Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4869605 times)

Metsys

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10200 on: 2020-08-13 20:05:05 »
Feedback on Type B's Midgar has been generally positive so far, but I got the feeling people were a bit disappointed post-Midgar. So can maybe go a bit further in places with that.

May i give a suggestion?
Spoiler: show
When i saw in story B that biggs, wedge and jessie lived and basically the plate didnt fall, i expected to see them again in the future. In fact, i expected to see them as the highwind crew rather than the usual ones. Maybe a good story B change would be biggs, wedge and jessie to join the highwind crew as the ones under charge of Cid, and they tell the party that they heard how avalanche was captured in junon, so they travelled to Junon to help you, something like that. Just a suggestion of course, it was a bit weird to see avalanche surviving but not using them. I think it would be perfect: 3 members, 3 highwind crew.

chimaerath

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10201 on: 2020-08-13 21:09:12 »
I'm not sure how you got to Wall Market when Junon is your next destination, the Key to Sector 5 typically can't be dug up until after Diamond Weapon has been fought, just prior to the Midgar Raid starting unless I've set the condition for digging the key up to be earlier at some point and forgotten about it. So the earliest intended acquisition of Premium Heart is just prior to Midgar Raid on Disc 2.
In the base game, I'm pretty sure you could dig it up after Cloud returns to the party. I thought the sequence was:
Cloud returns to party --> NPC outside Midgar complains of losing key --> Key is able to be dug up --> ? ? ? ? --> Premium Heart

Put another way: In 2.0.9, I followed that sequence and got the Premium Heart, even though the next story location is Underwater Reactor.
« Last Edit: 2020-08-13 21:12:17 by chimaerath »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10202 on: 2020-08-13 21:34:18 »
Bug? Type B. Cosmo Canyon. Just after finishing Gi Caves. I talked to the handyman, chose to give him 1000g for the job, he said something along the lines of "You seem nice people, let me give you an advice..." And then nothing, his model become non-colision. Did I miss some dialogue or reward?

Nah not missed anything, will check it out. You can grab the hidden elixir from the inn room regardless.

May i give a suggestion?
Spoiler: show
When i saw in story B that biggs, wedge and jessie lived and basically the plate didnt fall, i expected to see them again in the future. In fact, i expected to see them as the highwind crew rather than the usual ones. Maybe a good story B change would be biggs, wedge and jessie to join the highwind crew as the ones under charge of Cid, and they tell the party that they heard how avalanche was captured in junon, so they travelled to Junon to help you, something like that. Just a suggestion of course, it was a bit weird to see avalanche surviving but not using them. I think it would be perfect: 3 members, 3 highwind crew.


I dunno, my general direction was going to be they stuck around Sector 7 which could be revisited on Disc 2/3 but hadn't established what the purpose of that would be in terms of optional goodies. Another possibility was having them bail on the whole thing; in the deactivated scenes, there was one where they more or less say that they're on the verge of quitting (can't recall how it was triggered, was to do with entering/leaving the 7th heaven bar but I didn't re-add that one so not sure).

In the base game, I'm pretty sure you could dig it up after Cloud returns to the party. I thought the sequence was:
Cloud returns to party --> NPC outside Midgar complains of losing key --> Key is able to be dug up --> ? ? ? ? --> Premium Heart

Put another way: In 2.0.9, I followed that sequence and got the Premium Heart, even though the next story location is Underwater Reactor.

I looked it up and seems so; when Cloud returns to the party, it says, you can dig up the key anytime after that. This feels like the Mandela effect or something though, I was 99% sure you needed to be at the Midgar Raid segment first.

Pruntarious

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10203 on: 2020-08-13 21:36:14 »
May i give a suggestion?
Spoiler: show
When i saw in story B that biggs, wedge and jessie lived and basically the plate didnt fall, i expected to see them again in the future. In fact, i expected to see them as the highwind crew rather than the usual ones. Maybe a good story B change would be biggs, wedge and jessie to join the highwind crew as the ones under charge of Cid, and they tell the party that they heard how avalanche was captured in junon, so they travelled to Junon to help you, something like that. Just a suggestion of course, it was a bit weird to see avalanche surviving but not using them. I think it would be perfect: 3 members, 3 highwind crew.


