Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4899264 times)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10275 on: 2020-08-20 23:23:05 »
1. getting soft lock when clicking "leave" after doing 4/4 sp ugrade for Cloud, Barret and Aeris in North crater descent
2. do I need to win fight as Zack in the flashback to get any items or there is no missable stuff in this fight?
3. How to get Circlet?
4. Where is Hydro materia?

I've got the softlock in the 2.0.92 patch sorted out, that'll be going up soon.

Hydro Materia can be found at the docks where the Cargo Ship used to be.

I had 50 fights in sunken ship the room with helicopter and never encountered Serpent

Update: I tried 10 more fights and finally got Serpent...

I think it's room-dependent, the back room where Hades is picked up should have that encounter.

I was just about to ask if it's actually possible to win with Zack. I only got up to the third round with a single soldier and he already obliterated me, and how you're telling there's more!? And 6 soldiers too, holy crap. What do I miss out if I lose? Cause I don't think I will pull through unless I do a lot of grinding.

You don't miss out on anything unique; status ailments can quickly turn things around for you. A summon like Alexander can inflict Stop while also hitting their Holy weakness, the Shield spell can block incoming elemental damage (negates most of their attacks), things like that.

***

Mod updated, 2.0.92
Spoiler: show

v2.0.92
*) Osmose description updated
*) Temple of the Ancients: leftover debug script was adding Chainsaws to inventory
*) Highwind: Line of dialogue was playing under the wrong circumstances.
*) Sister Ray: Typo on Hojo's line.
*) Midgar Raid: NPC was appearing under incorrect circumstances.
*) Kalm: Depending on where player is when talking to Barret for Catastrophe, a softlock could occur.
*) Corneo's Mansion: If entering on Type B, the Type A events would occur and disrupt game progression.
*) Wutai: Altered some dialogue for Type B on Da Chao.
*) Temple of the Ancients: A button prompt was updated.
*) Satans Gate: Boss respecced, Powersoul drop moved to field script.
*) Red Materia Cave: Adjusted parameters of Zombie Breath, AI script change.
*) Chokhmabo: Unset attack in death script, resulting in softlock.
*) Chokhmabo: Initial Defence stats were not at correct values.
*) Curator: Increased MaxMP of torso to 400.
*) Cobalt XIV: Rearranged order of combatants for an AI trigger from opt to use Laser + Matra Magic.
*) Using other party leaders for Temple of the Ancients on Disc 3 results in softlock on jump.
*) Text Box alignment: Sector 7 slums.
*) Lucrecia Cave: Issue where a different party leader with Cloud/Tifa present would disrupt the script.
*) Documentation: Changed wording of Zenogias Plate placement from Shinra Villa to Costa Villa.
*) Temple of the Ancients: Issue where a special chest could be opened from platform above, causing a softlock.
*) Temple of the Ancients: Issue where Cid couldn't
*) Armored Golem: Updated some attacks for the AI.
*) Da Chao Spirit: HP boost.
*) Ruby Weapon & Emerald Weapon: HP boost.
*) Green Hero: Changed buff given by an ability from Regen to Auto-Crits.
*) Ruby Weapon could be refought after killing him due to a missing flag toggle on his Death Script.
*) Added KO check for Yuffie and Cid's innate abilities.
*) Armored Golem: Some attacks weren't set in AI.
« Last Edit: 2020-08-21 00:02:18 by Sega Chief »

zeneb21

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10276 on: 2020-08-21 06:20:55 »
Hi, so after a long time not having played FF7 I decided to jump right into New Threat 2.0 type B.. I read there is an osmose materia at the beginning, I just rejoined Barret and Avalanche in sector 7 where they are telling me that Tifa is held at Shinra HQ.. did I miss it up until this point? Also I backtracked in the second bombing mission and somehow entered the reactor from behind, did I miss it there?

boozek

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10277 on: 2020-08-21 06:25:03 »
@Sega Chief

Have you seen my long post on page 408?

applepie

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10278 on: 2020-08-21 06:57:26 »
I've got the softlock in the 2.0.92 patch sorted out, that'll be going up soon.

Hydro Materia can be found at the docks where the Cargo Ship used to be.

