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Messages - Sega Chief

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51
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9992)
« on: 2023-07-29 18:04:45 »
What's to gain from completing all the Fort Condor stuff?  I feel like I've done so many at this point and it's such a boring minigame.  I'm a bit of a completionist but I don't think I can do it anymore. 

Everything from it can be acquired elsewhere; it's typically weapons that are a tier ahead of what's available at the time, items, stuff like that. Doing all of it without a battle lost gives an extra Masamune that can be equipped on any character but this weapon can also be acquired by giving materials to the weaponsmith who lives in the blue house on the world map near Gongaga (Disc 3).

***

Mod updated to v2.0992, patch notes below. This update has some extra IRO options available which can be configured in 7th Heaven.

Spoiler: show
2.09992
New IRO Options
*) Relax Mode: Applies the following parameters-
   Enemy HP, Strength, and Magic reduced by 10%
   Enemy Level reduced by 20%
   Enemy Defence & Magic Defence reduced by 30%
   EXP & AP received increased by 20%
   Gil received increased by 50%

   Other Adjustments:
   Steal rates for weapons in the North Crater increased
   Attacks for certain bosses adjusted (some status ailments removed, base power reduction, etc.)
   Some boss parameters and AI manually adjusted (speed nerfs, etc.)

*) Struggle Mode: Planned for a future release (will replace Hard Mode)

*) Triple-Linked Slots: Materia slots with 3-linked slots can be used.
   Requires PostScriptThree's IRO to be active and to have the 'On' setting.

Enemy Changes & Bugfixes
*) Removed element from Aurora Fence (Whirlwind Maze boss) to prevent an unintended status flag switch and made the attack more consistent with the version used later (albeit weaker)
*) Changed Morph for Lost Number's Magic Form from Enhance Sword to Crystal Bangle
*) Changed Mustard Bomb's animation (original had no audio)
*) Defence & Magic Defence nerf for enemies in Gelnika, Ancient Forest, Midgar Raid, and North Crater (including Disc 3 extra bosses)
*) Corrected AI text for Emerald Weapon (was referring the 1.5 enemy name, Carmine)
*) Kimara Bug given check to not use Stop Web if only one active character (for Battle Square encounter)
*) Issue where Senior Grunt could try to attack before assigning an attack ID to its variable (produced 'out of MP' message)
*) Targeting issue with Maximum Chimera's Dusty Gale counter (and renamed to display [Counter]
*) Issue where Malldancer would target its allies with Leaf Dance
*) Text issue on an attack in Special Battle
*) Name of Lusus Mark added with a space at the end to separate the A and B identifier
*) Incorrect name displayed in AI for Hurricanranu enemy
*) Rocket Buster boss HP & defences reduced
*) Elena's Light Curtain item renamed to Lunar Curtain
*) Changed Grenade Bomb animation for Train Driver enemy (potential softlock when Vincent transformation is pending)
*) SOLDIER: 3rd Stats tweaked (Air Buster fight & Floor 67 of Shinra HQ)

Balancing Tweaks
*) Kill requirements on Limit Breaks reduced for all characters

Spells
*) Renew: Base power doubled to 150, MP cost reduced to 45
*) Goblin Song now only inflicts Fury on enemies (30% accuracy reduction), revive effect removed
*) Comet & Comet2 base power reduced by 5 (25, and 22 respectively)
*) Base power of tier3 elemental spells and Planet/Contain elemental spells raised by 10
*) Osmose MP cost set to 0
*) MP Cost of Bahamut ZERO and KOTR reduced, base power of Bahamut ZERO and KOTR reduced
*) Typhon Materia erroneously had Gravity as its element instead of Wind
*) Ultima Materia changed to Hidden element (spell is still non-elemental)
*) Kjata Materia set to carry the Earth element
*) Updated Exp Plus and Gil Plus to display modifier bonus in their Materia description
*) Quadra Magic upgraded to Octa Magic

Materia AP Changes
*) All Materia: AP requirement for Master reduced from 100k to 25k
*) Command Counter & Magic Counter: AP requirement for Master reduced from 100k to 80k
*) MP Turbo: AP requirement for Master reduced from 100k to 90k
*) HP/MP Absorb: AP requirement for Master reduced from 100k to 10k
*) Sneak Attack: AP requirement for Master reduced from 100k to 25k
*) Added Cut/Steal: AP requirement for Master reduced from 100k to 50k
*) Steal: AP required for Master reduced from 84k to 12k
*) Sense: AP required for Master reduced from 84k to 5k
*) Flash: AP required for Master reduced from 50k to 15k
*) Throw: AP required for Master reduced from 90k to 35k
*) Deathblow: AP required for Master reduced from 100k to 70k
*) Manipulate: AP required for Master reduced from 100k to 25k
*) Core: AP required for Master increased from 25k to 100k
*) Fire/Ice/Thunder/Earth/Restore/Poison/Gravity: AP required for each level adjusted
*) Heal: 2-Star (25k AP) required to activate Esuna, AP requirements adjusted
*) Revive: AP requirements for Life2 adjusted from 20k to 90k
*) Seal/Mystify/Transform/Exit: AP requirements for Master reduced
*) Barrier: AP requirements for Master reduced from 100k to 80k
*) Hydro: AP required for Master reduced from 100k to 50k
*) Time: AP required for each level adjusted
*) Osmose: AP required for master reduced from 170k to 50k
*) Pearl: AP required for master reduced from 100k to 55k
*) Destruct: AP required for master reduced from 100k to 70k
*) Counter Attack: AP required for master increased from 30k to 45k
*) HP<->MP Swap and Exp Plus set to drop as mastered