Another nice thing would be to somehow upgrade your weapons like in the remake. Even just the materia slots... Always a sucker for seeing cloud use the Buster Sword more. Not sure if that's even possible though. :/

El Grillo

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10204 on: 2020-08-13 21:37:00 »
Yeah, in my current game I was also able to dig up the Sector 5 Key right after Mideel collapse and before the Underwater Reactor.

Would it be possible for Aerith, when equipped with a healing rod and Counter Attack, to target an ally instead of an enemy? Totally understandable if not, I just want to try out a silly build :)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10205 on: 2020-08-13 22:00:51 »
Another nice thing would be to somehow upgrade your weapons like in the remake. Even just the materia slots... Always a sucker for seeing cloud use the Buster Sword more. Not sure if that's even possible though. :/

There's a special opcode that was added to deal with editing memory like the kernel while the game is running, but I think it's restricted to Reunion so I haven't utilised just yet.

Installer: No special functionality
7th Heaven: Model/File swapping at runtime
Reunion: Memory modification through field script

At some point I'm going to do some tests to see if the special opcodes crash on non-Reunion games when the field loads or if the script encounters it; if it's the latter, then I can probably set up a single flevel that can cover all 3 of the above, locking specific functionality to each version to avoid problems. That way Reunion can have things like weapon upgrade, source-build reset, etc. and 7h can make use of model/file swapping for special encounters and the like.

Yeah, in my current game I was also able to dig up the Sector 5 Key right after Mideel collapse and before the Underwater Reactor.

Would it be possible for Aerith, when equipped with a healing rod and Counter Attack, to target an ally instead of an enemy? Totally understandable if not, I just want to try out a silly build :)

I think it isn't, as it specifically goes after the previous attacker.

Aerodynamics

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10206 on: 2020-08-13 22:59:51 »

I'm a bit torn on whether to continue with FF8 NT. I've got a fairly good grasp of the field scripting but the biggest obstacle at the moment is not being able to easily bring in or swap out field models + animations are tied to the field model group which restricts what can be done there. My plan is going to be getting all the foundation work done first off, then start seeing what I can get done with Disc 4 as I wanted to do more with the time-compression state you move through before the castle.

In my opinion, no one can fix FF8 but Sega Chief. I really enjoyed the gameplay of NT Demo, and that was the only time I enjoyed FF8 gameplay. That game is so good, yet completely broken. Someone needs to fix FF8. I can wait, it's my childhood game, I can wait a year or two, take your time :)))))


Metsys

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10207 on: 2020-08-13 23:09:56 »
Sega chief a question, are you sure that Shield is in the crater? ive checked the left-down path but i cant seem to find it. Its the only magic im missing

Concession

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10208 on: 2020-08-13 23:32:16 »
Two more small things

Spoiler: show


At the start of the Midgar raid, the party is gathered around a ladder which goes underground. Aeris is there and has a line even if she is dead.


When you talk to Hojo at the cannon at the end of the raid:

Hojo
"...We made ourselves an 'Ancient'!!
Or so we throught! Ha ha ha!!"

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10209 on: 2020-08-14 01:00:03 »
Sega chief a question, are you sure that Shield is in the crater? ive checked the left-down path but i cant seem to find it. Its the only magic im missing


It's where Mega-All is in the default game, you have to grab it as you jump between the platforms. It's close to the exit of that entire route.

Two more small things

Spoiler: show


At the start of the Midgar raid, the party is gathered around a ladder which goes underground. Aeris is there and has a line even if she is dead.


When you talk to Hojo at the cannon at the end of the raid:

Hojo
"...We made ourselves an 'Ancient'!!
Or so we throught! Ha ha ha!!"


I'll get them.

chimaerath

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10210 on: 2020-08-14 04:23:29 »
Spoiler: show

Something weird happened in the KOTR fight. I can't exactly remember what happened, but I think this was the sequence:

*stuff happened* --> Cid died --> Shinryu cast the zombie thing that said it is permeating the air --> Cid was revived with Renew --> I could control Cid normally --> Cloud died --> I couldn't target Cloud to revive him, including with Renew --> eventually Aeris died --> I couldn't target anyone now, but Cid was still alive --> Cid spent the next 10+ minutes slowly chipping down Omega until he died.

