Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4959535 times)

Jessen

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3475 on: 2016-04-27 05:25:32 »
I mean, activating it in the last Hojo fight would be cool. The whole party dies and the Cloud gets his innate + revs party. This might give you a cool way of "fixing" the Hojo fight. He may add reflect or something when everyone rezzes to force dispels and whatnot. Another way could be in new game + or something.

Another option is to have it unlock once the different clouds merge in his subconscious and he regains his memory. Easy i know but could make sence. This could be combined with cloud having a lesser passive from start until he awakens his "true" passive

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3476 on: 2016-04-27 05:31:49 »
SC--A few graphical glitches for you during the Diamond Weapon fight:

Quake 3 seems to sometimes get its textures jacked up for some reason.  Every once in awhile, instead of the rock/earth look to it, its all a jumble of letters/numbers/shapes.  It seems to be specific to this battle, because I've never seem it happen before.

Also, after the battle, I think DW's shadow passes over the party, but in my case it was a blank white screen that went over instead.

Just thought I'd mention them if no one else had yet--nothing game breaking for sure, but they're there.

Yeah, that happens with the default game too; not sure if it's PC-specific or Aali's Driver, but the game seems to have a problem when it loads certain spell effects (ones with transparencies?) more than once during a battle. Quake3 will grab textures from the menu it seems like, while Atomic Ray, Oil Shot, Ultima Beam, and maybe others will gradually fade out with each use and change in appearance.

The white fade thing is a problem that's carried over from the 1998 flevel; I built NT on the original game's files, not sure if FF7 Steam had been released yet. Been meaning to get round to importing a Steam field for that screen (there's also a similar problem that occurs on the screen just after falling post-Jenova Synthesis battle).

apologies if this has been answered somewhere, but are some bosses morphable? i know about one (or more?) battle square bosses being morphable, but as far as one-time events should i even try my luck?

Some bosses are morphable, but it's mostly the repeatable ones and not the story ones.

Another option is to have it unlock once the different clouds merge in his subconscious and he regains his memory. Easy i know but could make sence. This could be combined with cloud having a lesser passive from start until he awakens his "true" passive

Seems good to me. Might do that.

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3477 on: 2016-04-27 08:37:09 »
Decided to give Netzechariah a proper attempt and it was going well up until the point where Mammon Machine just absolutely wrecked my party. Do I have to somehow survive Mammon Machine, stop it from happening or kill it before Mammon Machine can be used?

Also is Deployment used upon reaching a certain HP Threshold or is it based on number of turns?

asierus

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3478 on: 2016-04-27 10:50:23 »
there is a black robo scorpion sitting on aeris flowers on church when you first time visit it
 lol xd it dissapears when camera changes to reno scene. this thing is following me !  :D im using lattest version new game and steam version of game.

JLOUTLAW

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3479 on: 2016-04-27 12:22:33 »
HOW
HOW DID YOU BEAT HIM
I can't do it. I've tried so many times, nothing I do is working, and the one time I DID beat him, he just Illuya Waved me and I died!

A few things. First I was around level 25 by the time I got there. Not sure if that means I'm overleveled or what but my guys were all pushing 1000 HP.  I had Barrett with a long range gun and elemental choco mog paired on his weapon. He was my main attacker. Tifa was a combo of damage maker and magic User. She either spammed bolt or used a four hit limit to deal some serious damage. Cloud was mostly magic support. He would use Haste to speed us all up, and then constantly heal and add the barriers as well as be the one to break the bubbles  around the main attackers with my 2nd Bolt materia. That's basically all he is good for because neither his normal attacks or limits can hit Illuyaskas and also his attack magic doesn't seem as strong as Tifa's. He also used sense so you can get a sense of how close to death Illuyaskas is. Keep your 2 type of barriers up. Once he's down to about 1000 HP, ease up a turn. Go into defend mode and give Tifa a hyper to give her fury. Once she gets her limit break, use tranquilizer on her re-up your barriers cure your fighters and let her blast Illuyaskas with her limit to end the battle!!!


« Last Edit: 2016-04-27 12:28:35 by JLOUTLAW »

Lopes

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3480 on: 2016-04-27 18:32:01 »
Can someone post the rank 1 (or zero? dont know) stats for each character please?
I might change the stats of my characters, i chose the first rank option for everyone but i guess i want to try other combinations.