Splinter Materia (duplicate single spell Materia)
*) MBarrier: AP required for Master reduced from 70k to 25k
*) Slow: AP required for Master reduced from 70k to 30k
*) Break/Tornado/Dispel/Reflect: AP required for Master reduced

Materia Prices
*) Mastered Materia prices adjusted
*) Unique Materia that is acquired as Mastered/1-Star sells for 30k

Equipment
*) Removed Ignore Defence flag from several weapons, replaced with stat bonuses & tweaks
*) Nerf to Wizard Bracelet defensive stats (15/15), 7/7 for defensive and evasion stats)
*) Ziedrich given 50/50 and 15/15 for defensive and evasion stats
*) Prices adjusted on items
   Weapon prices reduced by 20%
   Ancient weapons set to 20k (sells for 10k)
   Endgame weapons given a higher selling price
   Ultimate weapons set to 20 million (sells for 10 million)
   Rare item selling prices tweaked

Statuses
*) Slow-Numb timer increased to 45s from 30s
*) Poison tick timer made 50% slower (2 action ticks = 1 poison tick, down from 1 action tick = 1 poison tick)
*) Sleep duration reduced by half
*) Dual-Drain (Reverse-Regen) duration reduced by half

Field Script & Event Changes/Bugfixes
*) Fixed issue where some of the soldiers in the command room would disappear once Barret operated the panel
*) A secret encounter was made unmissable and can be accessed on Type A and Type B
*) Reno added to Type B Mythril Mines scene
*) Set Party Swap to only be available from the Highwind once the bottom of the North Crater has been reached (an old countermeasure that warped players back to the Highwind if accessing the Crater with a different party leader before the split-up event has been resolved is now deactivated)
*) Set 2nd Long Range Materia to not be visible if picked up earlier in the game (Rocket Town)
*) Fixed softlock on Cait Sith sidequest on Disc 3 when arriving at the white screen
*) Changed Silver Chocobo Dialogue to not mention something on Type A run
*) Adjusted Silver Chocobo Warp destination to prevent a softlock when using Tifa/Cid as party leader
*) For the last 60s of the Mako Reactor 1 countdown, random battles are disabled
*) When returning to the cargo car on the train, some characters would be placed erroneously
*) Prevented return to the Church right away after escaping Reno & Co.
*) Added an accessory reward for getting picked by Corneo
*) Whirlwind Maze; players are knocked through the wind rather than away, to help with progression
*) Icicle Inn; fixed issue where a character would disappear under certain conditions
*) Icicle Inn; fixed scripts for Tifa in the Inn
*) Updated Whirlwind Maze Nibel scene for some characters
*) Merged in the Type B control panel scene into both types as part of event progression
*) Added an extra event line to prevent Barret from reaching Rufus and co. in the control room
*) Wrong battle being used for the Weapon Raid event when entering the control room
*) Improvements to scene during Weapon Raid when meeting Yuffie
*) Re-added guards to junon after weapon raid (inaccessible area with open door, just a cosmetic tweak to explain inaccessibility)
*) Small animation issue when going down to the underwater reactor and talking to the guards as either Tifa or Cid as party leader
*) Wonder Square prizes have been given their actual names instead of ????
*) Added Wonder Square prize exchange to the Chocobo Square NPC at the Exchange desk
*) Betting on S-Rank Chocobo races now requires a Gold Ticket (doesn't affect player chocobo races)
*) Changed music for Vincent's boss fight on Disc 3 & dialogue
*) You now see the clean version of Floor 67 when returning to Midgar HQ on Disc 2
*) Fixed scene with Tifa under the highwind so that either version can be triggered based on dialogue choice
*) Fixed invisible Gondola
*) Added 75% reductions to stored BP when prizes change after receiving the buggy and bronco
*) Updated text on an unused item
*) Junon Weapon Raid event progression now uses both Type A and Type B events together
*) Wrong encounter on Junon Weapon Raid Type B in the control room
*) Fixed jumping animations for Tifa and Cid as party leaders in North Crater
*) Added Cait Sith to Icicle Inn (part of 'talk to party in towns' feature)