Disclaimer: I don't know exactly when Cid died. But, I definitely couldn't target Cloud or Aeris once they died, and I definitely cast Renew on Cid to revive him at some point.

During Cid's Zombincibility, Omega never did anything, I assume because Cid couldn't be targeted (because I couldn't target Cid with anything either). I only occasionally saw the " Target Locked!" pop-up, but with no animation from Omega.

I didn't remember the info about Zombie from the Beginner Hall, and I didn't find info about Statuses in the Documentation (can I suggest putting it in the Balancing document?), so the only info I found was from these posts, and it sounds like you should still be able to target and cast spells (like Barrier/MBarrier) on Zombie-d characters.

If you want, you can wait until tomorrow, and I'll try the fight again and recreate what had happened.

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10211 on: 2020-08-14 05:32:22 »
Spoiler: show


During Cid's Zombincibility, Omega never did anything, I assume because Cid couldn't be targeted (because I couldn't target Cid with anything either). I only occasionally saw the " Target Locked!" pop-up, but with no animation from Omega.

I didn't remember the info about Zombie from the Beginner Hall, and I didn't find info about Statuses in the Documentation (can I suggest putting it in the Balancing document?), so the only info I found was from these posts, and it sounds like you should still be able to target and cast spells (like Barrier/MBarrier) on Zombie-d characters.



||
Spoiler: show
||
zombied party members can not be revived. couldnt in 1.5 either :)
regards omega same happend to me but with shinryu not appearing to do anything. prob right on the targeting :D
i killed omega before the serpent.

lycancowboy1989

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10212 on: 2020-08-14 05:35:05 »
A couple more bugs

Spoiler: show
ruby weapon did not spawn for me at all but the other weapons did, not sure of the cause.

In nibelheim path to reactor the first time in the room with the pipes where you fight the boss blocking the right side of the screen(atm I think) the boss stays there after defeating him allowing you to fight him a second time after which he disappears. You get sp for both battles having me end up with 5/4 upgrades for each character. Game type B.


Also you mentioned Junon league being disabled for this build, is that for both game modes or just B?

As for the feedback for game mode B after finishing it, medgar is excellent. Content past midgar is a little sparse particularly once you get the highwind.(which was somewhat the case in base game as well but what was there was pretty good.

Spoiler: show
As for suggestions to pad that out, perhaps take the optional things and tie them in to mandatory quests? Things like ancient forest, materia caves, weapon fights, etc. Apart from that small sidequests for each of the towns could help there as well to make the game world seem a bit more alive. Perhaps tracking down zack's last mission details for his parents, helping Marlene in kalm, putting Seto to rest in Cosmo canyon or perhaps rumors of another of red 13s species surviving (to explain the kids he has in the final cutscene), Junon league eventually for junon, a quest to earn the villa in Costa del sol etc just small things like that.

As for possibilities for more drastic changes if you felt you wanted to go that route, eliminating the ending cutscene and using scene work to replace it could lead to interesting possibilities with different outcomes or if possible even clipping the final fMV to only show certain parts to craft a new narrative. At one point in the story some background 8nfo was leading me to speculate the story may have changed to be cloud and sephiroth being competing prototypes rather than a master and clone setup, which could be an interesting path to go down. Perhaps dr gast having escaped and created cloud as an anti sephiroth weapon through elmyras DNA being infused to create a jenova cell vs ancient cell situation. At another point it seemed almost as if sephiroth had been rewritten to be less psychopathic and seemed like the possibility was there of him joining the team in the fight against jehovah which could also have been interesting, but of course a lot more work. Just ideas if you decide to change things further.
« Last Edit: 2020-08-14 05:48:56 by lycancowboy1989 »

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10213 on: 2020-08-14 07:21:58 »
for anyone having gil grind issues with type b heres a handy price guide :)

Spoiler: show


soon as great glaciere money worries will be over due to w-item glitch and feeding the silver chocobo the correct item :P


