Author Topic: [FF7PC-98/Steam] New Threat Mod (v1.5)  (Read 2517597 times)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8875 on: 2020-01-17 00:17:37 »
Hey,

I've tried searching for this information on this thread but to no avail.

In a nutshell, what are going to be the major changes from the final release (estimated to be in spring?) compared to the current 1.5 version?

Cheers !

It's like a 2.0. I'm redoing all the files from scratch, using what I've learned over the years. NT's built on a lot of old stuff that I made when I was still finding my feet, and there's lot's of unused clutter that's built up over that time.

I want to add some alternate paths through the story, using Arrange Mode. I also want to bring back a lot of the enemy formations that NT cut and use AI scripts based on their original behaviour, but fixed up and customised.

There's a lot of gimmicks I want to cut out; there's too much bloat. I can't really say for sure what's going and what's not, or what gets added in the end. It's all a bit up in the air.

PokeFaize

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8876 on: 2020-01-20 03:43:24 »
Since the next version was brought up, I'd like to make a few suggestions on things you could do! :D

-Please give us the ability to bench Cloud after Midgar (and please don't force him into the final battle/Dark Cave sidequest). Letting us permanently bench Cloud for the entire game (save for the City of the Ancients, and the Northern Crater, both in Disc 2, and in Disc 3 to avoid a glitch found there) would vastly improve replayability since we could play with the parties we want during the main game instead of having to wait until the end of the game.

-If you haven't decided on an Innate Skill for Yuffie yet, maybe she could have one that has her randomly following-up an ally's attack with an attack of her own, or randomly repeating a spell casted by an ally? It could be called something like "Copycat." I think it'd fit with the whole Ninja theme and her personality.

-Is there room to give the Aero spell line to the player? Chocobuckle is a kinda sucky spell, and Tornado is only available near the end of the game, leaving Mages high and dry on hitting Wind weaknesses for a very long time.

-I've already mentioned this a couple times, but would you please consider buffing Red's Stardust Ray limit? It barely does half of what Earth Rave is capable of doing.

-Unless you change the stealing formula to use the Dexterity stat to determine success, would you please have Yuffie come with a Sneak Glove upon joining? Largely for convenience's sake, but it would also make stealing much more possible in Arranged Mode (if you plan on keeping enemies at higher levels on Arranged Mode).

-I went back and beat Zack in Normal Mode, but since Cloud has been nothing but dead weight, I cheesed it with W-Summon KotR. Please either nerf the Zack fight, buff Cloud a bit, or both.

-Since the Hero's Medal currently does nothing, maybe you could make a new Superboss that puts even the most optimized party at Lv.99 to the hardest test and have the Hero's Medal unlock said Superboss? There isn't really much to challenge you once you hit Lv.99 and get your hands on some fun Materia like MP Turbo, Quadra-Cast, Mega All, and Multi-Cut, so having a boss that's legitimately challenging even with all that would be fantastic, in my opinion.

That's about all I could think of. I hope these suggestions help you decide on things to add for version 2.0 :D

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8877 on: 2020-01-20 12:43:52 »
Since the next version was brought up, I'd like to make a few suggestions on things you could do! :D

-Please give us the ability to bench Cloud after Midgar (and please don't force him into the final battle/Dark Cave sidequest). Letting us permanently bench Cloud for the entire game (save for the City of the Ancients, and the Northern Crater, both in Disc 2, and in Disc 3 to avoid a glitch found there) would vastly improve replayability since we could play with the parties we want during the main game instead of having to wait until the end of the game.

-If you haven't decided on an Innate Skill for Yuffie yet, maybe she could have one that has her randomly following-up an ally's attack with an attack of her own, or randomly repeating a spell casted by an ally? It could be called something like "Copycat." I think it'd fit with the whole Ninja theme and her personality.

-Is there room to give the Aero spell line to the player? Chocobuckle is a kinda sucky spell, and Tornado is only available near the end of the game, leaving Mages high and dry on hitting Wind weaknesses for a very long time.