I think it's room-dependent, the back room where Hades is picked up should have that encounter.

You don't miss out on anything unique; status ailments can quickly turn things around for you. A summon like Alexander can inflict Stop while also hitting their Holy weakness, the Shield spell can block incoming elemental damage (negates most of their attacks), things like that.

***

Mod updated, 2.0.92
Spoiler: show

v2.0.92
*) Osmose description updated
*) Temple of the Ancients: leftover debug script was adding Chainsaws to inventory
*) Highwind: Line of dialogue was playing under the wrong circumstances.
*) Sister Ray: Typo on Hojo's line.
*) Midgar Raid: NPC was appearing under incorrect circumstances.
*) Kalm: Depending on where player is when talking to Barret for Catastrophe, a softlock could occur.
*) Corneo's Mansion: If entering on Type B, the Type A events would occur and disrupt game progression.
*) Wutai: Altered some dialogue for Type B on Da Chao.
*) Temple of the Ancients: A button prompt was updated.
*) Satans Gate: Boss respecced, Powersoul drop moved to field script.
*) Red Materia Cave: Adjusted parameters of Zombie Breath, AI script change.
*) Chokhmabo: Unset attack in death script, resulting in softlock.
*) Chokhmabo: Initial Defence stats were not at correct values.
*) Curator: Increased MaxMP of torso to 400.
*) Cobalt XIV: Rearranged order of combatants for an AI trigger from opt to use Laser + Matra Magic.
*) Using other party leaders for Temple of the Ancients on Disc 3 results in softlock on jump.
*) Text Box alignment: Sector 7 slums.
*) Lucrecia Cave: Issue where a different party leader with Cloud/Tifa present would disrupt the script.
*) Documentation: Changed wording of Zenogias Plate placement from Shinra Villa to Costa Villa.
*) Temple of the Ancients: Issue where a special chest could be opened from platform above, causing a softlock.
*) Temple of the Ancients: Issue where Cid couldn't
*) Armored Golem: Updated some attacks for the AI.
*) Da Chao Spirit: HP boost.
*) Ruby Weapon & Emerald Weapon: HP boost.
*) Green Hero: Changed buff given by an ability from Regen to Auto-Crits.
*) Ruby Weapon could be refought after killing him due to a missing flag toggle on his Death Script.
*) Added KO check for Yuffie and Cid's innate abilities.
*) Armored Golem: Some attacks weren't set in AI.


Alexander only hit them for like 1k damage, and they have 20 or 30k hp? And it just never inflict stop, just never. If any or two cast bolt3 or ice3, it's almost 2k damage each, even regular attacks deal close to 1k damage on average, and they are very fast, like fast, and they have counter attacks, like 2 counter attacks?

This is such a massive difficulty spike, it's not even funny. I thought this should be the next destination alongside Junon underwater section but there's no way I am expected to be able to handle the Zack flashback at this point, unless I'm missing something. I do make use of wall and haste, fully loaded Cloud with the best materia I could muster. Had to spam x-potion to keep up, to no avail. Even trying to get to the last battle was much, much, much, much, much harder than any of the boss battles I had before, including the temple of ancient bosses, partially attributed to Zack fighting alone. 

Is this supposed to be an endgame fight? Can I put it off till later in the game and come back to it once I got KOTR and the likes?

boozek

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10279 on: 2020-08-21 07:16:37 »
Alexander only hit them for like 1k damage, and they have 20 or 30k hp? And it just never inflict stop, just never. If any or two cast bolt3 or ice3, it's almost 2k damage each, even regular attacks deal close to 1k damage on average, and they are very fast, like fast, and they have counter attacks, like 2 counter attacks?

This is such a massive difficulty spike, it's not even funny. I thought this should be the next destination alongside Junon underwater section but there's no way I am expected to be able to handle the Zack flashback at this point, unless I'm missing something. I do make use of wall and haste, fully loaded Cloud with the best materia I could muster. Had to spam x-potion to keep up, to no avail. Even trying to get to the last battle was much, much, much, much, much harder than any of the boss battles I had before, including the temple of ancient bosses, partially attributed to Zack fighting alone. 

