Author Topic: [FF7PC-98/Steam] New Threat Mod (v1.5)  (Read 927192 times)

Sega Chief

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[FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2014-01-17 19:10:35 »
[New Threat Mod v1.5]

NT 1.5 Build Download
[12th September 2017]

https://www.mediafire.com/file/nbn7mzi8rk6y4bx/NT%201.5%20Build%20-%2012th%20September%202017.zip
Stand-alone Installer For the PC version of FF7 (1998/2012/Steam)

7H IRO Version
[8th November 2017]

https://www.mediafire.com/file/7cbnslk83ffic0b/FF7%20NT%20IRO%20-%208th%20November%202017.iro
NOTE: Specifically for use with the mod-loader program 7th Heaven (7H).
For more information, check out the 7H thread found here:
http://forums.qhimm.com/index.php?topic=15520.0



Donations
I mean, if you feel like it.


Hotfix Patches
The Hotfix patches update current installations to the latest version of the files, repairing bugs and issues found in the mod.
Note that these are for the Stand-alone installer only and should not be used if the 7H IRO version is being played.


NT 1.5 Scene/Enemy Hotfix
[8th November 2017]

http://www.mediafire.com/file/ul1ly1egjtn9of1/NT_Mod_HotFix_Scene_-_8th_November_2017.zip
Average size: 700KB
Fixes/Features:
-) Added Drain flag to Venus Gospel
-) Fixed Arrange Mode boss weapon drop (Temple of Ancients)
-) Jormungandr balancing

NT 1.5 Flevel/Script Hotfix
[31st October 2017]

https://www.mediafire.com/file/ivux4ndo6wqm505/NT%20Mod%20HotFix%20Flevel%20-%2031st%20October%202017.zip

Average Size: 110MB
Fixes/Features
-) Some field script fixes (chocobo lure price, text alignment)


-Information-

Hello, and welcome to the New Threat Mod. It's sometimes called 'The Threat' Mod because people think it's a new version of an older mod.
This is not the case. Let's just call it NT.

This mod aims for a reasonable but fast-paced level of difficulty, something that can be played seriously or for fun and which offers a lot of
new content to discover. Bosses and enemies have been revised and a bunch of new ones were added as well. There are also extensive
script edits that allow for the use of different party leaders on Disc 3, some restored scenes that were deleted or bugged, additional side-quests,
and a range of optional QoL changes like cutscene skips, additional save points & merchants, and other conveniences to ease gameplay.

Finally, there's always scope to expand the mod and add additional content. If you have any suggestions for things you'd like to see in the mod,
within reason, then let me know and I'll see what I can do. There are also bugs and problems that can pop up so be sure to let me know and to
provide additional information such as where you were and what you were doing when the bug occurred. For more information about the mod's
features and the changes made to equipment, spells, and items, check out the ReadMe file toward the top of this post. Hope you enjoy the mod!


Installation

Installation is relatively straight-forward and covered in the linked video:
1) Download the patcher
2) Extract the patcher
3) Locate the Data folder inside the FF7 folder; make a backup of this folder.
4) Run the patcher as admin and specify the game's 'Data' folder for installation.
5) Run the game and select New Game; a message should appear confirming NT installation

For the 7H version, you will need a modified FF7 installation that uses the mod loader: 7th Heaven
1) Download the IRO
2) Start 7H and navigate to the Library tab; click 'Import'
3) From the window that appears, select 'From IRO Archive and select the NT IRO
4) Activate the imported mod just like you would with a catalog mod
5) Remember to check your mod load order before playing


Installation Video

Install Tutorial Video: http://youtu.be/4dOqfeJQPeo
[Note: Installation method is identical across all versions]


