Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4966688 times)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10600 on: 2021-01-27 09:19:51 »
I just started New threat and I was confused on the hard mode toggle. is it the little window at the end that shows the current difficulty setting?

When starting a new game it asks what Game Type, then it asks whether to turn Hard Mode on or not. You can toggle hard mode on/off after that at a save point.

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That's disappointing to hear about the lifestream reveal music; I suspect what might have happened is that the adjusted music track supplied in the IRO hasn't been loaded which can happen sometimes if there's another mod overriding it or maybe just because of other reasons (if the installer, then might be that the target folder for the music file has a different name or something). I made some tweaks to the field script to go with that track which has extra looping in it to make it 'fit' the length so if that track wasn't used then whatever was used instead would probably not make it to the end. Or there might be some other factor affecting things there.

The toggle flags are a bit busted at the moment; the music flag was using the wrong one for instance. I've got this sorted out in my 2.1 files but the patch isn't quite ready to go up yet.

Mindblow: I just checked and it has the MP Damage flag still ticked, where it should instead just be dealing magic damage to HP. I'll sort this out for the patch.

Jenova LIFE: I thought it was a good fit for the boss' theme, and it helps me integrate that decision into the gameplay a lot better than the old way which was a not-so-clear dialogue choice. Granted it's not 100% clear still but it is a lot more interesting. My first and foremost priority is the battle mechanics so that tends to take precedence.

From what I remember of the final Disc 1 scene, the location used in both cases was the Inn rather than the structure that vanilla uses. For some reason I decided to use the vanilla location if Aeris bit the dust, and to use the 1.5 version in the Inn if she didn't. I can't really remember why, but it is what it is.

And I don't want to lock this off to Type B; while it does make sense, it would just result in people getting to that point in Type A and then finding out that they can't do it which is one of the features billed by the mod so it'll be staying in both types.

Flashback: If you already know, then it's a giveaway (though it can't really be giveaway if you know about it). But if you don't know, then it's one of those things where it would only click if you were playing through the game a second time. I walked back some of the alterations to the flashback but I left that one in.

Fort Condor: You don't need to do any of the battles to get the Phoenix Materia, only the last battle which is mandated by the story (and you can clear this battle by fighting from the shed too); this is the same as vanilla. In 1.5, clearing all the Fort Condor battles yourself or through funding would nab the player a Masamune (this is no longer the case in 2.0, the drop was changed to a Ziedrich).

I had a look at the script a few times with a view to reducing the number of engagements as there's duplicate ones that give duplicate prizes, but it's a spaghetti junction and I ended up just leaving it to focus on other things. Maybe in the future.

The characters you mention are on Type B, but only appear once in front of the Shinra Mansion; their appearance later in the Whirlwind Maze and on the Highwind was axed.

AuthenticM

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10601 on: 2021-01-27 15:35:56 »
That's disappointing to hear about the lifestream reveal music; I suspect what might have happened is that the adjusted music track supplied in the IRO hasn't been loaded which can happen sometimes if there's another mod overriding it or maybe just because of other reasons (if the installer, then might be that the target folder for the music file has a different name or something). I made some tweaks to the field script to go with that track which has extra looping in it to make it 'fit' the length so if that track wasn't used then whatever was used instead would probably not make it to the end. Or there might be some other factor affecting things there.

The toggle flags are a bit busted at the moment; the music flag was using the wrong one for instance. I've got this sorted out in my 2.1 files but the patch isn't quite ready to go up yet.

You made me realize that I was running an audio mod. I was using the original soundtrack from Anxious Hearts, as PC FF7 uses those shitty midi formats.

I just did a test by deactivating the mod and booting the game. It seems like New Threat is also using the original PSX soundtrack, so kudos for that. I didn't know that NT supplied its own soundtrack. I really hate the OG midi PC soundtrack.

While I can't test the lifestream scene to see if my mod was the source of the two aforementioned bugs, I did check if the field music toggle worked now. Unfortunately, it still doesn't work.

Mindblow: I just checked and it has the MP Damage flag still ticked, where it should instead just be dealing magic damage to HP. I'll sort this out for the patch.

Perfect, thank you.

From what I remember of the final Disc 1 scene, the location used in both cases was the Inn rather than the structure that vanilla uses. For some reason I decided to use the vanilla location if Aeris bit the dust, and to use the 1.5 version in the Inn if she didn't. I can't really remember why, but it is what it is.