Is this supposed to be an endgame fight? Can I put it off till later in the game and come back to it once I got KOTR and the likes?

Spoiler: show
In my opinion this fight should be unwinable cause Zack dies anyway :D

also you can come back later when you grind some more

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10280 on: 2020-08-21 07:37:27 »

Spoiler: show
 
In my opinion this fight should be unwinable cause Zack dies anyway :D
also you can come back later when you grind some more
[/quote]

not really in type b u get to fight 'fallen soldier at the bottom of the crater :P he had to live somehow? 

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10281 on: 2020-08-21 07:47:10 »
difficulty spike
u can increase damages you can do. experiment a little with materia's equipped. anything increasing hp/vit/spr is good is good if going for physical attack win.

cauldron's should work ok with % dice roll on each status effect.

Spoiler: show
 sheild if active (dont haste ... runs out quicker) u pretty much wont take any dmg


agree totally on difficulty spike for that one battle. personally i thought it was awesome. 
Spoiler: show
u can breed chocobo's by that stage of game maybe try that first or wait a wee while materia caves can be visited :)

 


deha0002

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10282 on: 2020-08-21 14:33:50 »

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


The Drain raise from 12,5% to 25% doesnt seem to work with v2.0.92. Kinda waiting for that since I am doing a Type A, Hard mode, No exp run and kinda need the sustain from drain weapons xD.

Super fun trying to beat everything at lvl 7/8 and i managed to get to Corel atm, lets see where my run ends:).

Edit: Might even work with 33% drain since it effects Osmose, Drain and various items that become less useful with low drain %.

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10283 on: 2020-08-21 15:19:33 »
The Drain raise from 12,5% to 25% doesnt seem to work with v2.0.92. Kinda waiting for that since I am doing a Type A, Hard mode, No exp run and kinda need the sustain from drain weapons xD.

Super fun trying to beat everything at lvl 7/8 and i managed to get to Corel atm, lets see where my run ends:).

Edit: Might even work with 33% drain since it effects Osmose, Drain and various items that become less useful with low drain %.

that sounds like a good challenge :D best of luck to u do u stream that?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10284 on: 2020-08-21 16:10:53 »
played only Type A so far and I love it, here are couple suggestions/bugs/misc notes I have noted:

- MOST IMPORTANT OF ALL - missable items documentation is needed, its really annoying when you realise you missed something after playing so many hours. That would include enemy skills mobs locations, all enemy morphs, all item steals, so in general all missable items/accesories/weapons/armors/key items/materias. I guess you can just upgrade NT documentation you already have.
-morphed Eligor into Silver Glasses (doc says staff).
-when an ally has Reno cage casted on him/her and Barret uses Gatling gun normal attack he hits Reno and the caged character/s but cage its not always cancelled after this.
- there is a Potion on the long stairs in Shinra Bld. Isn't that useless at this point? maybe change it to hi-potion? Unless trolling ;)
- carbon bangle can be stolen from Moth Slasher enemy in shinra bld floor 67
- hardedge can be stolen from SOLDIER 3rd in shinra bld floor 67/68 after boss battle
- Ziegfried morph gives you nothing not sure if intended
- there is hidden All lv3 materia in the top north building in corel prison (not sure if you want to list that one in docs or keep secret ;))
- not sure if this is mod bug or vanilla but when Midgar Zoolom hit you with Beta and you learn it then the same fight he knocks you out of the battle field - enemy skill is not learned after winning the battle.
- Big Guard is casting reflect on your team - this may be abused by casters, if you cast a Spell+All on your team the enemy will be hit 3x times becasue of Reflect :) On the other hand you cant heal yourself so lets say its a draw.
- when you and enemy have Reflect enabled the spell is being bounced 4/5x times between both sides.
- how to track how many 1/35 soldiers I already collected?
- The chair in Shinra Mansion, 1st floor on the right next to the entrance to the basement is reacing on OK button with a squeeky sound but no dialog.
- no dialog boxes when Sephirot talking to Tseng in the Temple
- Demon Gate boss drops a Stone on you that deals 7k dmg, isn't that too much?
- some monsters are vulnerable to ? ? ? ? what is that an enemy skill with the same name or type of dmg?
- there are no encounters at all in the woods around bone village (world map) and woods around north crater (you can get ther with gold chocobo)
- Icicle Inn there is a save point outside of the doors on the snow but you cannot reach it (its the screen within the Inn)
- when manipulating assault squad soldier (corel reactor entrance before hijacking the train) there is an empty middle attack that you cannot choose
- Umbrella can be bought in Junon Docs disc 2
- Mug animation on Barret uses gun sound even if you have melee weapon on him


keep up the great work

For Eligor, the Striking Staff is a Steal and Silver Glasses is the Morph. This seems to be reflected in the documentation currently.