-Thanks to:-
Borde: Kimera & Img2TEX tools
NFITC1: Wall Market & Proud Clod tools
Myst6re: Makou Reactor tool
Aali: LGP/UNLGP tool
Luksy: ULGP tool
EQ2Alyza: For putting together the 7H Version and helping with troubleshooting
DLPB: For helping out with inner workings of the game + Ochu tool for testing
RedManMark86: For helping folk set up the NT Mod to make it compatible with other mods
TenkoKuugen: For giving me valuable info to set up a custom .EXE for the mod
Kalderasha: For 7H support + those snazzy new field models
UltimaEspio: For donating Disc2/3 Aeris animations from her mod
Bosola: OP Code Sheet + Damage Calculator
Gjoerulv: For rekindling my interest in this game with his Hardcore mod
Neurosephiroth: For providing invaluable bug reports in v1.0.5
RagingFlare: For posting a playthrough of the mod and turning up more bugs and issues to be fixed
LetCreativityPlay: For providing bug reports, feedback, and video footage for v1.1 & v1.2
FFMan: Also for providing bug reports and feedback on v1.1
PotatoHandle: For providing bug reports, feedback, and video footage for v1.2
Loseless: For advanced beta testing, prototype testing, and helping me balance the 1.2 version
Cicadian: For streaming 1.3 and providing valuable feedback
Bowser9: For 1.2 & 1.3 feedback, and helping folk out with battle tactics and the like
ID Forums: For being very supportive of the mod and being a real colourful bunch
Xerokynos: For revealing the abject poverty inherent in the original release
TheStrahl: For his great ideas of 1 second bomb timers
Karifean: For donating a boss from his Boss Rush mod - you can find his mod here on the forum: http://forums.qhimm.com/index.php?topic=14937.0
Cloudiar: For permission to use his idea for a Yuffie recruitment event in Kalm
Genesis063: For also donating a boss from his mod, which was used for the Dark Cave sidequest - his Sephiroth story mod can be found here: http://forums.qhimm.com/index.php?topic=15156.0
HeaN: For making a generous donation and giving encouragement (though I'm arguing that the mod still needs some balance tweaks :p); thanks, bud
For Donators: I really appreciate the generosity that's been shown, I'll pay it back by making sure NT continues to grow and improve; thanks to all of you
And to you, the player, for giving this mod a chance

And my buddy TheCatcher: For patiently listening to my mod-related tripe all these years.
« Last Edit: 2017-11-08 12:57:05 by Sega Chief »

Sega Chief

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Releasing a Mod
« Reply #1 on: 2014-01-21 13:39:08 »
Hi folks, I tried to release a gameplay mod on the releases thread a few days ago but it's been locked to wait for moderator approval (damn you, due process). So figured I'd try and drum up some early interest in the meantime. Got a full(ish) list of what the mod does and it's features in this manual here: http://www.mediafire.com/download/dzbq6cqq2c27ard/FF7+NT+Manual.doc

Features that might be of interest are;
-) 100+ new bosses and enemies, with every story boss given a new set of moves and AI
-) About 40 or so 'unique' models made for enemies using in-game monster parts; we got a robot dragon in there somewhere
-) Quick but rewarding random encounters coupled with longer tougher boss fights
-) An Extra Battle added to the Battle Square that's a bit like the Monster Arena in FFX
-) Some new thingies like extra save points, merchants, and the option to skip the lengthier cutscenes and flashback sequences to make the game go by a bit smoother
-) Extra end-game boss fights to unlock Lv4 Limits and Ultimate Weapons as well as the option to change party leaders from the Operations Room once the party has reached the bottom of North Cave (or North Cavity as the cool kids are saying nowadays)
-) Fixed the age-old 'perfect game' dilemma of whether to use the third battery or not

It's been played by a couple of people who said they were enjoying it. So that's something. If anyone's interested in giving this mod a go then the download links for it are in the video description for this tutorial on the mod's installation: http://youtu.be/VsJnt1eRw7g

Any feedback on how to improve balance or bug reports for technical issues is always welcome.
« Last Edit: 2014-01-21 18:13:49 by Sega Chief »

Covarr

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Re: Releasing a Mod
« Reply #2 on: 2014-01-21 14:11:09 »
We don't have a formal mod approval process. However, our forum software requires threads with more than a certain number of links in the OP to be approved. Unfortunately, these threads don't show up if you click "Show unread posts since last visit" like I usually do, so I don't always notice 'em.