Jessen

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3481 on: 2016-04-27 19:06:55 »
Can someone post the rank 1 (or zero? dont know) stats for each character please?
I might change the stats of my characters, i chose the first rank option for everyone but i guess i want to try other combinations.
in order: str - vit - mag - spr - dex - lck
Cloud: 33 - 28 - 27 - 32 - 16 - 14
Barret: 36 - 48 - 9 - 37 - 8 - 12
Tifa: 46 - 12 - 23 - 18 - 42 - 9
aeris: 22 - 11 - 42 - 32 - 13 - 25
Red XIII: 31 - 24 - 32 - 23 - 28 - 12
yuffie: 37 - 8 - 38 - 11 - 44 - 12
Cait sith: 16 - 36 - 13 - 36 - 11 - 33
vincent: 21 - 40 - 42 - 24 - 11 - 14
Cid: 42 - 36 - 8 - 12 - 9 - 43

Its also found in one of the documents when you download the mod :)

« Last Edit: 2016-04-27 19:12:12 by Jessen »

deha0002

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3482 on: 2016-04-27 19:08:56 »
Can someone post the rank 1 (or zero? dont know) stats for each character please?
I might change the stats of my characters, i chose the first rank option for everyone but i guess i want to try other combinations.

I have made an excel file for all char with indepth Rank up options, as well as the stats that weapons (+ ultimate weapons) provide, so that i can decide everything before i play Arrange mode for realz. If its possible to send it on here (or via google doc), i can do it if you like?.

Jessen

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3483 on: 2016-04-27 19:14:24 »
I have made an excel file for all char with indepth Rank up options, as well as the stats that weapons (+ ultimate weapons) provide, so that i can decide everything before i play Arrange mode for realz. If its possible to send it on here (or via google doc), i can do it if you like?.

would be great with the info about weapons :)

Lopes

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3484 on: 2016-04-27 19:18:41 »
Thank you for the info :)
I checked the documents but i guess i checked too fast :p
Well i guess you could upload them to some DL page like Mega, Mediafire etc

deha0002

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3485 on: 2016-04-27 20:03:46 »

Here you go, It might not be user friendly since i just did it for myself + a few number are written in swedish. But i think you can get a hang of it.


Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3486 on: 2016-04-27 20:23:17 »
That's pretty cool; much more detailed than that notepad file I pitched together.

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3487 on: 2016-04-27 21:30:13 »
Do you have an ETA for when the Kalm Traveler is going to be fixed? Still can't hand in my Desert Rose/Earth Harp and I would really like to see Pandora's Box without having to watch re-runs of Sleepy Hollow Season 3.

With the Netzechariah fight, he does a move called Mammon Machine which means the absolute devastation of my party. What do I need to do to prevent this:

- Kill him before he uses Mammon Machine
- Somehow Survive him using Mammon Machine
- Stop him from casting Mammon Machine by alternate means

I figure it's one of the following but I'm not entirely sure what. I can't maintain my damage output with Tifa once he Ascends and despite being a Physical Attack, Mammon Machine completely bypasses Shield so surviving it that way is also out of the question.

Side Note: First time fighting it I misread it as "Mammoth Machine", leading to the thought of "You and I must have different definitions of Mammoth...".

MoCheese

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3488 on: 2016-04-27 23:19:38 »
Another option is to have it unlock once the different clouds merge in his subconscious and he regains his memory. Easy i know but could make sence. This could be combined with cloud having a lesser passive from start until he awakens his "true" passive

I really really like this idea actually, it makes sense in a story based way.

iDerek759

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3489 on: 2016-04-27 23:35:49 »
I really really like this idea actually, it makes sense in a story based way.

I can already think of the perfect place to include it.
Spoiler: show
When Cloud gives his speech to the entire party about what really happened to him 5 years ago. After they all agree, "there ain't no gettin' off of this train we on!" When he does that silly stretch animation would be perfect! lol

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3490 on: 2016-04-28 06:07:05 »
Do you have an ETA for when the Kalm Traveler is going to be fixed? Still can't hand in my Desert Rose/Earth Harp and I would really like to see Pandora's Box without having to watch re-runs of Sleepy Hollow Season 3.

