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Messages - Eresus

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2023-03-06 13:43:09 »
Thank you a lot, it's never late to have more info :) I'm already at Disc 3 so I'll stick to the normal game for now. Do you know how much the NT mod combat only affects the game ?

I've finished NT 1.5 a couple of times, and completed a playthough on NT 2.0 B route a few years ago. I have been playing up until cosmo canyon with NT combat only, and as far as I can tell, the items, materia and weapon shops are using the NT version (which means you get more variation on materia and weapons available compared to ff7 vanilla). Items, materia and weapons are using the properties of NT (so they have a bigger impact on your stats and allows you customize better the role of your characters vs vanilla ff7). In regards to combat, the characters have their NT innate abilities and all the enemies and bosses use the NT script (they are considerable more challenging than vanilla with a more interesting script of attacks).

And to the best of my knowledge, the SP system of NT that allows to customize whether your characters are better at magic, physicals attacks, tankiness, speed, etc... with sources, does not exist, which means that the game is probably going to get harder because while the enemies and bosses have NT balancing, your characters are going to be missing a lot of extra stats.

All in all, the game feels like playing NT 2.0 Lite version, but since it is the only combat modification mod that works with Echo-S, I'll take it, and I'm thankful to Sega Chief for creating this version of the mod.


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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2023-03-05 20:03:56 »
Unfortunately, the game crashes after a few minutes of gameplay, especially in battles. I also noticed that Ice and Bolt have the same Mp cost (4 MP) despite having the description "Efficient MP Cost" for Ice; seems that Bolt should have higher MP cost instead. I'm not sure how limited the combat only mod is, I'll stick to the normal echo-s for now, hoping NT will be fully compatible one day

This may come a little late, but I've found that NT 2.0 Combat Only works just fine if you disable Echo-S day/night cycle (that seemed to be the one responsable for the crashes) and if you place NT above Echo-S in the priority list.









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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-06-05 19:47:00 »
I put this together for enemy skill, ultimate weapon drops, etc:
https://pastebin.com/SiJkKDVa

Should be accurate, let me know if anything is incorrect or missing.

Edit: Also, thanks to D.M. for the donation.

In regards to the enemy skills:

Dragon Force is Time Flare in NT 1.5 as far as I know, and can be acquired from the Gaea Dragon in adition to the Crater Dragon.

Magic Hammer is Vital Hammer in NT 1.5.

Cheers.

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Greetings, I have started a new playthrough of FF7 to check some of the changes in the 1.0 version and I want to point out that there is no movement or effects with the waterfall in Aerith's House.

https://imgur.com/ruwIC2e

Sorry for the low quality gif, but it should be enough to notice the lack of moving elements within the waterfall in Remako versus the original version.

There are some other effects that I remember not being displayed correctly in the beta version of Remako, but I'm not there yet to check it .

I don't have a clue about how the system that it is being used to improve the backgrounds work, and whether the loss of these effects can be avoided or not. I'm just pointing it out.

Anyway. Keep up the good work.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-02-13 19:24:19 »
The ending behaviour was a bit up in the air. As of the latest build, it should be tied to whether Aeris is around or not. You'll get the ending FMV if she isn't, and the old church screen if she is (in older builds it was based on normal mode or arrange mode, or whether a certain item had been acquired).

Sorry if it was disappointing not to get the ending FMV at the end, it was a bad decision on my part to have it not play under certain conditions. I'm planning to do some proper work on the mod's 1.5 build soon to finalise it before I start on a 2.0 rebuild (the differences between 1.5 and 2.0 will be quite major, with a lot of stuff being cut/altered so I'm going to keep 1.5 as a 'legacy' version of sorts). When I finish it up, I'll sort out the ending behaviour properly.

Cool, glad to know that you are still working on improving the mod. Removing New Threat from 7th Heaven's active mods and loading the save file before Sephiroth (he dies in a couple of hits anyway) allows you to see the final FMV, so it wasn't that big of a deal, I was just curious why it wasn't playing is all.

If I may give some feedback, I found summon materia not worth using (except hades for added effect or phoenix to revive Tifa with the cursed ring equiped), enemy skill does the job much more efficiently mp wise, and while the 100% chance to inflict status effect sounds good in theory, I did not find any enemy encounter worth the mp cost as opposed to just kill them. While I think there is a fair amount of enemies that absorb elemental magic, or that at very least force you to use sense to be sure, I found very few enemies that are able to punish you for using physical attacks, I had Tifa with X4cut, 220 strength and 230 luck, with premium heart and about 800mp at the end, and she was hitting for 30-40k per turn, regular enemies and non-optional bosses had no way of dealing with it.

While emerald weapon had me at the edge of my seat, punishing you for trying to rush her down, I still don't know If ruby weapon had any kind of gimmick to it, because it just died from Tifa's physical attacks without doing anything special, so it may need a small buff in that regard.  I know there are superbosses at each one of the materia caves, but I played without breeding chocobos to see how balanced the final dungeon was without some of the most busted materia in the game.

Those are some of my thoughs anyway, while I wish that more enemies would make you think twice before using a specific attack on them, it is still a huge improvement over the original in my book.

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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2019-02-12 21:49:45 »
I've enjoyed my time with New Threat and I can see that a lot of work was put into it, but I have a question. Is it normal for the game to just end after the final fight with Sephiroth without playing the final FMV and the credits, or is it just my version of the game that is bugged?

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I've been playing the game with Remako installed to see how the upscaled backgrounds would look in-game, and I have to say, while some backgrounds may not look as good as they could, most of them look very very cool, especially surfaces made out of metal or wood, those are jaw-dropping.

I wanted to mention that I don't know if this is just me, or if it is a problem that you are already aware of, but some effects are not displayed correctly, like the waterfall in Aerith's house, god rays in North Corel, the lifestream fountain in mount Nibel or the fires in the fire cavern in Wutai, just to name a few.

Anyway, keep up the good work. It truly looks amazing.

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