Ah, I see. Is this something that could be corrected in 2.1? Maybe making the scene play out the same whether Aerith dies or not, with just a couple of dialogue changes to reflect Aerith being dead or not? Having the scene occur in the hut with the beds is smart and the way to go, I'd say. If it's too much effort, it's not the end of the world. But if it's easy to implement, it'd be appreciated.

Fort Condor: You don't need to do any of the battles to get the Phoenix Materia, only the last battle which is mandated by the story (and you can clear this battle by fighting from the shed too); this is the same as vanilla. In 1.5, clearing all the Fort Condor battles yourself or through funding would nab the player a Masamune (this is no longer the case in 2.0, the drop was changed to a Ziedrich).

I had a look at the script a few times with a view to reducing the number of engagements as there's duplicate ones that give duplicate prizes, but it's a spaghetti junction and I ended up just leaving it to focus on other things. Maybe in the future.

Ah, I see. Good to know. Thank you.

Does completing a battle through funding also give the reward given by the lookout guy?

The characters you mention are on Type B, but only appear once in front of the Shinra Mansion; their appearance later in the Whirlwind Maze and on the Highwind was axed.

In Game Type B, does the Scorpion Tank still appear during the dragon fight in the temple of the ancients? I thought that was super cool in 1.5. I missed it in Type A. The dragon fight by itself is a little bland; it doesn't fit with the rest of New Threat's philosophy of having boss fights have their own little quirks or gimmicks, I feel.
« Last Edit: 2021-01-27 15:39:21 by AuthenticM »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10602 on: 2021-01-27 16:48:38 »
You made me realize that I was running an audio mod. I was using the original soundtrack from Anxious Hearts, as PC FF7 uses those shitty midi formats.

I just did a test by deactivating the mod and booting the game. It seems like New Threat is also using the original PSX soundtrack, so kudos for that. I didn't know that NT supplied its own soundtrack. I really hate the OG midi PC soundtrack.

While I can't test the lifestream scene to see if my mod was the source of the two aforementioned bugs, I did check if the field music toggle worked now. Unfortunately, it still doesn't work.

Perfect, thank you.

Ah, I see. Is this something that could be corrected in 2.1? Maybe making the scene play out the same whether Aerith dies or not, with just a couple of dialogue changes to reflect Aerith being dead or not? Having the scene occur in the hut with the beds is smart and the way to go, I'd say. If it's too much effort, it's not the end of the world. But if it's easy to implement, it'd be appreciated.

Ah, I see. Good to know. Thank you.

Does completing a battle through funding also give the reward given by the lookout guy?

In Game Type B, does the Scorpion Tank still appear during the dragon fight in the temple of the ancients? I thought that was super cool in 1.5. I missed it in Type A. The dragon fight by itself is a little bland; it doesn't fit with the rest of New Threat's philosophy of having boss fights have their own little quirks or gimmicks, I feel.

Completing through funding does count as a win; 3000gil for it, and they start with enough to cover most of the unreachable battles.

The 1.5 fight in temple is used in Type B, yeah.

AuthenticM

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10603 on: 2021-01-27 17:32:23 »
Oh, other question. Are the endgame sidequests (colored caves and the such) the same between Types A and B? Are the battles the same?

I'd also like to know how different the 2.0 Type A endgame quests are compared to 1.5. I only know that Dark Cave was cut. I'm interested in know how some of the fights were fight, if at all.

Completing through funding does count as a win; 3000gil for it, and they start with enough to cover most of the unreachable battles.

Right. But regarding the items that the lookout guy gives to the player after a successful battle, the ones that he found on the battlefield (the armors and the megalixirs), are these items given to the player if Fort Condor wins the battles by themselves using the money? Like, if the player talks to the lookout guy at the last battle, will he give the player all the battlefield items that they have missed? (provided money was given to him)

The 1.5 fight in temple is used in Type B, yeah.

Sweet, thanks.
« Last Edit: 2021-01-27 17:55:52 by AuthenticM »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10604 on: 2021-01-27 23:21:08 »
Oh, other question. Are the endgame sidequests (colored caves and the such) the same between Types A and B? Are the battles the same?