With the Netzechariah fight, he does a move called Mammon Machine which means the absolute devastation of my party. What do I need to do to prevent this:

- Kill him before he uses Mammon Machine
- Somehow Survive him using Mammon Machine
- Stop him from casting Mammon Machine by alternate means

I figure it's one of the following but I'm not entirely sure what. I can't maintain my damage output with Tifa once he Ascends and despite being a Physical Attack, Mammon Machine completely bypasses Shield so surviving it that way is also out of the question.

Side Note: First time fighting it I misread it as "Mammoth Machine", leading to the thought of "You and I must have different definitions of Mammoth...".

ETA is tonight; I've got the fix made, just need to generate the patches and upload them which takes time.

You need to kill him before he uses it altogether. Way it should work is, whenever you hit him it adds 1 to a counter up to 13. Then he uses deployment (but he needs to complete one attack cycle first) and resets the counter back to 0. 2nd time it goes past 13, he flies up and uses Overclock. Then the third time is Mammon Machine so you've got 39 attacks total to bring the guy down if you play it safe and don't attack very often during his attack phase. However, you can get more than 13 hits in before he finishes an attack cycle but this'll be risky. You can also deal damage freely with Counter Attacks too without raising the counter.

Let me know if he's behaving differently in the fight itself.

I can already think of the perfect place to include it.
Spoiler: show
When Cloud gives his speech to the entire party about what really happened to him 5 years ago. After they all agree, "there ain't no gettin' off of this train we on!" When he does that silly stretch animation would be perfect! lol


Oddly enough, that's the exact moment I was thinking of having it pop with the innate explanation.
« Last Edit: 2016-04-28 06:23:11 by Sega Chief »

Fauve

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3491 on: 2016-04-28 07:02:39 »
Hey Sega, I just want to make sure of something. Since I'm downloading this mod for the first time, I don't have to install the hotfixes as well?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3492 on: 2016-04-28 09:12:31 »
They're needed at the moment but if you can wait until tonight I'll have a few extra issues fixed with updated hotfix patches (including a potential soft-lock involving a certain scorpion in a flower patch).

magictrufflez

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3493 on: 2016-04-28 13:43:41 »
I have a question about the Kalm Traveller too--is he supposed to only activate on "Disc 3"?  I have a guidebook, but he just keeps talking about how he doesn't have much to worry about these days...

I'm also sending you a PM about the possible [SECRET] that changes the ending SC

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3494 on: 2016-04-28 17:30:34 »
ETA is tonight; I've got the fix made, just need to generate the patches and upload them which takes time.

You need to kill him before he uses it altogether. Way it should work is, whenever you hit him it adds 1 to a counter up to 13. Then he uses deployment (but he needs to complete one attack cycle first) and resets the counter back to 0. 2nd time it goes past 13, he flies up and uses Overclock. Then the third time is Mammon Machine so you've got 39 attacks total to bring the guy down if you play it safe and don't attack very often during his attack phase. However, you can get more than 13 hits in before he finishes an attack cycle but this'll be risky. You can also deal damage freely with Counter Attacks too without raising the counter.

Let me know if he's behaving differently in the fight itself.
To clarify a couple of things:

- Is it 39 Hits or 39 Turns? Because if it's 39 Hits then Overclock putting haste on him is just a trap to get you to waste a turn.
- Does 4x Cut count as 4 Hits or 1 Hit?
- Do Limit Breaks count as 1 Hit or the Number of Hits they contain? (Catastrophe = 10 Hits)
- Does hitting Magitek Bit or Byte add to Netzechariah's counter?
- If I'm right Netzechariah has something in the region of around 780,000 HP, can you clarify this? (Testing in previous build)
- Does Mammon Machine do damage based off the ingame clock? (Noticed it doesn't quite do 9999)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3495 on: 2016-04-28 18:10:16 »
I have a question about the Kalm Traveller too--is he supposed to only activate on "Disc 3"?  I have a guidebook, but he just keeps talking about how he doesn't have much to worry about these days...

I'm also sending you a PM about the possible [SECRET] that changes the ending SC

It was changed to Disc 3 only, but I'll roll the Game Moment check back so that it's as soon as you get the Highwind.