-I've already mentioned this a couple times, but would you please consider buffing Red's Stardust Ray limit? It barely does half of what Earth Rave is capable of doing.

-Unless you change the stealing formula to use the Dexterity stat to determine success, would you please have Yuffie come with a Sneak Glove upon joining? Largely for convenience's sake, but it would also make stealing much more possible in Arranged Mode (if you plan on keeping enemies at higher levels on Arranged Mode).

-I went back and beat Zack in Normal Mode, but since Cloud has been nothing but dead weight, I cheesed it with W-Summon KotR. Please either nerf the Zack fight, buff Cloud a bit, or both.

-Since the Hero's Medal currently does nothing, maybe you could make a new Superboss that puts even the most optimized party at Lv.99 to the hardest test and have the Hero's Medal unlock said Superboss? There isn't really much to challenge you once you hit Lv.99 and get your hands on some fun Materia like MP Turbo, Quadra-Cast, Mega All, and Multi-Cut, so having a boss that's legitimately challenging even with all that would be fantastic, in my opinion.

That's about all I could think of. I hope these suggestions help you decide on things to add for version 2.0 :D

-Poor Cloud; best I'd be able to do currently is enable Tifa as party leader and then Cid when he turns up. The issue is the World Map.

-Mime could work for that, sure, but I'll need to condition it so it doesn't fire off when the player doesn't want it to. I'll trial it.

-There isn't much space for spells, typically you have to remove an old one. I'll figure something out.

-Stardust Ray will be buffed.

-I'll look into it.

-The landscape for fights will be a bit different in the final version so this might not be an issue at that point.

-I'll give it a go.

PokeFaize

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8878 on: 2020-01-20 14:34:28 »
Quote
-Poor Cloud; best I'd be able to do currently is enable Tifa as party leader and then Cid when he turns up. The issue is the World Map.
That's plenty enough to improve replayability, tbh. Once version 2.0 was released, I was planning on using Aerith, Tifa, and Yuffie for my party.

Quote
-Mime could work for that, sure, but I'll need to condition it so it doesn't fire off when the player doesn't want it to. I'll trial it.
I think having Defend be the toggle to turn on her Auto-Mime would work, unless you find a better way to control it.

Quote
-There isn't much space for spells, typically you have to remove an old one. I'll figure something out.
Maybe Barrier, MBarrier, and Debarrier could be removed? You'll likely put up both in a boss battle, so removing the individual barriers would free up space and speed up the buffing process with having Wall right off the bat. Dispel is a direct upgrade to Debarrier, so that's another spell that can be cleaned out for new spells.

Quote
-Stardust Ray will be buffed.
Hooray! Thank you!

Quote
-The landscape for fights will be a bit different in the final version so this might not be an issue at that point.
Hopefully. The Shinra Alpha is a pretty nice armor piece, but I don't think it's nice enough to warrant an extremely difficult 1v1 battle haha.

Quote
-I'll give it a go.
Sweet! Can't wait to see what you come up with! :D

Fauve

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8879 on: 2020-01-22 04:48:32 »
Dark Cave was a sidequest scripted to take place in Midgar. It's a bit rough around the edges.
Sounds cool. Is it a dungeon to explore?

Also, I’m trying to make everyone’s final weapons and was wondering how to get the following:

X-ATM Core
Micro Engine
7777 Needles
Dark Matter
Pulse Ammo
LuvLuv G
Pile banger (I have Pile bunker, is it the same thing?)
« Last Edit: 2020-01-22 12:51:00 by Fauve »

PokeFaize

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8880 on: 2020-01-22 17:13:52 »
Sounds cool. Is it a dungeon to explore?
Yes it is!