If a mod release thread (or anything else that isn't spam) ever ends up in approval limbo, feel free to send me a PM and I'll take care of it. This goes for everyone.

bobby678

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Re: Releasing a Mod
« Reply #3 on: 2014-01-21 14:47:24 »
Hey

will this mod make ff7 10 times more harder now to beat

Sega Chief

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Re: Releasing a Mod
« Reply #4 on: 2014-01-21 14:55:15 »
We don't have a formal mod approval process. However, our forum software requires threads with more than a certain number of links in the OP to be approved. Unfortunately, these threads don't show up if you click "Show unread posts since last visit" like I usually do, so I don't always notice 'em.

If a mod release thread (or anything else that isn't spam) ever ends up in approval limbo, feel free to send me a PM and I'll take care of it. This goes for everyone.

So that's what happened to it; cheers for the info, Covarr!

Hey

will this mod make ff7 10 times more harder now to beat

Sadly, it'll only make the game nine times harder to beat. But for next release, we're hoping to push that up to 9.2x. The idea wasn't to make a Hardcore-difficulty mod though, I was aiming for a more reasonable level of difficulty (but that mod name was taken; all the good descriptive names have been taken).

I've noticed you've had difficulty installing other mods on here, though. I recommend making a fresh installation of the game, and then to watch and follow the video tutorial I made (put the video on 1080HD and watch in full screen to make the text sharp enough to read). Remember that in the video the 1998 version is patched first. I patch the Steam version right after that so if you own the Steam version follow that part of the tutorial only. And make sure to download the correct patch; there's one for the original 1998 FF7 release and one for the FF7 Steam release.

Kaldarasha

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Re: Releasing a Mod
« Reply #5 on: 2014-01-22 11:36:44 »
Alright I have made a test play (not very far but enough for an overview).
First thing, please find another way to patch the flevel.lgp. I fear that many people like to use the Reunion mod and your overhaul will overwrite it (however using the Reunion after it should work with a few errors I guess). Luksy has written a tool for flevel patching, but I don't know how it works.
The next thing is the difficult, using status effects at the very beginning without a way to avoid these is unrewarding. The eyedrops are useless, because in the next turn of the enemy's, they will make one of the character blind again. A ten percent hit chance or a lesser use of them would be a bit fairer. But I wouldn't use those things until I give the player a way to avoid those, anyway. A success because of good planning feels better rather then trying to survive a situation.
I also don't understand why a simple MP can deal more damage as a 1. Class Soldier (or a successful Sephiroth copy). It is elemental for the story to show Cloud super strong. Over all I wouldn't start this game this hard, the new AI is great, but 2x tougher as the original should be enough for the start. You can rise the difficult up after the player get access to the first shop. Speaking of the start, skipping the intro movie prevents the music to play at the beginning, it will play after the first battle, but it's odd to have no music for the intro scene.

At bottom line: it is a great hardcore mod, if it would be reasonable then Cloud wouldn't stand in the back row by default.  :wink:
« Last Edit: 2014-01-22 12:14:39 by Kaldarasha »

Sega Chief

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Re: Releasing a Mod
« Reply #6 on: 2014-01-22 14:11:20 »
Cheers for the feedback, Kaldarasha. I'll add it to my notes but as far as flevel patching goes there's a lot of new code in certain fields to handle new fight triggers, item placements, some NPC replacements (Young Cid was replaced with a new field model so I've used 'old' Cid in the scenes where young Cid appears) and the party leader swap thing I added in which needed a mountain of code in the end. It will work with the reunion mod applied on top of it, but a good chunk of the mod will be 'missing' and certain items like Cosmo Memory might not be possible to obtain; there's also the danger of running into back-attacks and pincer attacks which were mostly removed from this mod, as well as certain formations being used for bosses later on. If you're playing with the Reunion patch on top, then I can't guarantee that the NT mod won't do something ridiculous. I'll look into Luksy's flevel patcher though and see what can be done.