ITEMLIST v0.4 new threat v2.05   SELL PRICE
stardust   25000
relicring   10000
partisan   9500
crystalsword   9000
amcanon   9000
crystalcross   9000
crystal mphone   9000
winchester   9000
crystalcomb   8500
cystalglove   8000
microlaser   8000
growlance   8000
cauldron   7500
kaiserknucker   7500
scimiter   7500
gold mphone   7500
centoclip   7000
spiralshuriken   7000
mastaxe   6500
longbarrel   6500
dragonfang   6000
enhancesword   6000
organics   6000
solidbazoka   6000
hawkeye   6000
lariat   6000
wizzardbracelet   6000
reflectring   6000
adamclip   5500
red mphone   5500
herodrink2   5000
diamondknuckle   5000
chocofeather   5000
gaeamulet   5000
riskring   5000
protectring   4500
dragonscales   4000
ednicoat   4000
pheonixring   4000
glacierring   4000
princessgaurd   3750
trident   3750
javelin   3750
powerwrist   3750
earing   3750
jemring   3750
peacering   3750
safetybit   3750
viperhalberd   3500
fairyring   3500
buntline   3400
hairpin   3000
magicshuriken   3000
marasame   2750
slashlance   2750
blue mphone   2750
shortbarrel   2700
chainsaw   2650
stylusgreen   2500
zeionut   2500
goldbarrette   2500
razerring   2500
whitecape   2500
furyring   2500
dragonclaw   2400
aurorarod   2400
crystalbangle   2400
solararmlet   2400
auroraarmlet   2400
voltaicarmelt   2400
yoshuki   2100
powersoul   2100
birdwing   2000
talisman   2000
starpendant   2000
runesword   1900
umbrella   1900
dragonarmlet   1900
runearmlet   1850
plusbarret   1750
peacemaker   1750
protectvest   1750
drillarm   1650
enemylauncher   1650
silver mphone   1650
snipercr   1650
rocketpunch   1600
wizerstaff   1600
twinviper   1600
diamondbangle   1600
shotgun   1550
mirror   1500
8inchcannon   1500
regaalgreens   1500
carobnut   1500
superball   1500
trumpetshell   1500
lightgun   1500
silverglasses   1500
headband   1500
butterflyedge   1400
nailbat   1400
black mphone   1400
platfist   1350
heavyvulcan   1350
prismstaff   1300
pinwheel   1300
tigerfang   1250
silverbarrette   1250
fairytale   1250
green mphone   1200
white mphone   1150
forcestealer   1100
workglove   1100
megalixir   1000
remedy   1000
ghosthand   1000
smine   1000
provnut   1000
wmachinegun   1000
magiccomb   1000
windslash   1000
goldarmlet   1000
vampfang   900
motordrive   900
wizzardsstaff   900
platinumbangle   900
vaccine   750
vagyriskclaw   750
mimmetgreen   750
pramnut   750
hardedge   750
shinraalpha   750
dazers   700
atomicscissor   700
boomerang   700
diamondpin   650
strickingstaff   650
silverarmlet   650
fourslots   650
rightarm   630
grandglove   600
spear   600
elixer   500
curielgreen   500
myrthilsaber   500
quicksilver   500
warrior bangle   500
canonball   475
shinrabeta   475
lunurcurtain   450
turboether   400
fireviel   400
icecrystal   400
swiftbolt   400
earthmallet   400
mtentacles   400
lightcurtain   400
pahsanagreen   400
cosmoclip   400
fullmetalstaff   400
carbonbangle   400
gigasarmlet   400
stormring   400
myrthilclaw   375
mutemask   300
lasannut   300
4pointshuriken   300
adambangle   300
ether   250
hourglass   250
holytroch   250
impaler   250
shrivel   250
tsbomb   250
tent   250
yellow mphone   250
sprintshoes   250
speeddrink   225
kiss of death   220
xpotion   200
firefang   200
antarticwind   200
boltplume   200
earthdrum   200
deadlywaste   200
molotov   200
tantalgreen   200
sarahanut   200
myrthilrod   185
smokebomb   180
assultgun   175
myrthilarmlet   175
shrapnel   170
metalknuckle   160
pheonixdown   150
dreampowder   150
wargong   150
dirtybomb   150
titanbangle   140
spiderweb   125
locoweed   125
krakkagreen   125
hipotion   100
graviball   100
luchilnut   100
ironbangle   80
soft   75
maidens grace   75
cornucopia   75
gaurdstick   70
echodrops   50
hyper   50
tranq   50
ink   50
gysahl green   50
pepenut   50
leatherglove   50
bronzebangle   50
antidote   40
grenade   40
potion   25
cacturgun   25
zenogiasplate   25