Quote
Also, I’m trying to make everyone’s final weapons and was wondering how to get the following:

X-ATM Core
Micro Engine
7777 Needles
Dark Matter
Pulse Ammo
LuvLuv G
Pile banger (I have Pile bunker, is it the same thing?)
X-ATM Core is gotten from fighting the X-ATM Scorpion thing over by the Corel Reactor if you have Barret in your party.
Micro Engine and LuvLuvG are gotten by going through the Dark Cave
7777 Needles is gotten from the Kaktuar in the Purple Materia Cave
Pulse Ammo is won from Tseung when you fight him in the main story in Disc 2
Dark Matter is won from Cait Sith's sidequest boss

Pile Banger and Pile Bunker are the same thing

kindred99

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8881 on: 2020-01-22 18:16:41 »
Hey everyone, just wondering if there's a site or a downloadable file where I can check all the changes, and drops etc...

Fauve

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8882 on: 2020-01-22 20:40:25 »
Yes it is!
X-ATM Core is gotten from fighting the X-ATM Scorpion thing over by the Corel Reactor if you have Barret in your party.
Micro Engine and LuvLuvG are gotten by going through the Dark Cave
7777 Needles is gotten from the Kaktuar in the Purple Materia Cave
Pulse Ammo is won from Tseung when you fight him in the main story in Disc 2
Dark Matter is won from Cait Sith's sidequest boss

Pile Banger and Pile Bunker are the same thing
Awesome thanks. And I beat Tseng a while ago, but I don’t think I saw Pulse Ammo in my inventory. I’ll double check when I get the chance.

Karsh Highwind

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8883 on: 2020-01-22 23:42:38 »
Hey everyone, just wondering if there's a site or a downloadable file where I can check all the changes, and drops etc...

There isn't a document that covers everything, but I am working on compiling a lot of stuff about NT 1.5 (and soon to work on NT 2.0).

It'll be good to have some help from the community if you folks have any information handy :)

Fauve

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8884 on: 2020-01-23 06:24:00 »
So Pulse Ammo wasn’t in my inventory but I still got Death Penalty which was a relief.

I also got Barret’s Missing Score. How does it work exactly? It’s only got four slots and doesnt seem to be doing much damage, so pretty sure I’m misisng something.
« Last Edit: 2020-01-23 06:26:28 by Fauve »

Chrysalis

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8885 on: 2020-01-23 10:01:35 »
Sega is their a missable's guide for NT?

I have the steal spreadsheet and text file for ultimate weapons/limit breaks.

But I am curious about missable side quests.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8886 on: 2020-01-23 14:27:25 »
Shouldn't be anything missable, save for what's missable in vanilla.

Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8887 on: 2020-01-25 00:34:31 »
Maybe this is a dumb question, but I'm assuming New Threat is not set up to be used with the Jessie mod?

Zedes

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8888 on: 2020-01-25 18:40:36 »
There isn't a document that covers everything, but I am working on compiling a lot of stuff about NT 1.5 (and soon to work on NT 2.0).

It'll be good to have some help from the community if you folks have any information handy :)
I noticed either I was doing something wrong or the Enemy Items (version 1) spreadsheet that comes with the mod files is wrong. Specifically when I tried to morph the big roller boss at the end of the bike chase segment I received nothing, whereas the document lists him as morphing into a Fire Ring. The boss did have a different name than "Rubicante GT" as listed in the spreadsheet so perhaps this is a difference between Normal/Arrange? In that case we should work on compiling information about the Arrange version of these bosses.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8889 on: 2020-01-25 23:32:53 »
Maybe this is a dumb question, but I'm assuming New Threat is not set up to be used with the Jessie mod?

It used to be a conflict, but the Jessie mod had a chunk in it that it didn't need and which clashed with NT. I removed it and it works fine. You're probably past that part of the game by now, but just for future:
http://www.mediafire.com/file/825mu1w33g83ruh/Jessie_IRO_Compatability_Patched.iro/file
Import that via 7th Heaven's Library tab and replace the original Jessie Mod. You'll have some bad text boxes in the elevator, I think that's in the original Jessie mod as well.