I think I put eye-drops and antidotes in as drops more for use against the Scorpion boss who uses darkness and poison in his attacks, which I felt were slow enough in-between Scopes to get some use out of them. A reduced percentage for these statuses to be inflicted would probably make these items much more useful in regular fights though so I'll probably implement that across the entire mod for the next version of it; I'm reviewing all the status-inflicting attacks soon to get rid of the bad combos like Slow + Paralysis and move those to much later in the game or remove them entirely.

About the MPs vs. Sephiroth copy, that's a story-side thing and I was focusing more on the gameplay side of things. The idea of the first fight was to make a scenario where the player would have to use a potion/use magic or at the very least not be able to just breeze through the fight. That way, I can quickly get the message across to the player that they might need to make use of things that ordinarily they wouldn't have needed to use to make it through each area. I've found that it's easy to fall into old habits with this game, and with a difficulty mod you need to try and instill versatility into the player's approach as quickly as possible. I was watching a stream where someone was playing the mod and what I saw was that they were just using the attack command; they weren't healing with items or using spells, and they wouldn't run from a fight if it was going badly. That's why the the first fight is the way it is. Doesn't make sense from a story perspective maybe, but most RPGs cause that kind of issue with their leveling system; if that rabbit with a carrot-sword in the Icicle Area happened to wander into Midgar it'd probably bring down Shinra overnight.

The opening movie skip is a bit buggy. I had to remove it from the Steam version because it caused an unknown crash when the first fight started up and for the 1998 I've been trying to figure out how to get around the no music problem. I even had to remove the two potions from the guards because that caused a soft-lock when the skip was wrote in. It's likely I'll remove that particular skip altogether unless I can make it a little more stable because I imagine a lot of players would use it and it's not a great first impression to start the game in complete silence.

At bottom line: it is a great hardcore mod, if it would be reasonable then Cloud wouldn't stand in the back row by default.  :wink:

That is a good point. I'm trying to avoid calling it a Hardcore mod though because there's already one of those (the reason I made this mod was because I enjoyed the Hardcore mod so much). Because back row and front row is probably one of the more broken aspects of the game (an essentially free 50% reduction in physical attacks is crazy) I specced all enemy physical attacks with a back row party in mind and then gave the player early access to a Long-Range Materia to encourage the player to stay in the back-row. I'll maybe rewrite the bit I said this was a reasonable difficulty mod; don't know what I was thinking.

Kaldarasha

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Re: Releasing a Mod
« Reply #7 on: 2014-01-22 15:37:12 »
One last thing I forgot, rise up the amount of use of limit attacks to get the next limit. I'm not sure, but 5x more uses and kills should be fine. I would also modify the HP which a Potion restores, 100 is to less 200 or 300 would be good. In return you could should reduce the droprate for them and give later access Hi-Potions (which should restore 1000HP).

The Reunion will work. Toughscript will only skip fields, which have more/lesser windows as the original game has. But I haven't test it right now, I'm currently busy to look through your Kernel.   :D

Sega Chief

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Re: Releasing a Mod
« Reply #8 on: 2014-01-22 16:36:56 »
Ah, I see. Giving it a thorough look, eh? If you find 'the secret', make sure to keep it under wraps, eh? It can't stay a secret forever but it'd be a nice surprise for folk to find (and I'm gonna say now that it was coded from scratch, I wanted it to be unique so I didn't use any other mod's flevel as a point of reference).

For limit breaks [could've sworn you mentioned making it take longer to learn limit breaks, did you edit your post?], I boosted the amount of damage a character needs to take in order the fill the limit bar for each limit (with the exception of Vincent, who has all three transformations on the first three limit levels; the difference between them is how quickly they fill. The first limit level fills quickly while the third takes an age to fill; it's so players can free up Vincent's attack commands if they don't want to use his limit breaks for a particular fight).