To clarify a couple of things:

- Is it 39 Hits or 39 Turns? Because if it's 39 Hits then Overclock putting haste on him is just a trap to get you to waste a turn.
- Does 4x Cut count as 4 Hits or 1 Hit?
- Do Limit Breaks count as 1 Hit or the Number of Hits they contain? (Catastrophe = 10 Hits)
- Does hitting Magitek Bit or Byte add to Netzechariah's counter?
- If I'm right Netzechariah has something in the region of around 780,000 HP, can you clarify this? (Testing in previous build)
- Does Mammon Machine do damage based off the ingame clock? (Noticed it doesn't quite do 9999)

-39 player actions that can trigger a counter-attack script.
-4x-cut and other multi-hit abilities count as 1 action; the W-Materias however seem to be two separate actions.
-Hitting the adds doesn't add to the counter either.
-He has 820k HP.
-It is, the hits would have been 9999 but I went with the time formula instead because Mammon Machine is a reference to Chrono Trigger.

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3496 on: 2016-04-28 22:29:51 »
It was changed to Disc 3 only, but I'll roll the Game Moment check back so that it's as soon as you get the Highwind.

-39 player actions that can trigger a counter-attack script.
-4x-cut and other multi-hit abilities count as 1 action; the W-Materias however seem to be two separate actions.
-Hitting the adds doesn't add to the counter either.
-He has 820k HP.
-It is, the hits would have been 9999 but I went with the time formula instead because Mammon Machine is a reference to Chrono Trigger.
The bastard is finally down. By my calculations he would have used Mammon Machine in about 2 more turns, needless to say without the explaination of his AI or knowing his Max HP I wouldn't have stood a chance. This is still with Rank 0 Characters so I had to take a couple of risks here and there.

Spoiler is for my methodology so those who want to work out a strategy for themselves don't have to see it.
Spoiler: show
Setup:

Cloud Equip: Masamune, Escort Guard, Curse Ring (As much Strength as possible, Gigas Armlet not viable due to lack of 6 Linked Materia slots).
Cloud Weapon Materia: Mime + Double Cut, Barrier + All, Revive + All
Cloud Armour Materia: Hades + Added Effect, Mystify + Added Effect, Destruct + Added Effect

Aeris Equip: Princess Guard, Minerva Band, Choco Feather (Princess Guard + Slash-All puts Shield on the entire team after "Deployment").
Aeris Weapon Materia Equip: Revive + All, Restore + All, Heal + All, W-Magic + Slash-All (1 Star)
Aeris Armour Materia Equip: Phoenix + Elemental, Gil PLUS + Gil PLUS, HP Plus + Gravity

Tifa Equip: Master Fist, Shinra Alpha, **** I forgot to equip an Accessory after giving Cloud the Curse Ring. I'm an idiot.
Tifa Weapon Materia Equip: Leviathan + Elemental, Double Cut + Enemy Skill, Counter Attack + Counter Attack
Tifa Armour Materia Equip: Transform + Added Effect, Mystify + Added Effect, Counter Attack + Counter Attack, Counter Attack + Counter Attack

Items used:
Yellow Waves
Hero Drink II
Soft
Elixirs
Megalixirs
Graviballs
T/S Bombs
Lucky Pills

Make sure you start the fight with Tifa in the Front Row and an empty Limit Bar (So she can do 4x Cut without trouble) and make sure Cloud has a full L4 Limit Bar (This will be vital). The first part is pray that Magitek Corruptor doesn't hit Aeris and get the following setup as quickly as possible: 2 Yellow Waves on Netzechariah, Dragon Force on Tifa, Hero Drink II (After Dragon Force), Wall (Cast on Party).

At the start of the fight Netzech tends to follow this pattern: Magitek Corrupter, Magitek Ray x3 (1 per party member), Magitek Bomb x2 (Hits all targets), Magitek Shoot x3 (1 per party member), Tank Purge (DeBarrier effect). Then he will do nothing until 13 actions (not including Counter Attacks) have been used against him at which point he will use Deployment and phase 2 of the fight will begin.