I noticed either I was doing something wrong or the Enemy Items (version 1) spreadsheet that comes with the mod files is wrong. Specifically when I tried to morph the big roller boss at the end of the bike chase segment I received nothing, whereas the document lists him as morphing into a Fire Ring. The boss did have a different name than "Rubicante GT" as listed in the spreadsheet so perhaps this is a difference between Normal/Arrange? In that case we should work on compiling information about the Arrange version of these bosses.

I'm going to do full documentation when I make the final 2.0 patch (aiming for end of February or early March).

Ziggomatic

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8890 on: 2020-01-26 07:48:30 »
Minor bug/inconvenience/oversight I noticed. I'm pretty sure it's because of the New Threat mod, as it's the only one I'm using that alters the in-game dialogue/text in any way.

Floor 62 of the Shinra HQ - learning the mayor's password. One of the "misplaced" books reads "#16 Modern history of the Midgar space program". The original game did not have "the" in the title, thus making the correct letter M (for MAKO as the password). The "the" should either be removed or the "#16" should be replaced with "#19".

I'm enjoying the mod so far, and I look forward to updates and improvements!

Karsh Highwind

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8891 on: 2020-01-27 05:33:48 »
I noticed either I was doing something wrong or the Enemy Items (version 1) spreadsheet that comes with the mod files is wrong. Specifically when I tried to morph the big roller boss at the end of the bike chase segment I received nothing, whereas the document lists him as morphing into a Fire Ring. The boss did have a different name than "Rubicante GT" as listed in the spreadsheet so perhaps this is a difference between Normal/Arrange? In that case we should work on compiling information about the Arrange version of these bosses.

Yea many of those are outdated by now. A lot of the documentation used is a mix of 1.0-1.5 patches. I'm working through getting a full 1.5 Google doc rolling with the most accurate info I have from my own save, but it's time consuming of course!

I'm updating the character passives and stat growth options so I need to make sure whatever I have on that is accurate.

Weapons/armors/accessories/materia stats/enemy skills for 1.5 are nearly finished...Stay tuned!

For those of you who start a new game and see this post...Please keep track of any goodies you get from bosses/steal/find laying around in 1.5 as that will greatly speed up my ability to compile documentation without needing to do an entire run again (Not that I would mind heh)
« Last Edit: 2020-01-27 06:16:04 by Karsh Highwind »

Karsh Highwind

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8892 on: 2020-01-28 05:14:02 »
Hello everyone!

I know I've mentioned this a couple times in the past, but the time has finally come...

To be clear, this document is still a work in progress and is not nearly as complete as I'd like it to be. This only covers Final Fantasy VII - New Threat 1.5!

I've worked with Sega Chief on validating the data and will continue to validate as I work on this. Please take the time to review the document, see if you like the formatting, and if you spot out any errors or have suggestions, shoot me a message either on Qhimm (personal message works best to keep the forums on topic) or on Discord (my info is in the doc). Alternatively, you can use the comment feature on Google Docs to point out an error/suggestion to me as well.

If you see any text in red, this indicates that I need to confirm the data is accurate, or I have found something that needs to be changed and will get the info over to Sega Chief in bundles to prevent a ton of mini changes being made. Much more productive to make large scale changes!

The tabs that are complete, but can always use more sets of eyes to validate are as follows:

  • 1.5 Changes & Features
  • 1.5 Passives/Base Stats/Source Point Options
  • 1.5 Limit Breaks
  • 1.5 Weapons
  • 1.5 Armors
  • 1.5 Accessories

https://docs.google.com/spreadsheets/d/1X1sQP1Q6MVrxt1E7ytniaG_OEhN8XqlAH2Srv3iHjLc/edit?usp=sharing

There is still a lot of work to do here to get everything ready. Need to add locations for items/materia/enemy skills/etc...Expect more to come in the following weeks.

Thanks!

« Last Edit: 2020-01-28 15:50:36 by Karsh Highwind »

Cyborgic

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8893 on: 2020-01-31 13:28:26 »
Hi Sega Chief, a QoL suggestion for the next patch. There are no save points in the ancient forest and the boss is at the end of all the puzzles. If you lose, you currently have to redo all of them before getting a new shot at the boss. A save point close to the boss, or a retry function, would help people stay motivated.


Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8894 on: 2020-01-31 20:23:27 »
Sure thing.

Fauve

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8895 on: 2020-02-01 09:52:39 »
Hello everyone!

I know I've mentioned this a couple times in the past, but the time has finally come...

To be clear, this document is still a work in progress and is not nearly as complete as I'd like it to be. This only covers Final Fantasy VII - New Threat 1.5!

I've worked with Sega Chief on validating the data and will continue to validate as I work on this. Please take the time to review the document, see if you like the formatting, and if you spot out any errors or have suggestions, shoot me a message either on Qhimm (personal message works best to keep the forums on topic) or on Discord (my info is in the doc). Alternatively, you can use the comment feature on Google Docs to point out an error/suggestion to me as well.

If you see any text in red, this indicates that I need to confirm the data is accurate, or I have found something that needs to be changed and will get the info over to Sega Chief in bundles to prevent a ton of mini changes being made. Much more productive to make large scale changes!

The tabs that are complete, but can always use more sets of eyes to validate are as follows:

  • 1.5 Changes & Features
  • 1.5 Passives/Base Stats/Source Point Options
  • 1.5 Limit Breaks
  • 1.5 Weapons
  • 1.5 Armors
  • 1.5 Accessories

https://docs.google.com/spreadsheets/d/1X1sQP1Q6MVrxt1E7ytniaG_OEhN8XqlAH2Srv3iHjLc/edit?usp=sharing

There is still a lot of work to do here to get everything ready. Need to add locations for items/materia/enemy skills/etc...Expect more to come in the following weeks.

Thanks!
Awesome work. One thing about Cloud’s innate. I remember reading that he gets +50 STR/MAG when a Limit is used, and then that boost slowly deteriorates over time. Is that not the case anymore?

Cyborgic

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8896 on: 2020-02-01 10:29:02 »
Sure thing.
Thanks =) I'm also positive that you've been asked many times to add a Warp to Highwind feature to save points. Is it possible and if not, why?

Anyway I just finished my second playthrough of this mod - last time was in 2018. The things I noticed and mentioned here back then are long gone now. No major glitches this time around spare my bringing a sneak attack + barrier into the final fight made the game softlock, neither me or Sephiroth were allowed to get a turn.

Was surprised to see that you removed quite a few bosses (
Spoiler: show
Dark Cave Proud Clod, Dark Cave Bottomswell, King Bub, Master Materia, Jenova & Sephiroth,  probably more that I can't remember right now
) but I'm sure that you had good reasons.


kekko1285

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8897 on: 2020-02-01 12:34:48 »
Hello everyone!

I know I've mentioned this a couple times in the past, but the time has finally come...

To be clear, this document is still a work in progress and is not nearly as complete as I'd like it to be. This only covers Final Fantasy VII - New Threat 1.5!

I've worked with Sega Chief on validating the data and will continue to validate as I work on this. Please take the time to review the document, see if you like the formatting, and if you spot out any errors or have suggestions, shoot me a message either on Qhimm (personal message works best to keep the forums on topic) or on Discord (my info is in the doc). Alternatively, you can use the comment feature on Google Docs to point out an error/suggestion to me as well.

If you see any text in red, this indicates that I need to confirm the data is accurate, or I have found something that needs to be changed and will get the info over to Sega Chief in bundles to prevent a ton of mini changes being made. Much more productive to make large scale changes!

The tabs that are complete, but can always use more sets of eyes to validate are as follows:

  • 1.5 Changes & Features
  • 1.5 Passives/Base Stats/Source Point Options
  • 1.5 Limit Breaks
  • 1.5 Weapons
  • 1.5 Armors
  • 1.5 Accessories

https://docs.google.com/spreadsheets/d/1X1sQP1Q6MVrxt1E7ytniaG_OEhN8XqlAH2Srv3iHjLc/edit?usp=sharing

There is still a lot of work to do here to get everything ready. Need to add locations for items/materia/enemy skills/etc...Expect more to come in the following weeks.