I'd also like to know how different the 2.0 Type A endgame quests are compared to 1.5. I only know that Dark Cave was cut. I'm interested in know how some of the fights were fight, if at all.

Right. But regarding the items that the lookout guy gives to the player after a successful battle, the ones that he found on the battlefield (the armors and the megalixirs), are these items given to the player if Fort Condor wins the battles by themselves using the money? Like, if the player talks to the lookout guy at the last battle, will he give the player all the battlefield items that they have missed? (provided money was given to him)

Sweet, thanks.

Optional sidequests added in for Disc 2/3 are the same between Types. As for 1.5 to 2.0 difference, there's less overall and some characters don't have one anymore like Cid. While that will be a step back for some, I feel it helps streamline things.

The items given for a battle aren't awarded if Fort Condor uses their funds to complete the battle instead.

Sur5val

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10605 on: 2021-01-28 07:52:01 »
Hey Sega Chief,

I might have encountered a bug in the Sacred Fire Cave, I don't know if this has been reported before. I was fighting the boss guarding the W-Attack materia and I managed to kill both the angel thingies at the same time using quadra magic mp turbo ultima, making them use both their Yomi Burial attack at the same turn. Yuffie got ejected by the whirlsand then Cloud and after that I still had Cid but the game crashed. So I guess this is a bug.

Other than that, Thank you for this beautifully done mod.

salmonn85

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10606 on: 2021-01-28 10:44:17 »
Any way of going back to places where you think you missed an item.
Example sister ray for the 1/35th soldier. Not sure if I missed it or not or Midgard raid

Nt2.0


Sorry if this has been answered before. Tried to use the search but couldn't find anything. Plus the words in the search needs to be 2 characters+ so it didn't like looking for 1 35 soldier

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10607 on: 2021-01-28 14:55:37 »
Hey Sega Chief,

I might have encountered a bug in the Sacred Fire Cave, I don't know if this has been reported before. I was fighting the boss guarding the W-Attack materia and I managed to kill both the angel thingies at the same time using quadra magic mp turbo ultima, making them use both their Yomi Burial attack at the same turn. Yuffie got ejected by the whirlsand then Cloud and after that I still had Cid but the game crashed. So I guess this is a bug.

Other than that, Thank you for this beautifully done mod.

I'll have a look at it; did you have any battle mods on like for graphics or 60fps anything like that?

Any way of going back to places where you think you missed an item.
Example sister ray for the 1/35th soldier. Not sure if I missed it or not or Midgard raid

Nt2.0


Sorry if this has been answered before. Tried to use the search but couldn't find anything. Plus the words in the search needs to be 2 characters+ so it didn't like looking for 1 35 soldier

There isn't, I'm afraid. If you want the Materia given by finding all 12 then using a save editor add a Underwater Materia to your inventory (this was changed into a new Materia, but the save editor will still read it as 'Underwater Materia).

Rikku

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10608 on: 2021-01-28 19:21:30 »
Hi, does the limit requirement change in the  v2.0?

I have the two level 1 limits but it´s been a long time and seems that the level 2 doesn´t appear.

The story changes are AMAZING, i am enjoying A LOT, it´s like playing FF7 for the first time :)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10609 on: 2021-01-28 20:42:40 »
Hi, does the limit requirement change in the  v2.0?

I have the two level 1 limits but it´s been a long time and seems that the level 2 doesn´t appear.

The story changes are AMAZING, i am enjoying A LOT, it´s like playing FF7 for the first time :)

They're roughly the same; maybe higher for Cloud but a lot lower for characters who join later. I think maybe some characters are killing less often than you might realise or less enemies overall are getting dealt with. If you want to speed it up, then I tend to use Mt. Corel's bridge area to fight groups of 5x Battery Caps and aoe them down with the character farming. There was a better way that most others use but I can't recall right now.

But just in case: The next limit level is unlocked by kills, the x-2 Limit is unlocked by using the x-1 Limit.

Navihank

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10610 on: 2021-01-28 23:17:20 »
I was playing around with the settings and forgot which way it was before thats why i was asking

AuthenticM

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10611 on: 2021-01-29 03:52:19 »
Alright, just beat Hojo and wandered the world a bit. I'm done for now until 2.1 comes out and I start a Type B game.