But I'm hesitant to boost the number of kills needed to get to the next limit level for each character because limit-grinding is quite common from what I've seen and I can see people actually just grinding for longer to learn them which would leave them overlevelled. I had a draft .exe where the limit breaks had been directly changed but I left it out in the end; I figured it'd be too incompatible. Is it a good idea to bring an .exe side to the mod or would that cause too many problems with other mods?

The drop-rate for potions is very high in the first two reactors because it's possible to become stuck if the player runs out of healing items/MP. I think out of Midgar the item drops become a bit rarer; I was having issues with glitched items on certain enemies as well so in some cases the item drop list was filled up using ProudClodFinal to avoid the problem. I'll consider fixing up the amount of HP they recover, and I was meaning to add a cure for Dual-Drain to Antidote's effect (Poisona already has this) to make them more useful. Maiden's Kiss was also changed to recover Berserk and Confuse while Cornucopia now recovers both Mini and Frog.

That sounds good about it being compatible with Reunion; I'll have another look at Touphscript. Thanks for all this feedback, Kalderasha!

Kaldarasha

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Re: Releasing a Mod
« Reply #9 on: 2014-01-22 18:47:59 »

I have tested the idea with the potion set to 300 and it works pretty well, now I have more time to start some attacks, but I still need much potions.
The new scorpion is awesome ... was really a surprise.
Btw. are you patching the char.lgp? This might be a problem with the Reunion, but I guess I will update my mod with the model selection of the Reunion to make it compatible.
I really looking forward to this mod.  :-D

luksy

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Re: Releasing a Mod
« Reply #10 on: 2014-01-22 20:50:37 »
Just a FYI the patcher doesn't do anything yet, but it should be ready soon enough and I'll make sure to make it easier to understand.

Sega Chief

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Re: Releasing a Mod
« Reply #11 on: 2014-01-22 22:53:50 »
Btw. are you patching the char.lgp? This might be a problem with the Reunion, but I guess I will update my mod with the model selection of the Reunion to make it compatible.

There's only two new field models to account for in the char.lgp and they appear for an optional encounter in Nibelheim, in the Whirlwind Maze, and on the Highwind's chocobo bay (replacing the Wutai Corneo Ninja and Young Cid); I could just remove them and use something else for the next version instead if that's easier. The rest of the changes are just to synch certain field models up with their new battle colours and aren't that important.

If you've tested the potions and found them to offer more utility at 300HP then I'll implement that for the updated version with all the other fixes/balances which I'll cobble together in a week or so once the early players have advanced a little bit further and delivered more error reports and feedback (one's just cleared Corel Prison). I was thinking of making the Materia function available earlier, or giving Cloud a Cure Materia on top of Fire, Ice, and Bolt; that'd solve a potion crisis and the player would have two Cure Materia for the game (which is very useful to have).

Glad you liked the scorpion by the way, there's a fair few more surprises like that in the mod.  :wink:

Just a FYI the patcher doesn't do anything yet, but it should be ready soon enough and I'll make sure to make it easier to understand.

Sounds good, looking forward to seeing it. I've been wanting to give that Reunion mod a proper go but I'm waiting on the Weapon side of things to be finished, and maybe the Iscar too. Should be interesting to see how certain story scenes pan out with a human character.

bobby678

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Re: Releasing a Mod
« Reply #12 on: 2014-01-22 23:03:19 »
Hey sega chief

I have a neat request to add please

my request is if you could in a option that allows to choose sephiroth or cloud for 2 different story plots

thanks

Covarr

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Re: [REL/FF7] New Threat Mod v1.0
« Reply #13 on: 2014-01-22 23:09:54 »
I take it nobody noticed that I approved Sega Chief's mod thread? Anyway, I did a few days ago. And I merged the two threads just now, so if this seems a mess, that's why. ~Covarr

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Re: Releasing a Mod
« Reply #14 on: 2014-01-23 00:06:45 »
Hey sega chief

I have a neat request to add please

my request is if you could in a option that allows to choose sephiroth or cloud for 2 different story plots

thanks

Full side quests are possible to do but require a lot of work since they're mainly made from scratch and still have to fit into the game without disrupting the normal games event triggers. Something like that probably wouldn't be compatible with the Reunion either.