Reno's Pyramids don't vanish after one attack, they have HP like any other enemy. In the base game they had a very low base HP so any attack would kill them, but in NT they have a little more so the spread damage from Barret's guns likely won't be enough to outright kill them.

I changed the Elixir in the stairwell to a more common item because I don't like having to backtrack down there for it if I take the elevator or feel like I should go that route to get it.

SOLDIER 3rd and Moth Slasher have Hardedge and Carbon Bangles as steals respectively. Why is this being reported as an issue? They're supposed to have them.

Big Guard was being used that way in 1.5 as well.

Reflect's behavior is the same as in the base game; it'll bounce until a target without Reflect is found which can take time if all enemies + allies have the status.

To track how many 1/35 soldiers you've collected, try checking your item menu.

The chair in Shinra Mansion never had any text; the character will nod as the chair/floorboard creaks (to confirm you're in the starting location) and then the player needs to follow the directions/steps outlined in the clue before pressing confirm again to find the safe combination number.

The missing dialog boxes in the Mural scene of Temple of the Ancients are caused by Kaldarasha's CHAOS field models mod, cause is unknown as a field model mod shouldn't be interfering with the script/dialog section.

I struggle to believe that Rock Drop can hit for 7000 damage with its base power of 16, even on Hard Mode where the enemy level would be in the 60s. For comparison, Jenova SYNTHESIS has a level of 75, 194 strength (44 more than Demons Gate) and its base 16 power slap doesn't hit anywhere near that on a critical. Even if this was a critical hit, the base damage would be something in the region of 4-5000.

? ? ? ? is gravity-element.

There weren't any encounters in those woods in base game either.

The Icicle Inn save point being inaccessible was due to a missing chunk for triggers, it should be accessible on the latest builds now.

Not much I can do about the Mug sound, it's likely that way in base game as well.

Hi, so after a long time not having played FF7 I decided to jump right into New Threat 2.0 type B.. I read there is an osmose materia at the beginning, I just rejoined Barret and Avalanche in sector 7 where they are telling me that Tifa is held at Shinra HQ.. did I miss it up until this point? Also I backtracked in the second bombing mission and somehow entered the reactor from behind, did I miss it there?

In 2.0, Osmose is now bought from Costa Del Sol.

Alexander only hit them for like 1k damage, and they have 20 or 30k hp? And it just never inflict stop, just never. If any or two cast bolt3 or ice3, it's almost 2k damage each, even regular attacks deal close to 1k damage on average, and they are very fast, like fast, and they have counter attacks, like 2 counter attacks?

This is such a massive difficulty spike, it's not even funny. I thought this should be the next destination alongside Junon underwater section but there's no way I am expected to be able to handle the Zack flashback at this point, unless I'm missing something. I do make use of wall and haste, fully loaded Cloud with the best materia I could muster. Had to spam x-potion to keep up, to no avail. Even trying to get to the last battle was much, much, much, much, much harder than any of the boss battles I had before, including the temple of ancient bosses, partially attributed to Zack fighting alone. 

Is this supposed to be an endgame fight? Can I put it off till later in the game and come back to it once I got KOTR and the likes?

You don't need to win the fight; you get Omnislash regardless, as the scene progresses if the player is KO'd. The idea of it is that the fight just keeps going, eventually escalating into overwhelming odds. Clearing the fight yields up some Megalixirs but it's more there for the optional challenge if people want to attempt it. It is a Disc 3 fight but the whole flashback was made available earlier because a user mentioned they went there after Cloud came back, and this is apparently when the flashback unlocks in base game so I acquiesced.