I have two last things to share:

-I got the golden chocobo from the Kalm guy by giving him the guidebook. However, Cloud says "our stable is full", and I can't take the chocobo on the Highwind. I checked on the Highwind, and there isn't a chocobo in it. The stable at the Chocobo Farm is also empty. I'm not sure if this is a bug or if I'm missing something.

-I beat the Diorama robot in the Shinra HQ. I'm not sure if this is something with my game and mod list, but the boss's final line before dying ("closed") only appeared on screen for half a second. I think it's supposed to stay for much longer; long enough for the player to have plenty of time to read it. Also, the line wasn't in all-caps; I feel like it would be funnier if it was. I dunno; I feel like a robot yelling "THE DIORAMA IS CLOSED!!!" is just super funny to me.

Cheers on the awesome mod, Chief. I'll be back.

Oh, while I'm here: do you have any estimation on FF8 New Threat's 1.0 release date? I'm very eager to play it.

salmonn85

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10612 on: 2021-01-29 08:28:07 »
-I got the golden chocobo from the Kalm guy by giving him the guidebook. However, Cloud says "our stable is full", and I can't take the chocobo on the Highwind. I checked on the Highwind, and there isn't a chocobo in it. The stable at the Chocobo Farm is also empty. I'm not sure if this is a bug or if I'm missing something.

You need to go to the chocobo farm and speak to the old guy in the house and pay them to look after chocobos. This makes it so you can accept the gold chocobo.

Navihank

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10613 on: 2021-01-29 16:25:29 »


Oh, while I'm here: do you have any estimation on FF8 New Threat's 1.0 release date? I'm very eager to play it.
What would FF8 new threat even do? you would need to rebuild the junction system from the ground up.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10614 on: 2021-01-29 22:32:46 »
Alright, just beat Hojo and wandered the world a bit. I'm done for now until 2.1 comes out and I start a Type B game.

I have two last things to share:

-I got the golden chocobo from the Kalm guy by giving him the guidebook. However, Cloud says "our stable is full", and I can't take the chocobo on the Highwind. I checked on the Highwind, and there isn't a chocobo in it. The stable at the Chocobo Farm is also empty. I'm not sure if this is a bug or if I'm missing something.

-I beat the Diorama robot in the Shinra HQ. I'm not sure if this is something with my game and mod list, but the boss's final line before dying ("closed") only appeared on screen for half a second. I think it's supposed to stay for much longer; long enough for the player to have plenty of time to read it. Also, the line wasn't in all-caps; I feel like it would be funnier if it was. I dunno; I feel like a robot yelling "THE DIORAMA IS CLOSED!!!" is just super funny to me.

Cheers on the awesome mod, Chief. I'll be back.

Oh, while I'm here: do you have any estimation on FF8 New Threat's 1.0 release date? I'm very eager to play it.

I would try buying all 6 stables; it might be related to that.

If you have battle text speed set to fast then it whizzes by fast as it's technically an attack name and not a text string. I think it used to be in all caps in 1.5.

FF8 NT hasn't got an estimate at the moment, I keep running into unexpected challenges with it.

Clayjoy

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10615 on: 2021-01-31 22:09:40 »
I've been playing mod for a week now and I love it.  I've actually convinced 3 of my buddies to play it too.  I ran into some bug though.  For some reason Cait Sith is named Cloud...

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10616 on: 2021-02-01 11:29:22 »
I've been playing mod for a week now and I love it.  I've actually convinced 3 of my buddies to play it too.  I ran into some bug though.  For some reason Cait Sith is named Cloud...

There was a rename thing on the Zack flashback and through the Silver Chocobo in the Glacier; unfortunately, what I didn't realise at the time was that this rename function also renames Cait Sith (due to him sharing his character slot with Young Cloud at the start of the game). Best way to fix it is to rename Cait Sith through a save editor; I would avoid doing it through the silver chocobo as renaming Cait or Vincent in this way will also reset their stats.

Kuro91

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10617 on: 2021-02-01 16:53:00 »
Hi there,

I registered in the forum to say that NT is an absolutely fantastic mod! I actually played 1.5 some time ago and never said thanks and congratulations for the amazing work that was put in creating this mod.

I've been playing 2.0 Remix lately and I decided to tackle the optional bosses, manly the new KOTR bosses, and then Emerald and Ruby.