i have not included anything worth less than 25 gil in the above list


DefMettle

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10214 on: 2020-08-14 07:55:55 »
https://ibb.co/LrvvcL0 v2.0.91
does this need changing?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10215 on: 2020-08-14 13:08:22 »
Spoiler: show

Something weird happened in the KOTR fight. I can't exactly remember what happened, but I think this was the sequence:

*stuff happened* --> Cid died --> Shinryu cast the zombie thing that said it is permeating the air --> Cid was revived with Renew --> I could control Cid normally --> Cloud died --> I couldn't target Cloud to revive him, including with Renew --> eventually Aeris died --> I couldn't target anyone now, but Cid was still alive --> Cid spent the next 10+ minutes slowly chipping down Omega until he died.

Disclaimer: I don't know exactly when Cid died. But, I definitely couldn't target Cloud or Aeris once they died, and I definitely cast Renew on Cid to revive him at some point.

During Cid's Zombincibility, Omega never did anything, I assume because Cid couldn't be targeted (because I couldn't target Cid with anything either). I only occasionally saw the " Target Locked!" pop-up, but with no animation from Omega.

I didn't remember the info about Zombie from the Beginner Hall, and I didn't find info about Statuses in the Documentation (can I suggest putting it in the Balancing document?), so the only info I found was from these posts, and it sounds like you should still be able to target and cast spells (like Barrier/MBarrier) on Zombie-d characters.

If you want, you can wait until tomorrow, and I'll try the fight again and recreate what had happened.


I had a look and it's almost certainly to do with a change I made between the 1.5 AI and the 2.0 AI, which was to make afflicted characters untargetable. I've reverted this back and set them to be immune to restorative instead; I think that Phoenix/Goblin Song can get around this effect though, as they're not technically elemental but applied through a special flag on that attacks themselves.


A couple more bugs

Spoiler: show
ruby weapon did not spawn for me at all but the other weapons did, not sure of the cause.

In nibelheim path to reactor the first time in the room with the pipes where you fight the boss blocking the right side of the screen(atm I think) the boss stays there after defeating him allowing you to fight him a second time after which he disappears. You get sp for both battles having me end up with 5/4 upgrades for each character. Game type B.


Also you mentioned Junon league being disabled for this build, is that for both game modes or just B?

As for the feedback for game mode B after finishing it, medgar is excellent. Content past midgar is a little sparse particularly once you get the highwind.(which was somewhat the case in base game as well but what was there was pretty good.

Spoiler: show
As for suggestions to pad that out, perhaps take the optional things and tie them in to mandatory quests? Things like ancient forest, materia caves, weapon fights, etc. Apart from that small sidequests for each of the towns could help there as well to make the game world seem a bit more alive. Perhaps tracking down zack's last mission details for his parents, helping Marlene in kalm, putting Seto to rest in Cosmo canyon or perhaps rumors of another of red 13s species surviving (to explain the kids he has in the final cutscene), Junon league eventually for junon, a quest to earn the villa in Costa del sol etc just small things like that.

As for possibilities for more drastic changes if you felt you wanted to go that route, eliminating the ending cutscene and using scene work to replace it could lead to interesting possibilities with different outcomes or if possible even clipping the final fMV to only show certain parts to craft a new narrative. At one point in the story some background 8nfo was leading me to speculate the story may have changed to be cloud and sephiroth being competing prototypes rather than a master and clone setup, which could be an interesting path to go down. Perhaps dr gast having escaped and created cloud as an anti sephiroth weapon through elmyras DNA being infused to create a jenova cell vs ancient cell situation. At another point it seemed almost as if sephiroth had been rewritten to be less psychopathic and seemed like the possibility was there of him joining the team in the fight against jehovah which could also have been interesting, but of course a lot more work. Just ideas if you decide to change things further.