Sega Chief

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Re: [REL/FF7] New Threat Mod v1.0
« Reply #15 on: 2014-01-23 01:50:36 »
Hey sega chief

I have a neat request to add please

my request is if you could in a option that allows to choose sephiroth or cloud for 2 different story plots

thanks

That'd take an age to make I'm afraid, buddy. The mod isn't complete just now and there's some stability issues popping up that need to be fixed first (someone tonight found that the piano is unplayable when Cloud reaches Nibelheim and that there's a crash on Lost Number's physical form so those'll be fixed tonight and a new patch is going up). I'm fairly sure I saw other mods that put Sephiroth in the leading role, though. Maybe they'd be what you're looking for?

I take it nobody noticed that I approved Sega Chief's mod thread? Anyway, I did a few days ago. And I merged the two threads just now, so if this seems a mess, that's why. ~Covarr

Yeah, cheers Covarr; this poor release thread was getting all lonely and neglected.

bobby678

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Re: [REL/FF7] New Threat Mod v1.0.2
« Reply #16 on: 2014-01-23 09:34:11 »
Hey

is the 1998 version of ff7, the steam version

or is that a different version all together

and is the 1998 version of ff7 on this threat mod, fully playable

thanks



is this mod 100% fully playable now



I am very scared of this mod

incase it gives me huge grapic glitches on it

I went ahead and merged your posts for you. In the future, please don't triple post, especially in the same day. If you have something to add, use the edit button. ~Covarr
« Last Edit: 2014-01-23 16:22:09 by Covarr »

Sega Chief

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Re: [REL/FF7] New Threat Mod v1.0.2
« Reply #17 on: 2014-01-23 13:41:32 »
is the 1998 version of ff7, the steam version
or is that a different version all together
and is the 1998 version of ff7 on this threat mod, fully playable

This mod works with both versions of FF7. The 1998 version is the old release that uses discs and has a lot of fundamental issues so it needs things like official patches, Aali's graphic's driver etc. The Steam version is much more functional, and doesn't require any special work to be done to it. If you own the Steam version of FF7, then download and use the Steam Patch. If you own an older copy of FF7, then use the 1998 patch instead. I recommend uninstalling and then re-installing the game first. There's a video tutorial you can follow on how to apply these patches here: http://youtu.be/VsJnt1eRw7g  Note that in this video I show how to apply the 1998 patch first, and then I show how to apply the Steam patch.

is this mod 100% fully playable now
I am very scared of this mod
incase it gives me huge grapic glitches on it

The mod is playable; I completed a playthrough of it but there will be glitches and bugs I didn't find during this playthrough. There shouldn't be any graphical glitches though. If you experience severe graphical glitches then it might be something to do with either your PC or the way the game has been installed. I recommend uninstalling FF7 and then re-installing it just to make sure that it's a clean install.

bobby678

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Re: [REL/FF7] New Threat Mod v1.0.2
« Reply #18 on: 2014-01-23 16:11:41 »
Hey sega Chief

The first boss battle after you get the restore materia on the very first start of this game

is very impoissable to beat, because the enemys are way to strong

and the random encounters are way to hard to beat at the start of the game as well

and can you remove the 20 minute timer on the guard scropion boss battle please

its making me real nervous that i won't win the battle in time

and its tail laser kicked cloud out of battle as well
« Last Edit: 2014-01-23 16:42:36 by bobby678 »