They don't have any counter-attacks. Their spells are for the most part Reflectable so a Reflect Ring might be an option. Physically they use cut-element, so if an Escort Guard has been acquired then this would be a very good pick as Armour. Other statuses you could try are Paralysis, Dual-Drain (Neo-Bahamut can inflict this), Berserk, Blind, Petrify, and Slow. Items/spells have a higher infliction rate than the Summons.

The Drain raise from 12,5% to 25% doesnt seem to work with v2.0.92. Kinda waiting for that since I am doing a Type A, Hard mode, No exp run and kinda need the sustain from drain weapons xD.

Super fun trying to beat everything at lvl 7/8 and i managed to get to Corel atm, lets see where my run ends:).

Edit: Might even work with 33% drain since it effects Osmose, Drain and various items that become less useful with low drain %.

What version is that, installer or IRO?

Are you going for a 0 EXP run? Let me know how that goes or if you get stuck.

deha0002

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10285 on: 2020-08-21 16:52:14 »

What version is that, installer or IRO?

Are you going for a 0 EXP run? Let me know how that goes or if you get stuck.

Its the 2.0.92 with the Installer, havent used the IRO in a while so not sure if its the same there.

Regarding Hard mode + No exp. The problem (or part of the challenge?) is getting gold for consumables since you are dieing or losing about 80% hp on each attack from enemies.

Can update progress;

Spoiler: show
Midgar was fine regarding all bosses, aswell as morphing everyone was hard but not unfair. The only problem i might see is the elevtor boss with the big AoE since i had to rush it down or else it just 1-shots my team.

Outside of midagar i had to farm all EQ i needed aswell as a few Ink's to even have a chance against Bottomswell since he hits way to hard and fast. Further i got a few Vamp Fangs to sell to keep up my expensive choice of low lvl + hard mode.

In mythril mines i had no trouble with the Turks but ofc it was a challenge. Fort Condor became an annoyance since i had to grind about 15 Bomerangs to sell which just took a while.

Then i came to Bottomswell, and oh boy is it a RNG fest with the 1-shot Tsunami + the fast and hard Phy.attacks. This is the only one i can think might be a bit overtuned unless you know what you are doing 100%.

Further the Jenova fight was waaaay to easy due to Sleep being an option. If possible would lower the durations from Dream Powder since it made the fight a cakewalk (or its intended i dunno).
]

Now i am right outside Corel and will probably have a rough time with Dyne, peharps. But what will i do with it?

Ayoyo

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10286 on: 2020-08-21 18:26:55 »
Don't wanna rain on this parade too much seeing as 2.0 is in full swing and hugely popular already, but I gotta express my slight disappointment with 1.5's arrange mode. It is pitched as a more difficult version, but either my memory is super faulty from my normal playthrough or I've gotten a lot "better" because I honestly feel a bit bored with it. Only a few bosses/enemies have posed a threat big enough to warrant changing my setup despite using a lot of enemy away. Just beat diamond weapon and still no "spike", which I hope is coming soon. I ranked 1.5 normal mode as the second best mod I ever played and I only wished it was a bit harder, and arrange hasn't really done that so far. I wonder if 2.0's mode B will be more difficult?

beechteeth

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10287 on: 2020-08-21 19:51:08 »
Don't wanna rain on this parade too much seeing as 2.0 is in full swing and hugely popular already, but I gotta express my slight disappointment with 1.5's arrange mode. It is pitched as a more difficult version, but either my memory is super faulty from my normal playthrough or I've gotten a lot "better" because I honestly feel a bit bored with it. Only a few bosses/enemies have posed a threat big enough to warrant changing my setup despite using a lot of enemy away. Just beat diamond weapon and still no "spike", which I hope is coming soon. I ranked 1.5 normal mode as the second best mod I ever played and I only wished it was a bit harder, and arrange hasn't really done that so far. I wonder if 2.0's mode B will be more difficult?
I have played 1.2 Normal, 1.4 Normal, and 1.5 Arranged. I agreed with you about 1.5 Arranged not being as difficult as I expected, but it's important to keep in mind that this isn't a hardcore mod. Having already been acclimated to the Materia changes and Innates, it's very likely you and I just knew the game well enough to make our way through without trouble. That said, I can safely say that Type B Hard Mode has been a delight. I have to think my way through every boss encounter, and not knowing what's coming from every boss has reinvigorated my love for the mod. It almost feels like a brand new game. I don't think you'll be disappointed if you try Type B Hard Mode.

