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Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« on: 2026-01-22 04:40:35 »Hello, Sega Chief! I don't know if you remember me, but I used to go by SirBlackMage here (and on YT), now under a new username for various reasons. I was the one who compiled all the Steal/Drop/Morph info for NT 1.5 in a spreadsheet. I was also 15 back then so sorry if I posted cringe at any point haha
I haven't seriously played NT in nearly a decade, but I'm still a big fan of the mod and currently running through 2.0 for the first time. If it's not too much trouble, it would mean a lot if you could change the line crediting me in the 1.5 spreadsheet to my new username (Aedolon).
I also come bearing a bunch of feedback/infodumping about my run: I'm playing version 2.092 Hard Mode Type B and I turned off EXP pretty early (shortly after Midgar), locking my levels at a 16 average. Below is my experience thus far, having played up to Mideel. I'm sorry for the inevitable overlap with other peoples' posts, but I'm sure you'll understand that I can't go back and read the 300 pages of posts since I last played haha. Big congrats on your mod's popularity by the way, 7 million thread views is CRAZY!!
Anyway, extensive feedback below (warning, long):Spoiler: show
Overall, I'm having a really good time. But might it be possible to bump up the difficulty of Hard Mode a bit more? Or potentially introduce a harder mode at some point? Although I understand if the mod is intended for a more general audience with its huge popularity nowadays. I suppose that's what the EXP toggle is for, to build your own challenge run. I'm very grateful for that option! At this point I kind of wish I'd gone fully no EXP/no sources as I saw there was a special ending message for that. But oh well, maybe that's for next time.
And I guess take my concerns regarding difficulty with a grain of salt in general. While I was already playing low-ish level in 1.4 and 1.5, I certainly only got better at JRPGs over the past decade. So I think I'm getting ever less representative of the average player as time goes on. Not to dunk on anyone, but I did read a few of the recent posts and thought it very funny when someone came in essentially calling this a "bullshit difficulty mod" lol.
In any case, thank you for all your hard work on New Threat! I'm gonna be playing the rest of it over the next few weeks and following up with another post when I'm done. Let's see if I can beat the rest of Disc 2 without Gil Toss & KotR. Feeling hopeful...
Replying to this separately as it has a bunch of stuff in it. Long time no see, I'll update the line credit with your username for the spreadsheet.
As for the feedback:
I wasn't actually aware that I'd set so many strong items to Morph in those areas, I think midway or toward the end of placing drops and pickups I had the idea of being careful about allocating the more powerful restorative items and avoiding having an infinite supply of them but setting an Elixir to be morphable in Corel Prison seems very at odds with that. I'll have a look at the morphs etc.
I can change the fixed damage attacks on Mt. Corel, so I'll just change them to do less or a regular damage formula.
Cait's HP pool is very high initially, but as characters level up that gap shrinks as he has a similar HP curve to the others. It was a way to try and entice players to try Cait early on when he joins as he's typically shelved immediately.
In the prototype 2.1 patch, equipment has been given a once over and redone a fair bit. I noticed some pieces were a bit further ahead than they were maybe intended to be vs. other pieces.
Battle Square's difficulty can swing a fair bit due to the slots and it being a solo character so I wanted it to be more reliably doable when the player does it that one time for story.
Yuffie steals the same amount of Materia, but the mod does give more of it so what's probably happening is it's much more likely you'll have too much and she has to leave you with a bunch based on the priority system. What I could do thinking about it just now is just disable the Materia Menu and do a full unequip after the 'theft' takes place and that would more reliably achieve the 'no materia' situation the game is trying to establish.
Physical attacks vs. magic has been a bit of a back and forth in feedback; generally people lean toward magic being more viable than physical attacks but I've had players who sent harder on physical builds and felt it was actually the other way around. I'm experimenting with defence values in the prototype and trying to find a better sweet spot between the two but Level will always be a big factor in it, and I think the early game when levels are lower is probably putting people off physical attacks which they carry into end-game.
Stat stacking has been a bit of an issue; to make what you equip feel more impactful, higher stat boosts were allocated but this has the issue where all together it can help characters reach very high stats. I've been trying to find a way to have it so that weapons, armour, accessories, Materia, levelling up, and the SP system can all have a non-negligible impact on the character without it getting out of control but it's been quite tough. In the prototype I've redone all of these but I still find stat stacking to be a bit of an issue to keep under control so tweaks are being made.
Octamagic was a mistake, but a fun mistake.
Glad you enjoyed the KOTR cave fight; I tried to replicate the FF5 counterparts as best I could within FF7's constraints.
Sounds like there's an issue with the event lines if multiple copies can be picked up; I'll try and replace them with a 'prop' NPC to make it more reliable.
I can prob add Poison onto more shops thanks to the new Scarlet tool, but I didn't think Grenades would be handy past Midgar as their damage drops off hard; but I guess they could be used for managing HP for morphs so I could add them to shops too.
Missing Score ignores Materia that freely accumulates AP I think; but I'll set that Lure to be picked up as Mastered for neatness.
I figured I'd keep Trickplay's unique mechanic of adding gil when it uses that attack as it's not a super efficient way of getting gil.
The way statuses work in FF7 is that immunity is more like blocking the toggle rather than the status itself; if you have a status and then something like, say, Resist is applied then you can no longer 'cure' the status by using a spell or item as the toggle is disabled. Curse Ring applies the status to the character before checking for status resistances and so the character ends up with a Death Sentence status they can't get rid of until the immunity is removed or the status naturally resolves. I figured this would be a good way to help balance Curse Ring + Powersoul a bit, as Death Sentence can't be reapplied after it expires due to that immunity.
Morph is intended as a optional thing to do if players feel like it, though it probably seems more essential on hard mode when gil is scarce.
I checked the vanilla kernel, and it seems Resist has always been single-target; I guess the wiki has this wrong.
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Whew.
? version of big cloud glitch. 