Thanks!

This is a great job. Thanks a ton. Can I suggest that, instead of using a spreadsheet, it would be better to just use a github gist and use markdown for the file? It would make read, access and update the file so much better/easier. I can help with that, just drop me a DM.

Thanks again for the hard work.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8898 on: 2020-02-01 18:21:08 »
Awesome work. One thing about Cloud’s innate. I remember reading that he gets +50 STR/MAG when a Limit is used, and then that boost slowly deteriorates over time. Is that not the case anymore?

Should still be that way for the time being. Might be lower than 50 though, probably 30.

Thanks =) I'm also positive that you've been asked many times to add a Warp to Highwind feature to save points. Is it possible and if not, why?

Anyway I just finished my second playthrough of this mod - last time was in 2018. The things I noticed and mentioned here back then are long gone now. No major glitches this time around spare my bringing a sneak attack + barrier into the final fight made the game softlock, neither me or Sephiroth were allowed to get a turn.

Was surprised to see that you removed quite a few bosses (
Spoiler: show
Dark Cave Proud Clod, Dark Cave Bottomswell, King Bub, Master Materia, Jenova & Sephiroth,  probably more that I can't remember right now
) but I'm sure that you had good reasons.

A warp doesn't really seem necessary in most cases; you're usually only 2-3 screens away from the world map. A few areas are 'deep' enough to warrant it. North Crater is a good case, and it has one currently.

When dealing with a sidequest you're probably going to benefit from a warp. These areas are fairly deep: Mt Nibel (depending on which entrance was used), Cave of the Gi, Great Glacier, Gold Saucer, maybe some others. I'll think about adding it where it might be beneficial.

I want to make the Final Battle vanilla again, but I think I've knocked something out of whack (maybe the formation AI?) I'll have it sorted out in the 2.0 release.

Lot of NT enemies/bosses were removed over the years; they still sit in the files but are unused. By my count there were 141 models added altogether, about 3/4s of which are still used. There will be cuts from 2.0 again, but also some new additions. But overall there will be less again.

This is a great job. Thanks a ton. Can I suggest that, instead of using a spreadsheet, it would be better to just use a github gist and use markdown for the file? It would make read, access and update the file so much better/easier. I can help with that, just drop me a DM.

Thanks again for the hard work.

How would that work? Is it the spreadsheet that goes into the gist or the mod files themselves?

Anyways, posting the spreadsheet that Karsh made onto the front page.

Cyborgic

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Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« Reply #8899 on: 2020-02-02 09:03:34 »
A warp doesn't really seem necessary in most cases; you're usually only 2-3 screens away from the world map. A few areas are 'deep' enough to warrant it. North Crater is a good case, and it has one currently.

When dealing with a sidequest you're probably going to benefit from a warp. These areas are fairly deep: Mt Nibel (depending on which entrance was used), Cave of the Gi, Great Glacier, Gold Saucer, maybe some others. I'll think about adding it where it might be beneficial.

I want to make the Final Battle vanilla again, but I think I've knocked something out of whack (maybe the formation AI?) I'll have it sorted out in the 2.0 release.

Lot of NT enemies/bosses were removed over the years; they still sit in the files but are unused. By my count there were 141 models added altogether, about 3/4s of which are still used. There will be cuts from 2.0 again, but also some new additions. But overall there will be less again.
Great glacier definitely is one such spot. I considered going there to see if you'd made Gaea's cliff revisitable, but realized how much walking I'd have to do and skipped it. Although now that I think more about a warp like this, you could possibly lose your colored chocobo by using it.

Fwiw I had the Hero's medal going into the final bosses. I can't remember whether having it would change the final battle into vanilla or add the other boss.

So long as you don't remove Lich GT, I'll be happy. One of the most fun final fantasy bosses I've played, period.