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10288 on: 2020-08-21 20:29:57 »
1.5's arrange mode.  2.0's mode B will be more difficult?

1.5 arranged mode no mr smiles is a decent challenge, alternatively a run using no exp flag would be much harder(or longer which ever way u prefer to look at it) :)  v2 type b, is different, i've found majority easier than arranged 1.5 was takes a bit longer with having to steal morph or get drops for gil.

if after a more challenging run, why not try v2 use the no exp toggle and keep a low leveled (or indeed original level stats).

the mod is designed as mid, and not a hard type mod. some parts i'm sure u'll find challenging.  eg i've did a full 100%  run morphing and stealing from each and ever single enemy possible, including bosses (exception last couple of bosses). for the monsters/bosses which could not sense, (or gravity didnt work) worked out hp via calculater type (so only know the rough hp) got low then tried :D

have fun.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10289 on: 2020-08-21 22:50:06 »
Its the 2.0.92 with the Installer, havent used the IRO in a while so not sure if its the same there.

Regarding Hard mode + No exp. The problem (or part of the challenge?) is getting gold for consumables since you are dieing or losing about 80% hp on each attack from enemies.

Can update progress;

Spoiler: show
Midgar was fine regarding all bosses, aswell as morphing everyone was hard but not unfair. The only problem i might see is the elevtor boss with the big AoE since i had to rush it down or else it just 1-shots my team.

Outside of midagar i had to farm all EQ i needed aswell as a few Ink's to even have a chance against Bottomswell since he hits way to hard and fast. Further i got a few Vamp Fangs to sell to keep up my expensive choice of low lvl + hard mode.

In mythril mines i had no trouble with the Turks but ofc it was a challenge. Fort Condor became an annoyance since i had to grind about 15 Bomerangs to sell which just took a while.

Then i came to Bottomswell, and oh boy is it a RNG fest with the 1-shot Tsunami + the fast and hard Phy.attacks. This is the only one i can think might be a bit overtuned unless you know what you are doing 100%.

Further the Jenova fight was waaaay to easy due to Sleep being an option. If possible would lower the durations from Dream Powder since it made the fight a cakewalk (or its intended i dunno).
]

Now i am right outside Corel and will probably have a rough time with Dyne, peharps. But what will i do with it?

Yeah, I think with any low-level run the first thing to be plotted out is: how can the attacks hitting the whole party be navigated.

With Bottomswell, you can get around the AI by poisoning him and then letting that do all the work as his AI will only update if he takes damage from a direct attack from the party. Some NT bosses circumvent this by moving the AI from general counter to post-action like Materia Keeper, but I left it in General Counter for Bottomswell as it's generally faster in a regular run to just fight him. Doing this, you'll only have to deal with the initial physical attacks he uses and 1 Tsunami at the end when he does die (but this version of tsunami is weaker than the regular tsunami).

I like for people to use statuses as they're often overlooked, so no problem from me with Sleep being handy against Jenova BIRTH; makes getting those extra items from enemies (or investing in the Materia) a bit more worthwhile.

Dyne has a few status weaknesses that you can use like Blind and Confusion; he's very slow as well, so there probably won't be too much trouble setting up a two-turn Barret to attack + heal. He reacts to Poison with an antidote but has a limited stock of them. I don't foresee it being too much of a roadblock.

Don't wanna rain on this parade too much seeing as 2.0 is in full swing and hugely popular already, but I gotta express my slight disappointment with 1.5's arrange mode. It is pitched as a more difficult version, but either my memory is super faulty from my normal playthrough or I've gotten a lot "better" because I honestly feel a bit bored with it. Only a few bosses/enemies have posed a threat big enough to warrant changing my setup despite using a lot of enemy away. Just beat diamond weapon and still no "spike", which I hope is coming soon. I ranked 1.5 normal mode as the second best mod I ever played and I only wished it was a bit harder, and arrange hasn't really done that so far. I wonder if 2.0's mode B will be more difficult?