Ruby spawns after after a certain number of random battles are fought and/or fields are visited once Ultimate Weapon is killed.

That double-boss in Nibelheim should have been fixed as of the latest patches. Are you on the current version?

https://ibb.co/LrvvcL0 v2.0.91
does this need changing?


Yeah, I've updated it now in my current files for v2.0.92.

My game keeps getting stuck after the optional battle in Midgar Underground with the Turks. Whether or not I fight them, Rude always comes running in from the 4th wall and keeps running into a pillar, and keeps running, basically softlocking the game.

Help?

Are you on v2.0.6 or later? If so, let me know which characters are in your team as this affects the scene. For now, try PHSing Tifa in (or out) of your team and reattempting it, assuming you're on the most recent version.

storminjnorman

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10216 on: 2020-08-14 13:34:15 »
I hadn't updated, and when I did it worked. Tried to delete my message but it was too late! Thanks!

lycancowboy1989

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10217 on: 2020-08-14 13:37:28 »
Quote
Ruby spawns after after a certain number of random battles are fought and/or fields are visited once Ultimate Weapon is killed.

That double-boss in Nibelheim should have been fixed as of the latest patches. Are you on the current version?

I am on the current version as far as i know. This occurred the day before yesterday, and the file was started two days before that immediately after updating. if it was patched out at some point after the 12th of august then it may be that, but otherwise im updated already.

as for ruby weapon ultimate weapon had been killed and had probably fifty or so battles on the overworld before trying to go after him, at which point he was not there. If the threshold for battles fought is higher than forty or so after ultimate then you can just ignore that bug and ill try again after more fights.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10218 on: 2020-08-14 13:57:10 »
I hadn't updated, and when I did it worked. Tried to delete my message but it was too late! Thanks!

Ah cool, no worries.

I am on the current version as far as i know. This occurred the day before yesterday, and the file was started two days before that immediately after updating. if it was patched out at some point after the 12th of august then it may be that, but otherwise im updated already.

as for ruby weapon ultimate weapon had been killed and had probably fifty or so battles on the overworld before trying to go after him, at which point he was not there. If the threshold for battles fought is higher than forty or so after ultimate then you can just ignore that bug and ill try again after more fights.

I'll check into Mt. Nibel again then.

Ruby's spawn has always been a bit erratic; it should be the same as in vanilla. General consensus is that it's Ultimate Weapon defeated, then one random battle on the world map: https://youtu.be/tNHugNx-kDE

But a few other things I found:
1) Some people claim that Ruby can spawn but still be invisible. Try flying down low around the desert area just in case.
2) Diamond Weapon is claimed to be another requirement.

LeOsTyLe

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10219 on: 2020-08-14 15:39:03 »
Junon League was deactivated in this build, though the script handling it is still in there in case it gets re-implemented but I've no plans to currently.

Is there any reason you removed it? The Junon League was a really cool idea in my opinion.
I hope there is no more content from NT 1.5 deactived.


Schrödinger

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10220 on: 2020-08-14 16:45:25 »
Gameplay feedback for Type B (Hard Mode, No Sources): I've just only finished Cosmo Canyon but so far I 've found the difficulty more than manageable. I've never die, never had to use items other than the casual potion/phoenix, never run from a battle. I'm using ATB Wait ofc. Problem is the Gil. I don't want the money to make my life easier but I want to have at least "one of each". It's not fun to have to skip some weapons (specially now that they're so different from each other) or materia. And there's the Condor War, that requires to have at least 4k in the pocket everytime. I was thinking about toggling to no exp, easy mode to grind gil but that just seems gimmicky. So, I'd reconsider about the No Gil feature of hard mode. Just my two cents. Awesome mod either way!

LeOsTyLe

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10221 on: 2020-08-14 17:24:27 »
Gameplay feedback for Type B (Hard Mode, No Sources): I've just only finished Cosmo Canyon but so far I 've found the difficulty more than manageable. I've never die, never had to use items other than the casual potion/phoenix, never run from a battle. I'm using ATB Wait ofc. Problem is the Gil. I don't want the money to make my life easier but I want to have at least "one of each". It's not fun to have to skip some weapons (specially now that they're so different from each other) or materia. And there's the Condor War, that requires to have at least 4k in the pocket everytime. I was thinking about toggling to no exp, easy mode to grind gil but that just seems gimmicky. So, I'd reconsider about the No Gil feature of hard mode. Just my two cents. Awesome mod either way!