If you got Dragon Force/Hero Drink II/Yellow Waves set up properly then Tifa should do several Critical Hits on the boss for heavy damage and also counter for heavy damage whenever hit by various moves. Keep the party alive any way you can but be careful not to let Tifa get Petrified and use a Soft on her ONLY when the timer above her head starts to get low so you can make use of the extra damage of having Slow-Numb with the Master Fist.

Once Netzechariah stops attacking during the first phase (the period before he's allowed to use Deployment) Tifa can then proceed to hit Netzechariah with 4x Cut and the Master Fist bonuses for some hefty (barely adequate) damage. Once Netzechariah uses Deployment have Cloud use Wall, Aeris use Slash-All on the party to grant Shield to everyone and stop using 4x Cut with Tifa.

With Deployment, Magitek Bit and Byte enter the fray and they need to be dealt with, this is done by having Tifa use Graviballs and T/S Bombs on Magitek Bit and Byte, Aeris using W-Magic with Demi and Demi2 and Cloud Miming Aeris's W-Magic since they take normal damage from Gravity attacks.

Now that you've used Shield on the party you'll now absorb a good chunk of Netzechariah's elemental attacks. This has several benefits because absorbing Tidal Wave will actually DeSpell Tifa's Death Sentence from Hero Drink II and also cure her Silence, this allowed her to use Laser to finish off the Magitek Bit/Byte when Demi2 stops doing 9999 and absorbing Geocrush will actually grant Recovery to whoever it targets instead of K.O. Just make sure to heal up when hit by Magitek Ray/Bomb/Shoot from Magitek Bit/Byte when they happen.

Either way once Magitek Bit/Byte are down, Netzechariah should have finished his attack pattern and you'll have some breathing room. You should also at this point have 26 Attacks to finish off the remainder of his health. After 13 Attacks he'll Ascend (Be unreachable for standard Melee attacks) and use Overclock which grants him Haste (This is a trap to get you to waste a turn DeSpelling it) and 13 Turns after that he'll use Mammon Machine and tear your party to shreds.

With 26 Attacks to go you'll need to put out some heavy damage per attack and this is where that Full L4 Limit Bar Cloud has comes in. I forgot that Masamune gives 100% Critical Chance so I gave a Lucky Pill to Cloud (The Auto-Critical hits of Omnislash can still go Critical and deal x2 Damage, unless this got changed or something). Since you used 2 Yellow Waves at the start of the fight Netzechariah should have no defence at this point, now you'll want to use Omnislash and MIME THE EVERLOVING **** OUT OF IT.

With Escort Guard and Curse Ring Cloud has 80 Strength and the +100 Attack of Masamune gives Cloud 180 Attack Power. Even with Yellow Waves I was only doing ~1600-~1700 per hit or rather ~25000 per Limit Break. This means that with the point where Magitek Bit/Byte died I needed Netzechariah to have less than 650,000 HP (26 x 25000 HP) and fortunately thanks to the 4x Cut + Master Fist antics of Tifa along with Counter Attacks at the start he had around 596000 HP when he used Deployment. Meaning I was able to constantly Mime Omnislash and have about 2 turns to spare when he finally dropped.

I also found that if you use Gospel Sparks or Planet Protector/Great Gospel, one can survive Mammon Machine but he then counters every attack on him after that with Mammon Machine meaning if you can't keep Peerless going for as long as you need you're screwed. It may however buy you a few extra turns if you think you'll fall short of the mark a bit.
Spoiler: show

Why does he say "Yah has remembered" upon being defeated? Is that a reference I'm not getting?


« Last Edit: 2016-04-28 22:31:22 by Skirmish »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3497 on: 2016-04-28 23:56:53 »
The bastard is finally down. By my calculations he would have used Mammon Machine in about 2 more turns, needless to say without the explaination of his AI or knowing his Max HP I wouldn't have stood a chance. This is still with Rank 0 Characters so I had to take a couple of risks here and there.

Pretty impressive doing that sourceless; nice work.

Edit: Patches updated.
« Last Edit: 2016-04-29 06:24:25 by Sega Chief »

JLOUTLAW

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3498 on: 2016-04-29 15:17:20 »
Will you be updating the build download? I see its still April 22nd yet the patches are for the 29th

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3499 on: 2016-04-29 15:41:01 »
I'll try and get that done tonight.