The original plan was to make Type B more difficult, but then I realised that it would be a sticking point to have a harder mode with unique content in it as some people wanting to play it for the remixed scenario would not necessarily want a difficulty increase to go with it. So instead I separated it out into a hard mode toggle that works on either type; Type B itself isn't inherently more difficult than Type A, may swing between them depending on the boss fight but the regular enemies tend to be the same.

The Hard Mode toggle for 2.0 puts a bit more pressure on the player with reduced EXP and the 0 Gil condition (so that gil comes instead from selling items acquired from battles or other sources). Enemies themselves get a level boost, like in Arrange Mode. I'll likely make revisions to it and expand it if a 2.1 content update is made. It might prove to be the case that the only real way to properly achieve a hard mode is to have a separate set of files but I'm trying to avoid that if possible and keep it something that's toggled in-game.

Ayoyo

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10290 on: 2020-08-22 07:31:39 »
I have played 1.2 Normal, 1.4 Normal, and 1.5 Arranged. I agreed with you about 1.5 Arranged not being as difficult as I expected, but it's important to keep in mind that this isn't a hardcore mod. Having already been acclimated to the Materia changes and Innates, it's very likely you and I just knew the game well enough to make our way through without trouble. That said, I can safely say that Type B Hard Mode has been a delight. I have to think my way through every boss encounter, and not knowing what's coming from every boss has reinvigorated my love for the mod. It almost feels like a brand new game. I don't think you'll be disappointed if you try Type B Hard Mode.
Yea getting acclimatized to the new systems and strategic depth of the mod is certainly a massive boost for the player, which is exactly why I'd have thought arrange mode would promptly kick it into high gear seeing as normal mode is explicitly recommended first, so the expectation is that players do have that experience and groundwork. I'm not after hardcore difficulty exactly either, just that I wouldn't have to restrict myself. Type B hard does sound promising, certainly my next stop.

1.5 arranged mode no mr smiles is a decent challenge, alternatively a run using no exp flag would be much harder(or longer which ever way u prefer to look at it) :)  v2 type b, is different, i've found majority easier than arranged 1.5 was takes a bit longer with having to steal morph or get drops for gil.

Well I'm sort of inadvertently doing a semi-challenge run with regards to mr. smile because often I've "forgotten" to rank up if there's no need to and so my SP is maxed out most of the time. I hate self-imposed restrictions & challenges on principle but I've managed to convince myself that I'm just being forgetful rather than playing with restrictions, lol.

The original plan was to make Type B more difficult, but then I realised that it would be a sticking point to have a harder mode with unique content in it as some people wanting to play it for the remixed scenario would not necessarily want a difficulty increase to go with it. So instead I separated it out into a hard mode toggle that works on either type; Type B itself isn't inherently more difficult than Type A, may swing between them depending on the boss fight but the regular enemies tend to be the same.

The Hard Mode toggle for 2.0 puts a bit more pressure on the player with reduced EXP and the 0 Gil condition (so that gil comes instead from selling items acquired from battles or other sources). Enemies themselves get a level boost, like in Arrange Mode. I'll likely make revisions to it and expand it if a 2.1 content update is made. It might prove to be the case that the only real way to properly achieve a hard mode is to have a separate set of files but I'm trying to avoid that if possible and keep it something that's toggled in-game.
The 0 gil does sound like a good start to tighten player resources, the only thing I'm worried is that it's a big incentive to grind for some items and that's going to inadvertently yield a ton of exp as well. I suppose that's where I'll have to resort to the exp toggle, although I've found that it does put somewhat of a damper on my excitement for a game if I knowingly have to hold myself back at some points.

Hmm, I guess the level boost for enemies alone isn't enough to keep up with the players getting better which results in a flat difficulty curve. Where players get stronger in-game via items, stat boosts, materia and whatnot, they also get better at playing the game whilst the enemies only get stat boosts so it ends up feeling easier overall, ironically. I think the hard mode toggle should also cut down on either mr. smile's upgrades or natural stat growth hard, in 1.5 right now for example it feels like I'm pretty much cheating with how much stats I can get from everywhere.