//Dialogue
*) Dialogue adjustment for opening of Type B (character name shown before naming screen)
*) Adjusted dialogue where 'everyday' was used erroneously in some cases instead of 'every day'
*) Adjusted Jessie's ladder dialogue
*) Train passenger's dialogue referring to the news
*) Train conductor's line regarding trains leaving Midgar
*) Tifa's line referring to the bar as a shop
*) Wedge's dialogue about Tifa's cooking
*) Beginner's Hall (SP system, status colours to indicate curing method, dialogue box placement for the two fighting boys)
*) Consistency naming for Aeris/Elmyra's House (went with Aeris' House)
*) Moved dialogue boxes around for the pillar escape scene
*) Text involving the locked chests on Floor 59's shop
*) President Shinra's dialogue on Floor 66 with Hojo mistakenly used a Type B line for both modes, which would make the Type A dialogue not make sense
*) Aeris dialogue when trying to interact with elevators etc. in the lobby during escape
*) Cloud's line when remembering the entire letter in the Nibel Flashback
*) Cloud dialogue in flashback when trying to go to Mt. nibel early
*) Dialogue of man at entrance to Kalm
*) Weapon Raid between Rufus & Heidegger
*) Weapon Raid, when meeting Yuffie
*) Gaea Amulet updated: Luck +50 instead of Spirit +30 (was redundant next to a Phoenix Ring)
*) PHS disabled on Highwind bridge for Tifa when entering Highwind for the first time
*) Vincent dialogue on Highwind when Tifa enters the bridge for the first time
*) Set a character to not appear on the deck when entering the bridge for the first time
*) Missing 'to' in Barret's line for Disc 2 in the Chocobo Ranch
*) Minor alteration to choco billy's lines about empty stables
*) Minor alteration to lower junon item store owner's dialogue
*) Meteor dialogue added for Red XIII in Icicle Inn
*) Meteor dialogue added for Barret in Cosmo Canyon
*) Typo on Bugenhagen dialogue when talking about Cloud's fall into the lifestream
*) Dialogue when interacting with the little silver chocobo in Mideel
*) Red dialogue in Mideel
*) Palmer dialogue during the Huge Materia scene
*) Fix for old man's greeting in Mideel when talked to as Cid
*) Echo Drop instead of Echo Drops in Junon pickup
*) Updated name of cave where Alexander Materia is found
*) Updated description of Ink to use Darkness instead of Blind
*) Incomplete line in North Corel (post train)
*) Extra 'this' on nurse's line in Mideel
*) Missing 'me' on cloud's line in Cloud's Memory scenes in Mideel
*) Adjusted Parade trooper dialogue on the submarine
*) Dialogue between Cid and the crew during rocket launch against Meteor
*) Cloud dialogue in Bugenhagen's observatory
*) Bugen dialogue in Forgotten City
*) Hojo dialogue on the cannon, if you've already seen Lucrecia
*) Curse Ring displayed text as Cursed Ring when picked up

52
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2023-02-27 16:52:34 »
Oh yeah, that's always happened to me, too.

It's never bothered me because after that there's nothing to do anymore anyway... but yeah that should probably be addressed XD

It always seems to be broken though I'm sure I've fixed it a couple times now; I'll try again.

Hi Sega Chief,

Any plans to do a Vanilla Combat version of 2.0? I love all the big gameplay changes, and have done multiple runs over the years. But it would be nice to enjoy the the QOL, dialogue, restored content, etc., when I play the game normally (I especially like what you did with party members being visible around towns). I can use the 1.5 Vanilla, but you've made come good non-combat changes since then.


I could give it a go when I've some more free time; I made one for 1.5 I believe so 2.0 should probably get one too.

Hello there,

I'm starting yet another game of FF7, trying the insane echo-s mod but I see that it is not compatible with the NT mod, which is understandable; the 7th Heaven mod manager automatically disables the mod.

But it's not the case with the NT 2.0 combat only mod, which I was hopeful to use it as I love the balancing of the characters here. Unfortunately, the game crashes whenever I use the Defend Command, I think it's because it would trigger the characters' Innate command but it's not compatible with the Echo-S mod somehow.
I'd love to see the NT Combat only mod to te fully compatible with the Echo-S mod (weapon, armour, materia (new and rebalanced), innate commands, SP upgrades (disable source drops), etc...), think it's doable ?

Cheers

I've just fixed this today, will update the DL links + catalog for it imminently; sorry for the delay. I think the issue was with the combat mod rather than Echo-S, as one of the flags was not toggled for 2x-cut and 4x-cut.

Hello, Sega Chief.
In NT 2.0 there seems to be pink support materia in Rocket Town after the rocket launch, however it is not possible to interact with it.
Is it a bug or is there a way to get it?

upd: it is in "arranged type" playthrough



That's a pick up for long range materia if it was missed earlier on (I hid it in the rocket launch site itself); problem is, it appears even if that Materia was picked up, misleading players. Should be fixed once I've got the latest patch together (it's a big one, lot of fixes and improvements).

53
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-12-29 15:16:39 »
Toggle would likely be prudent seeing as people either love the glitch or hate it, both sides having good reasons as to why. I personally just like the glitch so I don't need to *FARM* out some items. Not every materia setup has Magic or Enemy Skills in it to solve status-related problems which would be where items come in. My current files Tifa here is a good example since I basically don't let her ever touch magic. If her turn comes up and I need -- for example -- a dispel the W-Item glitch helps me not need to farm the appropriate item the hard way to achieve this. But there's always Gospel Sparks and Mega Elixir spam being grossly overpowered too. Maybe consider doing something with them like you did with the Hero Drink.

Jenova Death I wasn't aware could even be petrified either. I just got to her, noticed her defense was ridiculously high and her mechanic to getting around it wasn't worth the trouble, so Comet spam with the stack of Ethers I had at the time to enable it.

As for the weapon defense-ignoring thing... Since you're going to be reducing defenses, just make Barrets Drill arm similar to Cloud's Ragnarok making him a crit-machine. His Chainsaw is supposed to be for that, I'm aware, so you could change it to be similar to Vincent's Buntline and make it have a chance to instant-KO instead. Maybe move defense ignoring to the ultimate weapons, if you want to keep the mechanic but also making it clear they are THE best weapons. I'm just spit balling ideas though, take them as you will.