I got past the KOTR bosses easily after finding a good strategy, but I've been stuck against Emerald for days because I can't find a good way to take it down. I DID won a few moments ago by spamming KOTR and Mime, but I feel like my victory is a bit..."empty"? I mean, I won but I feel like I cheese it a bit, so I wanted to try winning without resorting to KOTR spamming. The issue I'm having is that his eyes simply wreck me, and them having 12kHP doesn't help much either.

I wanted to ask if there is some trick to defend against the eyes. I know I can slow them, but I think it's still not enough.

Thanks in advance!

EDIT: Well, Ruby doesn't joke either. I think playing the Remix/Arranged mode was a challenge too hard for me.
« Last Edit: 2021-02-01 19:12:04 by Kuro91 »

Rushiryu

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10618 on: 2021-02-02 15:51:59 »
This is my first post I'm sorry if I'm doing this wrong. Anyway, I would like to report a bug involving 1/35 soldier items. The 1/35 soldier that you pick up inside the chest on the scaffolding during the Midgar raid does not increase your item value. Meaning that even if you pick them all up you still don't get the reward because you final value only reaches 11. Cheating the item with black chocobo without collecting them all gives you the prompt that they are fake. However if you do collected them all and then cheat the item in, it counts it as genuine. What I understand from this is that the game gives you the check for picking it up but it simply doesn't add it to your inventory. I made a video on this but I won't post links as I don't know if it is allowed, but it is under the channel name Rushiryu.

Das Mexikaner

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Re: Releasing a Mod
« Reply #10619 on: 2021-02-03 00:26:24 »
Any feedback on how to improve balance or bug reports for technical issues is always welcome.

I'm new here, so I apologize if I missed any etiquette regarding quoting and such. Also, I'm pretty confident the bit of feedback below has been brought to your attention already.

- Love this mod. I was let down SO badly by the Remake, but what you have crafted is by far one of the absolute best balance / challenge / content mods I've ever encountered across any game. Kudos. Double kudos. Triple kudos.
- It's possible to unequip and retain the accessories and Materia from the Kalm flashback. You acknowledged this on a YouTube video highlighting this exploit, but only Materia was mentioned.
- The Tough Ring I snagged off Sephiroth is spelled "Touph Ring". Not sure if this is a typo or something I misunderstood (especially since other rings have been renamed). The "Jem Ring" is also potentially mispelled.
- Weapons possessing innate elements are a pretty big double-edge. Yuffie seems especially hurt by this, as I found myself switching back to her initial equip for a chunk of the game after recruiting her. I'd gladly take lower base stats if it meant rebalancing weapons to not include an element.
- Why add Reflect to Big Guard? I've tried developing a strategy where I could make this Enemy Skill work, but fall flat. I know Haste in vanilla is TOO good, but Reflect ruins it. Shield would be cool, at the cost of much, MUCH higher MP, but is arguably still imbalanced. Maybe Resist instead of Haste or Reflect?
- Would you consider making Osmose (AWESOME addition) work with All in exchange for lower potency?
- I CANNOT get the Harpy in the Gold Saucer desert to cast Aqualung, despite the documentation saying to lower HP (even as low as 40). I tried against 20 or so before giving up and using Black Chocobo to edit it in.
- I also found myself too frustrated to keep farming the Jersey enemies in Shinra Mansion and used Black Chocobo to give myself the ? ? ? ? ? Enemy Skill. I went as far as only having Cloud alive with Enemy Skill equipped and they would not cast it; having anyone else up at all would result in the Jersey enemy targeting whoever did not have Enemy Skill equipped.
- Non-boss enemies being immune to Manipulate is pretty frustrating. The Mu, Harpy, and Jersey (and I'm sure others) really waste a lot of time when their Enemy Skill is not guaranteed to trigger under certain conditions (turn number, counter attack, etc.) when coupled with encounter rates.
- What are the proc rates for Red XIII's damage increases and Vincent's regen? I've only seen Red XIII's increase once after first recruiting him, and have yet to see Vincent's regen (I may need to slow down battle message speed). Also, Vincent's innate mentions in-game cycling through his limits, but I didn't see an explanation in the downloaded documentation.
-Once again: amazing work. Quadruple kudos!