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10291 on: 2020-08-22 09:17:53 »
to mr. smile because often I've "forgotten" to rank up if there's no need to
type b
theres a reward for v2 no sp upgrades hardmode type b if u dont use sp :D 
and indeed a reward for no sp upgrades in v1.5 arranged mode too :)

regards ur worry about gaining XP theres also a toggle to turn EXP off in v2.

I might try my hand at type b no exp run. dunoo how far would get thou via turning it off at the very first extended save point :D

have fun :)
« Last Edit: 2020-08-22 09:19:35 by wdx »

Spotty Len

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10292 on: 2020-08-22 11:09:52 »
I didn't see it mentioned, but Cid's Hyper Jump Limit tries to do Dragon's animation instead of its own.

It still does the right damage, but it looks silly.

deha0002

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10293 on: 2020-08-22 13:43:04 »


Sorry to bother you again, but did you check the drain % in the main installer? I think its generally underpreforming. Though at endgame it might be too strong. So maybe keep all drain weapons at low attack (like Force Stealer)?

Edit: Is no weapon "morph" weapon anymore? I just got the umbrella expecting Str build on Aerith to be my morph char ... ;(
« Last Edit: 2020-08-22 14:59:59 by deha0002 »

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10294 on: 2020-08-22 16:26:57 »
Spoiler: show

Edit: Is no weapon "morph" weapon anymore? I just got the umbrella expecting Str build on Aerith to be my morph char ... ;(
[/quote]

when did u get the umbrella aries date or ? :) its possible to grab on disc1 type b at least way back in midgar which little surprised about until seen just 2 slots and 29k gil.  (type b)

some weapons still say ignores defense. maybe worth trying them. (although from couple  which tried seems way down) in dmg terms. elemental weakness will help a lot with morph. alternatively example: is 2 shot morph vamp fangs v early in game via aries semi mag build vs whole eaters (4 in a group) 900 gil a piece 3600gil each battle 1x all fire followed by cloud morph (+ any extra steals for items) thats appeared to be most effieciate gil location until much later on in game.

curious if ur like me and want one of everything :D + try bosses at earliest oppertunity


Aquarii

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10295 on: 2020-08-22 23:58:40 »
Type B: Shin-Godo:
Game always crash when his HP is 0. v2.0.92

How do i receive W-Magic and X-Attack from the Kalm Traveller?
« Last Edit: 2020-08-23 14:28:24 by Aquarii »

Spotty Len

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10296 on: 2020-08-23 11:08:06 »
Not sure this has to do with the mod on type B, but I came across an invisible save point on the right exit of Area 0 (the one just before the passage to Shinra HQ during the Midgar Raid). It didn't seem very consistent, it stopped working as a save point sometimes but it still made the sound when I walked on it.

Spoiler: show
I guess people didn't like Curator being so hard, but I was way overprepared for it after it traumatized me in 1.5 and I was expecting the same kind of challenge. :p

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10297 on: 2020-08-23 20:09:12 »
Type B: Shin-Godo:
Game always crash when his HP is 0. v2.0.92

How do i receive W-Magic and X-Attack from the Kalm Traveller?
he wishes to trade somethings :) he does tell u what they are.

Spotty Len

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10298 on: 2020-08-23 22:16:37 »
Recieving a certain limit from Barret in Kalm gave me a softlock, as you can see here. I'm gonna try talking to him from a different angle, since he seems to want to head in this direction.

EDIT : As Cid, I'm invisible in the playground area just before the Wall Market. I'm assuming he's not supposed to go there while the map isn't in "Sector 7 destroyed" mode, since I'm on Type B.

EDIT2 : As a counter to Dragonsong, the Black Hero used Frostpolo on the Green Hero.
« Last Edit: 2020-08-24 12:59:43 by Spotty Len »

Schrödinger

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10299 on: 2020-08-23 22:26:28 »
Type B. Shinra Mansion.
Spoiler: show
 Iirc in the note it says that the key is not in the vault but in a one of the boxes but I found it in the coffin, intended?
Spoiler: show
In the note there's a 5th line erased with "melody" Is there any porpouse to it that I'm not aware of?