I'll make the defence reduction on each hit for Jenova Death (and Safer who also has it) a bit more per hit; think it's -5 currently. I'll set an ability to be used at the start that indicates how it works as well.


Sorry I got my first response wrong, I meant paralyzed not petrified.. My complete mistake.

Also I love the idea of being able to just toggle it. Give the people the best of both worlds. People like to play the way they like to play and I certainly don't wanna take this away from anybody with my personal beliefs, but if I can somehow turn it off for me personally I think that would completely change the dynamic of the way the whole second half of the game would play!

Thanks for listening to my feedback though.

Ah right, paralysis. I think if she has that status then the defences won't reduce as AI scripts won't run during it.

Will go for a toggle then on the W-Item glitch.

I have a bug report and a question :)

Bug report: In Costa Del Sol, Aeris is hanging out on the beach
Spoiler: show
after she is killed by Sephiroth in the City of the Ancients.  I did not resurrect her, modify her to be alive, etc. She is no longer in my party, and she should be dead as dead can be
talking about Meteor. 

Question: Did the sale of a mastered 'All' Materia get nerfed from 1.4MM to 100k?   Just checking that this is an NT "feature" :)

Thanks!

Probably a mistake with the placement flags as I set it up for characters to appear in towns, will sort that out in the upcoming patch. As for sell rates, I adjusted a bunch of them including All Materia.


Season's greetings all. I registered an account here to mention that the download for New Threat 1.5 vanilla combat is broken (missing?). When I visit the link, the download site says there's no fileto download. If you're wondering why I don't just use 7th heaven loader, well I'm on Linux. And I just can't get it to work, even with tutorials.

I've refreshed the links for the installer + IRO.


***
Update for NT 1.5; the North Crater had scripting issues and was prone to soft-locking. I've replaced 3 fields with 2.0 ones (specifically the field screens where split up and meet up happen).

54
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-12-09 14:14:03 »
But in the original, doesn't it not use those attacks if they don't hit, so turns aren't wasted? Here they are.

Oh right; I think I can sort that out.

Just finished 2.0 (All bosses/Limit breaks/Weapons except the secret boss) and wanted to give some feedback

I originally couldn't find the 1/35 soldiers but i found them all so modifying my message here for feedback instead.

First of all, W-Item is a bit easy to obtain. I understand why it's where it's at but at the same time, I don't think it's actually even needed. It kind of trivialised almost everything. When you're able to duplicate Megalixirs as well as Stardust or Gospel sparks, it makes the entire game a little trivial including the post game bosses such as the weapons.

In terms of character balance, Tifa is a lot more balanced now which is fantastic, however it feels like Barret might've taken the new position of over powered.

Once I was able to reach the Drill Arm and basically ignore all defense, it pretty much ignored all mechanics that are supposed to be in the game, not much reason to dispel anything or worry about anything, that combined with unlimited Megalixirs and Gospel Sparks.. Well you can see where I am going with this.

Also to touch on the ignore defense mechanic, Jenova's Deaths incremental defense/damage, now, as we know Jenova is susceptible to Petrify, however when the AI is petrified it usually makes it so the incremental mechanic doesn't increase, this is where Barret being a little over powered comes in, with the ignore defense mechanic, it completely ignores the incremental damage even while the AI is petrified.

I'm not exactly sure how you would go about this but maybe a good idea would be to change ignore defense to increase damage depending on how much str Barret has? Which could then increase incrementally through the fight whenever he gets attacked in the front row? I literally have no idea on how you would be able to balance it (If you would like to balance it that is) but I would like to mention that Barret does feel like he ignores any mechanics in the game entirely.

I do think there is only one particular boss that I should mention feels a little much.. Air buster in Mt Nibelheim, while I found a way to get past him a lot easier, it felt a little over kill with the amount of time it takes to do attacks.

Love what you did with Wu-Tai, feel like it flows much better and it's nice that there's some post game in disc 3.

I miss the X-ATM memes. He was fun.

I've some balance stuff done for the upcoming patch (reduced enemy defence for Disc 2/3, adjusted spell power, that sort of thing); one of the changes was to drop the ignore defence flag from all weapons and set them up differently instead. I'm not sure what's meant with Jenova Death being petrified though, the petrified flag for allowed statuses aren't on there for that boss and I thought that when enemies are petrified they're counted as KO'd in any case.

Will tweak the type B air buster on mt. nibel.

The W-Item glitch I've been thinking about a lot recently. I've got the address where the item increase occurs (not checked into what to do there yet), and in the past I've just went with a 'use the glitch if you want' approach but the response to that is usually people feel like they have to use it because it's there and so accessible to use. I could maybe add it as a toggle to the IRO or something.

55
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-12-01 16:21:01 »
While we're on feedback: I fought Round Boi again and
Spoiler: show
it's weird how there's multiple level-based attacks on the fight. Those make little sense on a superboss imo, because they're so binary - if you adjust your level beforehand, they do LITERALLY NOTHING. Which means you can find yourself fighting a superboss and have some of its attacks just fizzle with little to no effort and at little to no cost (as opposed to, say, a status-inflicting attack that costs you gear choices or materia slots to negate). It makes the fight considerably easier than it would be if those were just attacks of some kind that always hit. In fact you can luck out into several "free turns" in a row as a result, which is just really weird for a boss like that.


