over the field screens/scripts. Would need a list to see any potential culprits.