Sega Chief

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Re: [REL/FF7] New Threat Mod v1.0.2
« Reply #19 on: 2014-01-23 17:53:03 »
The first boss battle after you get the restore materia on the very first start of this game
is very impoissable to beat, because the enemys are way to strong
and the random encounters are way to hard to beat at the start of the game as well

I disagree, the regular enemies are fairly simple to beat but you have to make proper use of your spells and items. You can kill most enemies except Sweeper with a single spell (Ice is effective against Grunts), and the drop-rate for items is very high to keep the player supplied. If you try and go into fights and use nothing but the attack command you'll likely be overwhelmed.  I also provided the player with enough starting items to push straight onto the Reactor Boss so that no grinding is required. The new mini-boss on the Restore Materia requires a little strategy; you should focus attacks on one Engineer at a time, then go after the Sweeper. A single grenade will kill an Engineer if you have any otherwise a spell followed by an attack will likely do the job.

and can you remove the 20 minute timer on the guard scropion boss battle please
its making me real nervous that i won't win the battle in time
and its tail laser kicked cloud out of battle as well

As for the countdown, I'm not removing it. There's plenty of time to beat both Scorpion fights and even take on a few random encounters along the way (and have five minutes to spare) with a 'no-grind' team, that is I tested it by running through the reactor without stopping to farm for items or level up my characters. And because this mod is for experienced players who know the game and the enemies, I made it so that avoiding Scorpion's Tail Laser counter-attack is a necessity as it'll knock a character out of the battle and make it much harder to win. Scorp will raise his tail usually after two attacks so plan ahead and play it safe.

-UPDATE-
I've uploaded a video guide of getting through the first Reactor, should hopefully serve as a visual guide and as a trailer of sorts for people interested in the mod: http://youtu.be/dXZMhIOfzlc
« Last Edit: 2014-01-23 23:59:53 by Sega Chief »

bobby678

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Re: [REL/FF7] New Threat Mod v1.0.3
« Reply #20 on: 2014-01-24 21:14:24 »
Hey sega chief

I would like to request to see if you could add in a

boss rush mode on this mod, so after people this game, the boss rush mode will be added under new game and continue

thanks
« Last Edit: 2014-01-24 21:22:04 by bobby678 »

Sega Chief

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Re: [REL/FF7] New Threat Mod v1.0.3
« Reply #21 on: 2014-01-25 02:50:55 »
I would like to request to see if you could add in a
boss rush mode on this mod, so after people this game, the boss rush mode will be added under new game and continue

If folk want to play a Boss Rush mod, then Karifean recently made one that offers a gauntlet of highly-specced, AI-adjusted story bosses that should challenge any seasoned FF7 player. The beta was great fun and now that it's more complete it should be even better. You can find it here on Qhimm: http://forums.qhimm.com/index.php?topic=14937.0

As for this mod, there should be enough end-game content to keep people busy. The Extra Battle, new super-bosses, and even just the final bosses and WEAPONS themselves should present a solid challenge (after tweaking depending on feedback)

bobby678

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Re: [REL/FF7] New Threat Mod v1.0.3
« Reply #22 on: 2014-01-25 12:20:56 »
hey sega chief

I know how you can make the first bombing mission much more harder

after someone is done beating the first guard scorpion, the save spot dissappears so no 1 can save there game after that

to make it much more challanging, what do you think about that idea

and later in the game when people want to get to the boss, they need a boss key to open the boss door and the boss key will be in a chest somewhere in the board

thanks

bobby678

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Re: [REL/FF7] New Threat Mod v1.0.3
« Reply #23 on: 2014-01-25 14:45:18 »
Hey everyone

Keep up the great work with this mod

i really like it alot
« Last Edit: 2014-01-25 14:54:39 by bobby678 »

Tenko Kuugen

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Re: [REL/FF7] New Threat Mod v1.0.3
« Reply #24 on: 2014-01-25 18:14:09 »
I suddenly feel very inadequate with Nightmare 7
Pops to you good sir