The thing with him is, it's a faithful recreation of the attacks + AI (or as close as I could get it, at least) and some of the attacks maybe don't translate over super well. It's maybe more accurate to call it an easter egg encounter than a super boss
Spoiler: show
though it does play a role in getting you to an actual superboss
.

Hello, i installed New Threat 2.0 in 7th heaven. When the first battle starts the game crashes after the swirling animation.
No other mods installed, game runs without any mods and everything is updated.
Any idea what to do?

Usually if the first encounter crashes it's to do with Easyhook on 7th heaven not being able to modify the .EXE, resulting in crashes. If you start up the game and try going into your Items menu, that should also produce a crash and confirm that this is the cause. Fixing easyhook involves doing some security settings stuff on your PC; I can provide a version of the IRO that doesn't modify the .exe as well if this isn't an avenue you want to go down.

56
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-11-27 14:02:24 »
Sorry for long absence, I've gathered up all the feedback and bugs mentioned and working on them now for a patch.

57
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-10-07 12:07:21 »
So I want to play on hard mode but I'd rather not grind for steal/morph gil.  In fact, I don't really care about gil at all in this game-- is there a way to disable the no gil mechanic?  Or is there some cheat I can do to just give myself infinite gil?

Edit: Okay I just used the Black Chocobo trainer to modify my gil so I suppose that works.  Will you consider an option to disable the gil mechanic?  Everything else about hard mode sounds great! Thank you for the mod.  I'm really enjoying it!  I especially loved the "reward" from Heidegger for completely failing the Junon military reception minigame haha.

I did have trouble getting the Key to the Basement in Shinra mansion.  I checked all the chests and they didn't have the key as I read on this forum.  The chest next to the safe still remains the Enemy Launcher with the note on the lid.  Opening the safe gives Odin but no key as expected.  This was on Game Type A - Hard mode (started on regular).  I was able to get past it by adding the key item using Black Chocobo trainer.

Yeah, the gil thing hasn't been too popular so will probably be shelved; although will be working on a stand-alone hard-mode mod next year at some point.

About the key, this is one of those things where I'm kind of having to figure out what's been done here as I've completely forgotten; from the script, it looks like Vincent was made mandatory by having the basement key 'unlock' the lab part of the basement instead, meaning he has to be talked to in order to advance (with his own room now unlocked by default). The key used to be in a chest I think in older builds so that Vincent wasn't tied behind unlocking the safe.

If you've not recruited Vincent, I think it should be fine; his conditional checks in the script should all still be intact but if you do encounter problems I'd nip back and grab him.

58
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-09-30 14:01:51 »
So I am experiencing it everywhere, but I have been testing in the Sector 5 Slums during the random encounters with the bandits. My save point toggle for changing between field and normal options are there but they don't appear to be actively changing anything. The battle ends and victory fanfare does not play, it just transitions back to the field music seemlessly. 

Ah about that; the change won't take proper effect until you leave that field screen; if you toggle it and then get into battles while still on the same screen it won't have updated the music behaviour yet because it's been set to do it on field load instead of when the toggle is made (an oversight on my part at the time when I originally set this up).

59
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-09-29 10:31:45 »
First off incredible work! Absolutely radiating new life into the game. I've been smiling like an idiot discovering all the new things.

This newest update seems to have broken some compatibility with the excellent music mod ReMusic 1.5. Even with the compatibility option for A New Threat on - It seems like the newest update is preventing the victory fanfare theme from playing after battle. Any chance you and that mod author can get them working properly together again with the latest NT version?

Will ask them about it; but just to check first, have you got the field music for battles option toggled on at a save point? That would prevent the victory fanfare from playing as it uses a battle mode that just keeps the field music playing instead of the usual battle theme + fanfare. Certain areas may also have the fanfare off (like the corel train sequence for instance).

60
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« on: 2022-09-28 18:51:04 »
Mod updated to 2.09991

Spoiler: show
-) 2x-Cut altered to avoid a softlock issue when used by weapons with innate All targeting
-) Reverted change to 3D-Battler (matches decided after 10 hits instead of 5) due to softlock
-) Fixed coords of Gongaga 1/35 soldier (credit to Vdain for spotting it)
-) Disabled use of flowers key item due to collision problems
-) IRO Only; char.lgp had vanilla files removed which affected mod compatibility

61
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999)
« on: 2022-09-21 10:14:54 »
Hey ya,

Can you only use the dialogue revamp from this mod or it's all or nothing?

I've got a combat-only version in the works, it just needs testing.

62
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999)
« on: 2022-08-22 14:42:57 »
Looks like it works now; thank you!

I saw earlier in this thread you were talking about revamping hard mode. I've personally found the lack of free gil a welcome challenge when paired with a level cap (so that grinding for saleable items doesn't make the party over powered). For example:
Spoiler: show
In an earlier attempt at hard mode I spent some time stealing ethers in the train graveyard after picking up Tifa to be able to afford a second steal and restore materia for the Airbuster fight. However, just that little bit of early grinding set me up to be high-enough level for all of Midgar to be trivial.

In my latest run-through, I only let the party get to level 8 before getting on the train, despite doing a similar amount of grinding for items, and didn't allow them to hit level 9 until after they beat Airbuster. That method of only allowing one level per story milestone made all of Midgar much more interesting.