A tip for fast money in Hard. In "early" game go for Morph Kalm Wolves (almost 3k per Battle, minus some "wrong" enconters") and in "Midgame" Cosmo Canyon Beach (on averange almost 8k per Battle). You can prepeare Morph with Spell+All. You have to adjust the Magic stat of the caster so the morph Character can kill them with 1 Morph. I had like 50-60 Kalm Wolves now i am out of money and luckiely i just arrived in cosmo canyon.

But yeah 0 Gil can be annoying.
« Last Edit: 2020-08-14 17:27:07 by LeOsTyLe »

Pruntarious

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10222 on: 2020-08-14 17:28:49 »
Have many of the side quests in disc 3 changed compared to v1.5?

Got to the bottom of the crater and there wasn't the phone call about the New Threats. I've noticed some of the final weapons and limits have changed yeah but have you gotten rid of the Mt Nibel, Corel side missions? Those were fun... :)

Spoiler: show

Also just went to Lucrecia's cave on Disc 3 with Tifa as leader.... Game soft locks.
« Last Edit: 2020-08-14 17:32:16 by Pruntarious »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10223 on: 2020-08-14 18:02:20 »
Is there any reason you removed it? The Junon League was a really cool idea in my opinion.
I hope there is no more content from NT 1.5 deactived.

It could make a return, but no plans yet.

Gameplay feedback for Type B (Hard Mode, No Sources): I've just only finished Cosmo Canyon but so far I 've found the difficulty more than manageable. I've never die, never had to use items other than the casual potion/phoenix, never run from a battle. I'm using ATB Wait ofc. Problem is the Gil. I don't want the money to make my life easier but I want to have at least "one of each". It's not fun to have to skip some weapons (specially now that they're so different from each other) or materia. And there's the Condor War, that requires to have at least 4k in the pocket everytime. I was thinking about toggling to no exp, easy mode to grind gil but that just seems gimmicky. So, I'd reconsider about the No Gil feature of hard mode. Just my two cents. Awesome mod either way!

Seems to be the emerging consensus; a revision to hard mode will need to wait for a 2.1 update I think as it'd be a fair bit of work.

Have many of the side quests in disc 3 changed compared to v1.5?

Got to the bottom of the crater and there wasn't the phone call about the New Threats. I've noticed some of the final weapons and limits have changed yeah but have you gotten rid of the Mt Nibel, Corel side missions? Those were fun... :)

Spoiler: show

Also just went to Lucrecia's cave on Disc 3 with Tifa as leader.... Game soft locks.


There's no phone call; most of it unlocks on Disc 3 now without the crater as a requirement. Notable exception is the party leader swap thing.

Cid's sidequest got canned, and Tifa's is back to the default of playing the piano for Final Heaven and getting Premium Heart from the automated weapon shop in Wall Market (though I made the Cloud, Tifa, Cid scene for it play automatically and modified it slightly). Aeris' one is also gone and was tied into Cloud's instead as an appended scene. The pre-existing sidequests for Lv.4 Limits that came over from 1.5 were modified and revamped, with the exception of Barret though he has a small scene in Kalm's Weapon Shop for Catastrophe.

Doll

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10224 on: 2020-08-14 21:47:37 »
the no gil on hard mode is useful as an indicator as to whether or not hard mode is actually on, at least!!

Just got to costa del sol, lot of fun so far. Looking at the balancing readme, if I'm reading things correctly, it feels hard to justify certain 'builds' if you want to play optimally or w/e. 50 points of vit/spr being equivalent to a respective 10% damage feels pretty underwhelming when dex does so many things (including evasion, so it kind of fills vit's role as well by increasing your ability to survive physical attacks) in addition to 50 points being equivalent to a haste buff. Maybe there's a lot of secret math going on and I'll regret this when late game enemies are pummeling me.