May you and your loved ones stay safe and well.
« Last Edit: 2021-02-03 13:17:52 by Das Mexikaner »

shadowdarkraven

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10620 on: 2021-02-03 07:20:00 »
I love this mod, im doing a playthrough of the most recent version  and the last version i played was the 1.5 release. I had a question about something that just occurred.  During the Kalm flashback scene i was able to remove the materia from Sephiroth and Cloud, then after the flash back finished it let me keep the materia. is this a bug or intended? i am playing on arrangement B if that helps.

Rainku

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10621 on: 2021-02-03 19:36:44 »
Hey there! Played your 1.5 mod awhile back and really enjoyed it, so I figured no harm in sharing my thoughts.

Absalutely fantastic job! I'm a bit of a casual, but I found the original game too easy so I was in search for a more balanced game mod, this mod delivered all that except for a few things in my opinion such as:

- Moving the Contain, Ultima etc materia from their original gaining points to Northern Cave. I use to do everything post game before going completely down Northern Cave in vanilla. That's just how I played. So for me, having to complete Northern Cave only to have to go back out again feels anticlimactic. I know you have to enter Northern Cave in the original and then go back out, but that's still better than having to go all the way down.
- Although I love the idea of extra bosses to gain each character's limit, I found all the 1v1 battles exhausting after awhile and it kind of ruined the fun I had with the mod leading up to that point.

Now I'm at the endgame of your 2.0 mod. I played through type A and I loved all of it! I was also super relieved that there werent as many 1v1 battles to obtain all the final limits, aswell as not having to go through northern cave first to unlock the side quests. I also love how all the towns are ocupied, the new dialouge, everything is cool and sometimes funny, but never felt too out of place. Really great! So far the only issue that remains for me, personaly, is the Contain, Ultima etc materia being only obtainable in Northern Cave. So I used Black Chocobo to pretend I got it from their original places. I also minused 10000 AP from the Comet Materia since getting Comet2 was taking way too long(although I get it does more dmg, but I still couldn't see myself grinding that long, especialy since I'm at endgame and would like to have all my spells at my disposal at that point).

So exellent work! Thank you so much!

Just a quick question: I use to farm my limit break usage on cactuar island by manipulating one of the catuers and having it use 1000 needles repeatedly on the party member whom's limit break I wish to use. I noticed I can't manipulate that cactuer anymore, so I don't know where the next best place is to drive the limit gauge up quicker? I know I can kill multiple enemies to gain the next limit level, but I'm talking specificly about getting the limit gauge up as soon as possible to making gaining the next limit move within that level faster?

tiny_spark

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10622 on: 2021-02-03 21:27:37 »
I am playing on 1.5. I made it to the northern crater and split my party up. I made it to the bottom and talked to everyone but now I can't change my party to anyone I didn't bring with me the whole way through the northern crater (Cid and Red XIII). The only exception is Tifa which I suspect works because of the party leader change option.

Is there something else I have to do to be able to add the other characters to my party?

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10623 on: 2021-02-04 00:07:08 »
Hi there,

I registered in the forum to say that NT is an absolutely fantastic mod! I actually played 1.5 some time ago and never said thanks and congratulations for the amazing work that was put in creating this mod.

I've been playing 2.0 Remix lately and I decided to tackle the optional bosses, manly the new KOTR bosses, and then Emerald and Ruby.

I got past the KOTR bosses easily after finding a good strategy, but I've been stuck against Emerald for days because I can't find a good way to take it down. I DID won a few moments ago by spamming KOTR and Mime, but I feel like my victory is a bit..."empty"? I mean, I won but I feel like I cheese it a bit, so I wanted to try winning without resorting to KOTR spamming. The issue I'm having is that his eyes simply wreck me, and them having 12kHP doesn't help much either.

I wanted to ask if there is some trick to defend against the eyes. I know I can slow them, but I think it's still not enough.

Thanks in advance!

EDIT: Well, Ruby doesn't joke either. I think playing the Remix/Arranged mode was a challenge too hard for me.

It's been a while since I checked but I think you can forestall the Limit Mode by using the 3 bahamut summons; this is based on the original emerald behaviour where it would 'accelerate' to use Aire Tam Storm if hit by KOTR but could be delayed from it if hit by Bahamut Summons instead.