Perhaps making something like that an official part of hard mode might be enough to get the challenge level to where you want it?


The original builds of the mod (1.0 up until maybe 1.2-1.3?) had a level cap built into it where enemies would check the level of participants and then 0 their EXP if it exceeded whatever value was set. Could resurrect that for this stand-alone hard mod, if it gets made.

Hello, sorry if the question has already been answered, but is it possible to play this mod in german language?

I'm afraid there's no german translation of the mod currently that I'm aware of; the 1.5 build of the mod was translated into spanish by a user called Markul (he maintains that build as his own), and I think satsuki or mexico on ff7.fr translated it into French (unsure about that, I may be mis-remembering).

63
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999)
« on: 2022-08-19 12:07:31 »
Had to update prematurely, I left the red materia cave boss HP low for testing by mistake. We're on 2.0999 now; only change was to their HP.

Hi Sega,

I have some requests for version 2.1 if you do eventually create one. A while ago, I suggested that Aeris (if she is revived) should have a stronger reaction to Cloud handing over the Black Materia to Sephiroth at the Northern Crater in Disc 2. Currently, she is pretty much a passive observer to the whole event; which is very odd from a story perspective. Hopefully, you can add some dialogue for her in version 2.1 to make the whole event more coherent. 

I also did suggest having Aeris collaborate with Tifa to "fix" Cloud's mind in the lifestream during the Mideel sequence since in the OG, it was left ambiguous as how Tifa's (and Cloud's) mind survived after drowning in the lifestream. I understand that you were very reluctant to make this modification previously, but I hope that you will take this suggestion onboard this time around.

This one will be difficult but it will be good to have more story modifications (akin to the Midgar part) to the Type B version of NT; if possible.

Thanks for all your hard work.

We discussed this idea before, and I'm not keen on the Mideel part of it. I can't recall what I said before, but that character doesn't really have anything to do with that scene in general; it's Cloud and Tifa figuring things out around the events of Nibelheim. I'd rather leave the how of it ambiguous than use Aeris like some sort of magic bullet to explain it away and then have her hanging around for that whole thing like a third wheel.

I'll look at the black materia scene though, from what I recall the 3rd character you take with you will usually just kind of stand there in idle for the whole scene. This carried over from vanilla, so what I could do is try and rectify that to a small extent. Nothing major, just something so it doesn't seem as odd.

64
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.998)
« on: 2022-08-19 01:59:33 »
Ah, I see, I wasn't aware of this. If that's the case, then that's fine. I don't mind that. I was just worried that the feature wasn't working properly. If changing the music behaviour requires too much work, then you don't have to worry about that.

So it would require a lot of work / would be hard ?

I have a request for 2.1. Could you please make it so that Aerith can only be revived in Game Type B? I really like the content partitioning between Game Type A and B, A being essentially a "vanilla+" experience, while B goes buck wild with changes. But the possibility of saving Aerith does not jive with the rest of the vanilla+ experience that is Game Type A. I know some people who are adamant about not wanting to touch New Threat because of the possibility of saving Aerith, and altering the game's story, being merely present, while at the same time being interested in the new game systems and mechanics. If saving Aerith was scrubbed from Type A, I know that it would get more people to try out the mod. The new bosses aren't an issue because the crazy endgame bosses are locked behind a flag that is only triggered when you reach the very end of the last dungeon, which everyone only reaches after they have experienced the vanilla endgame. And the couple of mandatory new bosses such as the Nemesis Scorpion tank are minor and are well-integrated into the lore.

I know you've been resistant to this request in the past, but I would seriously appreciate it if you could reconsider. New Threat might have been known as "the mod that lets you save Aerith" in the past, but I think this reputation lapsed years ago. New Threat is bigger than this now, and I truly believe that the mod would benefit from secluding Saving Aerith to Game Type B because it would cater to a bigger demographic.

Please.

Thank you.

It's pretty late and I'll need to think about this; if anyone has an opinion on it, then feel free to chime in. I did actually consider locking it to Type B a few times during the development of 2.0 but I had a couple of reasons for not doing that in the end, will go over those tomorrow. I'm open to changing my mind though.

65
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.998)
« on: 2022-08-18 16:06:53 »
I'd like to report a minor bug. In the Sector 1 reactor, at the beginning of the game, the Field Music parameter doesn't work for regular battles (before the player triggers the bomb timer). I turned on the Field Music option as soon as I got to the save point before the bomb setup, immediately got a battle, and noticed that the regular battle music was still playing. It seems to be an issue only in this moment though; I loaded a different save and got into a battle elsewhere, and the field music option was working fine in battle.

Maybe it's just an incorrect flag somewhere?

There are lore implications with Cloud using the Masamune that perhaps would be too weird. Maybe for Game Type B it would be fine.

What do you think about adding a side quest that ends with the Buster Sword getting powered up to become Cloud's best weapon? I think that'd be super cool. The Buster Sword is Cloud's canonical sword; it'd be nice if he would circle back to using it at the end. Similarly to the Masamune in Chrono Trigger for Frog.

It seems that when the flag is toggled, it won't affect the music until you visit the next screen. When I get a bit of time, I could sit down and add the music behaviour change itself to each save point's toggle function so that it's being immediately changed rather than only taking effect when the next screen loads.

Would like to power up older weapons in some way, but think it needs a separate kernel or some way to modify the static values loaded in by the kernel while the game is running.

Is this in the scene before the battle, or in the actual battle itself? It could be the camera data needs to be adjusted on my end if the party is off-screen. If it is in-battle, try toggling the camera mode to the other setting in the menu>config; I tend to do all my testing with the normal camera mode, rather than fixed.


During battle.  I've tried both camera options and they're still off screen.  It must be a problem on my end because I've seen recent playthroughs of the mod on YT and no one had the issue.

Edit:  Got it.  I've been running the 60FPS mod, it apparently bugs out this battle camera. 


Gotcha; thanks for letting me know. I'll see if I can alter the battle camera somehow to avoid this.

***

Patch is up, 2.0998
Spoiler: show
2.0998
-) Disabled encounters during Church barrels scene
-) Tweaked save option pre-Bizarro boss (can save after each party reorganisation instead of once only)
-) Improved scene handling in final area (saving, fade transitions, character placement)
-) Fixed party leader support for secret event (North Crater, Type B)
-) Added minor visual use for Flowers key item during two potential scenes
-) Added logic to check for escape during Red Materia cave boss battle (was unable to replicate exploit but added anyway)
-) Adjustment to Hojo dialogue (Mako Cannon, Disc 2)
-) Fixed toggle for No Exp at Kalm Savepoint
-) Reverted change to Ultimate weapons (special formulas, 0 base power)


I'm about to run out of numbers, maybe it's time to jump up to 2.1 soon?

66
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
« on: 2022-08-16 09:52:10 »
Hey Sega Chief!

Thanks for the mod; I'm really loving is so far. I'm attempting a limited XP run in hard mode, where I allow myself to level only once after each story milestone. I just made it out of Midgar at level 12, and the challenge so far has been just right -- I actually have to think about the mechanics of each boss fight but they're not huge slogs.

I'm having an issue with a bug, however, that's preventing me from moving forward.

The save crystal in Kalm won't allow me to toggle the XP setting. Specifically, it's locked whichever way I have it set at the crystal in Shinra HQ floor 70 post-Rufus. Selecting the option to toggle XP from the menu brings up the message that would normally appear, but with the same option that was already selected. Going into battle afterward confirms that it is not just a graphical glitch. I'm not sure if it's a problem with just that particular crystal or if it persists past this point.

Thanks again for all the work you do on this!

I'll check that save point and update it tonight.


Hey guys, 10 hours deep into the mod and I'm loving it.  I've run into a problem though and I'm not sure how to fix it.

 The battle at Gongaga Reactor, My party is not fitting into the screen.  I tried Stretching the screen in the launcher
and that didn't help.  I'm sure its just something minor but for the life of me I can't figure it out.

Is this in the scene before the battle, or in the actual battle itself? It could be the camera data needs to be adjusted on my end if the party is off-screen. If it is in-battle, try toggling the camera mode to the other setting in the menu>config; I tend to do all my testing with the normal camera mode, rather than fixed.

67
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
« on: 2022-08-03 12:45:03 »
Ah my bad, the documentation doesn't specify which Godo encounter; I'll update it.

68
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
« on: 2022-07-29 10:35:55 »
In game mode B you can morph the Organics and Enhance Sword from
Spoiler: show
the C S Yin Yang Boss in the Shinra mansion safe.
Organics is a cool reward at this point, but I feel as the Enhance sword has 40 attack, full paired slots and double growth this may be a bit early to get this "end game" weapon, my thoughts are maybe adjusting the weapon's stats or changing these enemies morph items.

Just my 2pence, I think the ultimate weapons should keep their special damage formulas :)
it makes them more interesting to use, I like how cloud's ultimate weapon has an opacity visual as to the damage it will do, and Yuffie's can use morph at full attack power. Things like this make experimenting with them more fun.

Yeah you're right, I'm taking the easy way out there; I should track down the remaining formulas and modify them, rather than remove them, that's the proper way of doing this.

Will also look at that boss' morphs.

Just an idea. I think removing one of Cloud's weapons and replacing it with the Masamune would be nice, making it exclusive to Cloud (maybe the Rune Blade or Crystal Sword, I never liked the look of these). I like the idea of the quest to get it (though I would make it alot more difficult).... and also maybe changing the name of the weapon as the Masamune is Sephiroth's sword, kinda doesn't make sense that your party and Sephiroth both have it.
I would suggest possibly naming it Kaneuji. http://www.nihonto-museum.com/blog/shizu-saburo-kaneuji

"Shizu Saburo Kaneuji
(兼氏—Kaneuji)
Lived in Yamato province before going to Mino to study under Masamune where his style radically changed. His swords are most like those of Masamune and quite often confused with his. The Mishina school can trace its history back to Kaneuji and Masamune."

It'd be interesting to add the actual Masamune model for Cloud to use but I'm reluctant to replace other weapons for it.

69
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
« on: 2022-07-28 15:41:36 »
Hey SC! Your changelog for 2.0996 states "Adjusted Ultimate Weapons; removed special formulas and gave them high base power instead (+30 ahead regular weapons)"
I had a peek at the Kernel and the Ultimate Weapons still have special damage formulas as of 2.0997.