This is my first post I'm sorry if I'm doing this wrong. Anyway, I would like to report a bug involving 1/35 soldier items. The 1/35 soldier that you pick up inside the chest on the scaffolding during the Midgar raid does not increase your item value. Meaning that even if you pick them all up you still don't get the reward because you final value only reaches 11. Cheating the item with black chocobo without collecting them all gives you the prompt that they are fake. However if you do collected them all and then cheat the item in, it counts it as genuine. What I understand from this is that the game gives you the check for picking it up but it simply doesn't add it to your inventory. I made a video on this but I won't post links as I don't know if it is allowed, but it is under the channel name Rushiryu.

Yeah that's the issue currently; the variable flag is toggled but the item given is wrong (vaccine). It's been fixed in the patch but the patch itself isn't finished yet.

I'm new here, so I apologize if I missed any etiquette regarding quoting and such. Also, I'm pretty confident the bit of feedback below has been brought to your attention already.

- Love this mod. I was let down SO badly by the Remake, but what you have crafted is by far one of the absolute best balance / challenge / content mods I've ever encountered across any game. Kudos. Double kudos. Triple kudos.
- It's possible to unequip and retain the accessories and Materia from the Kalm flashback. You acknowledged this on a YouTube video highlighting this exploit, but only Materia was mentioned.
- The Tough Ring I snagged off Sephiroth is spelled "Touph Ring". Not sure if this is a typo or something I misunderstood (especially since other rings have been renamed). The "Jem Ring" is also potentially mispelled.
- Weapons possessing innate elements are a pretty big double-edge. Yuffie seems especially hurt by this, as I found myself switching back to her initial equip for a chunk of the game after recruiting her. I'd gladly take lower base stats if it meant rebalancing weapons to not include an element.
- Why add Reflect to Big Guard? I've tried developing a strategy where I could make this Enemy Skill work, but fall flat. I know Haste in vanilla is TOO good, but Reflect ruins it. Shield would be cool, at the cost of much, MUCH higher MP, but is arguably still imbalanced. Maybe Resist instead of Haste or Reflect?
- Would you consider making Osmose (AWESOME addition) work with All in exchange for lower potency?
- I CANNOT get the Harpy in the Gold Saucer desert to cast Aqualung, despite the documentation saying to lower HP (even as low as 40). I tried against 20 or so before giving up and using Black Chocobo to edit it in.
- I also found myself too frustrated to keep farming the Jersey enemies in Shinra Mansion and used Black Chocobo to give myself the ? ? ? ? ? Enemy Skill. I went as far as only having Cloud alive with Enemy Skill equipped and they would not cast it; having anyone else up at all would result in the Jersey enemy targeting whoever did not have Enemy Skill equipped.
- Non-boss enemies being immune to Manipulate is pretty frustrating. The Mu, Harpy, and Jersey (and I'm sure others) really waste a lot of time when their Enemy Skill is not guaranteed to trigger under certain conditions (turn number, counter attack, etc.) when coupled with encounter rates.
- What are the proc rates for Red XIII's damage increases and Vincent's regen? I've only seen Red XIII's increase once after first recruiting him, and have yet to see Vincent's regen (I may need to slow down battle message speed). Also, Vincent's innate mentions in-game cycling through his limits, but I didn't see an explanation in the downloaded documentation.
-Once again: amazing work. Quadruple kudos!

May you and your loved ones stay safe and well.

The sephiroth thing is a variable that gets toggled before the flashback begins and I disabled that thinking it was affecting the hard mode toggle (which later turned out to be related to the G-Bike minigame which was unexpected). I've reinstated the flag but it's not in the current build yet. I kept the original Touph Ring spelling, I just kind of prefer it (but for other things like DeSpell, I went with Dispel instead). Oddly enough, I didn't realise Jem ring was mis-spelled until you pointed it out; just so used to seeing it as that.

Reflect can work in your favour as multi-target spells against a party with Reflect on will bounce 1 iteration of that spell back at the enemy each. So if you cast Bolt3+All at your party, 3x Bolt3 spells will hit an enemy.

I can set Osmose to work with All (I think).

I'll check Harpy out, seems to have come up a couple times. I think the issue is that the counter check needs to iterate through each % of HP before it will use it (and has a random chance to at that); it's a bit like Zolom in Vanilla who won't use Beta until it has used Raise Up and Eject via counters first.