Ah, I was testing things out with them one more time (was on the fence about whether removing those formulas was a good idea or not) and must have gotten my kernels mixed up. I'll sort that out in the next update.

70
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
« on: 2022-07-22 11:35:26 »
Can you make it so the items you're giving people through the course of the game are not the 'same' as the stolen items, and the stolen item versions are worth '1 gil'? This would give you that affect right? My only issue is I felt confused as to how gil was supposed to function. Super enjoying the game so far. Would also need to readjust the sell value of things like ethers as those are quite farmable.

It's difficult to get balance right between what's tedious and what's actually difficult.

Prime example is enemy HP: you definitely need more meat on stuff for hard mode, but if you just buff everything into infinity then it just turns into a boring slog. But if you don't buff things enough, then people can just go super aggro and never really bother with some mechanics (The Calamity comes to mind, which is definitely susceptible to just nuking it down).

There's also some OP stuff left that might need addressing for a satisfying hard mode experience (DEF-ignoring weapons, Goblin Song, White Wind, etc.).

The problem is that I'm trying to implement Hard Mode within the same files which limits what can be changed in-game through the toggle. A lot of the hard-coded stuff like Spell/Attack data, item tables, equipment parameters, sell-prices, and that sort of thing can't be changed by in-game means like field script and AI.

I think in order to do hard mode properly, I'll need to create a variant with its own set of files. That'd allow me to change everything within those files instead of being restricted just to enemy parameters and field scripts.

71
Ah seems I'm a month too late.

Just in case though; I think the issue is perhaps that the installer needs to be pointed a folder below or a folder above where it maybe specifies. Try pointing it at the following locations:

Final Fantasy VII
Final Fantasy VII/Data
Final Fantasy VII/Data/Field

If you're using 7th heaven by any chance, then I've got an IRO version of the mod on there. I can also make a brand new installer if need be.

72
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
« on: 2022-07-21 22:23:50 »
I am currently also encountering this bug with New Threat v2,0997.
Here is my save file:
https://files.catbox.moe/8zqxze.zip


I think I see the problem; this Materia will always be visible even if it was picked up earlier (it's original location is on the rocket launchpad, a Long Range Materia, but this made it missable so it now appears in front of the gate after this area becomes unavailable). It's supposed to hide it here if it was picked up on that screen, but there's an extra command at the bottom of its script that makes it visible again. The talk script is set up right though so that it prevents triggering the pick-up script.

I feel like you didn't read my entire comment? My question is why no gil when you can just steal for way more gil than battles drop. The point is the no gil drop is pointless when you can sell stuff for way more than the battles are worth.


On a different note I got stuck in an infinite loop on the boxing minigame in the gold saucer on my first visit. Had to force close the program to end it.

The idea was to make it so that players were having to either keep what they got or sell it for cash. It's not proven to be a very popular approach though so I've plans to ditch it and take another tilt at setting up hard mode.

I'll check the boxing minigame; I think I set it recently so that the fight is over in less successful hits but perhaps this has caused a problem somewhere.

73
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.997)
« on: 2022-07-20 01:33:07 »
I am currently at the highwind after the rocket hit meteor. When I talk to the shopkeeper in highwind, the game now throws me into a boss battle against Ozma. Is this a bug? I am using New Threat v2,0996.
Here is a video and my save file:
https://youtu.be/jscxilKiDEc
https://files.catbox.moe/j7oa97.zip

Sorry about that, I added the fight refs there to test some of them quickly and forgot to remove them. Have updated the mod to patch this out:

Spoiler: show
2.0997
-) Fixed Comet placement in the North Crater's Left-Down path (if missed in Whirlwind Maze)
-) Removed some fight scripts from merchant on Highwind (added for quick debugging, forgot to remove)

74
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.996)
« on: 2022-07-19 14:00:31 »
Made an account to post that the links for reunion and not reunion in the original post are backwards!! Had a lot of trouble figuring it out.

Ah! Thanks for letting me know.
Edit: Fixed links

75
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.996)
« on: 2022-07-17 21:10:10 »
New update, 2.0996. Has some balancing that may affect end-game, along with some of the usual bug fixes, tweaks, etc.

Spoiler: show
2.0996
-) Adjusted Shadow Flare chance for Zombie Dragon from 50% on Turn 4/5 to 100%
-) Script handling in Icicle Inn & Great Glacier to prevent a character appearing at the wrong time
-) Fixed dialogue for Barret in Mideel Clinic scene (exterior)
-) Removed 1/35 Soldier duplicate from Gold Saucer Jockey room (this was a duplicate of the one in Gongaga)
-) Great Glacier: Sets battle music back to default after defeating a certain enemy
-) Updated sleeping man's dialogue
-) Added music back to the final cave of the Ancient Forest
-) Updated some text strings in Emerald Weapon's AI referring to 1.5's Carmine Weapon

-) Adjusted Ultimate Weapons; removed special formulas and gave them high base power instead (+30 ahead regular weapons)
-) Adjusted Cait's restorative weapons to have 255% accuracy (may still miss due to Luck/4 check)
-) Reverted change to X-Potion; it fully restores HP for one party member as before


Edit: There was a bad setting on a new tag that was added to the XML of the IRO; I quickly updated it so I don't have to use a new version number for it, but if you encounter problems on that front (endless update prompts, etc.) then let me know.

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