Jersey I think they need to have a certain 'leaning' before they'll use it. But I forget if it's the physical immune or magic immune leaning for it.

Some enemies have to be immune due to moving parts like Mu who has a separate 'enemy' for the crater he fights out of. Larger enemies I think should be immune as they can be trivialised with Manipulate and are essentially dead in the water once that status is on them (I don't think magic attacks knock them out of it).

Red's proc should be something like 50% per post-action (any actor doing something, it evaluates this check afterwards). It won't evaluate though if he already has either 255 strength or 255 magic. There's also no proc message anymore and it rises by 1 when successful (for a max of +45). Vincent's regen is 20% and only procs if his current HP won't exceed his Max HP when it does.

I love this mod, im doing a playthrough of the most recent version  and the last version i played was the 1.5 release. I had a question about something that just occurred.  During the Kalm flashback scene i was able to remove the materia from Sephiroth and Cloud, then after the flash back finished it let me keep the materia. is this a bug or intended? i am playing on arrangement B if that helps.

It wasn't intended and will be sorted out soon.

Hey there! Played your 1.5 mod awhile back and really enjoyed it, so I figured no harm in sharing my thoughts.

Absalutely fantastic job! I'm a bit of a casual, but I found the original game too easy so I was in search for a more balanced game mod, this mod delivered all that except for a few things in my opinion such as:

- Moving the Contain, Ultima etc materia from their original gaining points to Northern Cave. I use to do everything post game before going completely down Northern Cave in vanilla. That's just how I played. So for me, having to complete Northern Cave only to have to go back out again feels anticlimactic. I know you have to enter Northern Cave in the original and then go back out, but that's still better than having to go all the way down.
- Although I love the idea of extra bosses to gain each character's limit, I found all the 1v1 battles exhausting after awhile and it kind of ruined the fun I had with the mod leading up to that point.

Now I'm at the endgame of your 2.0 mod. I played through type A and I loved all of it! I was also super relieved that there werent as many 1v1 battles to obtain all the final limits, aswell as not having to go through northern cave first to unlock the side quests. I also love how all the towns are ocupied, the new dialouge, everything is cool and sometimes funny, but never felt too out of place. Really great! So far the only issue that remains for me, personaly, is the Contain, Ultima etc materia being only obtainable in Northern Cave. So I used Black Chocobo to pretend I got it from their original places. I also minused 10000 AP from the Comet Materia since getting Comet2 was taking way too long(although I get it does more dmg, but I still couldn't see myself grinding that long, especialy since I'm at endgame and would like to have all my spells at my disposal at that point).

So exellent work! Thank you so much!

Just a quick question: I use to farm my limit break usage on cactuar island by manipulating one of the catuers and having it use 1000 needles repeatedly on the party member whom's limit break I wish to use. I noticed I can't manipulate that cactuer anymore, so I don't know where the next best place is to drive the limit gauge up quicker? I know I can kill multiple enemies to gain the next limit level, but I'm talking specificly about getting the limit gauge up as soon as possible to making gaining the next limit move within that level faster?

For Limit Gauges, I think Mandragora might be an option around the chocobo ranch. Their attacks are %-based on HP if I remember correctly. You just need to 'set them off' by targeting them with an action (maybe a grenade or something) and they'll start attacking after that in response.

I am playing on 1.5. I made it to the northern crater and split my party up. I made it to the bottom and talked to everyone but now I can't change my party to anyone I didn't bring with me the whole way through the northern crater (Cid and Red XIII). The only exception is Tifa which I suspect works because of the party leader change option.

Is there something else I have to do to be able to add the other characters to my party?

Not sure what's happened there; I would try going to the Highwind's Operation Room and changing party leader (just set it as Cloud again), that should unlock everyone. If not, let me know.

tiny_spark

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10624 on: 2021-02-04 01:59:55 »
Quote
Not sure what's happened there; I would try going to the Highwind's Operation Room and changing party leader (just set it as Cloud again), that should unlock everyone. If not, let me know.

I tried this but the other characters remain unselectable.

I also tried going back through the crater but taking a different route and clearing the boss. I was able to go down the path (which I was blocked from during the initial descent) and get to the bottom again but the other characters remain unselectable.
« Last Edit: 2021-02-04 21:21:07 by tiny_spark »