Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4922737 times)

HautSaus

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4975 on: 2017-02-23 02:00:44 »
Tifa Lv. 4 limit side quest is super screwy. Last play through I fought Zangan and got the item. This playthroughI found him and he just tells me to be careful. THEN i go to the next screen to find a larger cloaked figure, that when I talk to, it takes me to the debug screen as Mr. Dolphin with another cloaked figure that prompts Battle???? that when I select takes me to a fight with Ozma Shade. I'm not sure you intended this.

MuckingFuffins

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4976 on: 2017-02-23 04:19:40 »
Sounds like enemy model data is missing. Try downloading the main installer/7H IRO again and installing it to get the battle.lgp up to date, it isn't covered in the 2 hotfix patches.

That fixed it! thanks.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4977 on: 2017-02-23 21:15:37 »
Tifa Lv. 4 limit side quest is super screwy. Last play through I fought Zangan and got the item. This playthroughI found him and he just tells me to be careful. THEN i go to the next screen to find a larger cloaked figure, that when I talk to, it takes me to the debug screen as Mr. Dolphin with another cloaked figure that prompts Battle???? that when I select takes me to a fight with Ozma Shade. I'm not sure you intended this.

Nope. I'll need to redo those Disc 3 vars and have something set up to scrub them clean automatically.

kamekaz3

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4978 on: 2017-02-24 01:21:29 »
Are the monsters at Mt.Corel by the reactor (the blowfish and turtle) suppose to give SP? Just wondering because I thought only bosses do.

Is there only one e.skill materia?
« Last Edit: 2017-02-24 02:52:55 by kamekaz3 »

El Grillo

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4979 on: 2017-02-24 04:27:49 »
As far as I know, there's only the one enemy skill.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4980 on: 2017-02-24 13:47:06 »
Are the monsters at Mt.Corel by the reactor (the blowfish and turtle) suppose to give SP? Just wondering because I thought only bosses do.

Is there only one e.skill materia?

All enemies give SP (with some exceptions, like 'swarm' enemies that appear in large 5x groups), it's just that those Corel enemies still had their 'SP Gained' message in their death script. I noticed it when I went through that area in my 1.5 playthrough and deleted the text (it was removed originally because it had a second delay on it that slowed battles down).

nicoco59

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4981 on: 2017-02-24 14:23:30 »
Hi @segachief

After installing the last version of your patch I tried to beat the scorpion boss in that cave (sorry don't remember the name but it was before the Ancient's city) but I encounter this bug again : when he starts using his laser tail, the fight while just "freeze" (characters are still moving and music continues but can't do anything anymore)

Did someone got this bug too ?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4982 on: 2017-02-24 14:28:11 »
Hi @segachief

After installing the last version of your patch I tried to beat the scorpion boss in that cave (sorry don't remember the name but it was before the Ancient's city) but I encounter this bug again : when he starts using his laser tail, the fight while just "freeze" (characters are still moving and music continues but can't do anything anymore)

Did someone got this bug too ?

It's been reported in the past, I thought I'd fixed it but it must have slipped by or maybe there's another issue lurking in there. I'm going to make a flevel, scene, and 7H IRO patch before I leave on Sunday to try and get the reported problems fixed and re-implement the means to recover missed items/rewards from the Highwind Debugging NPC.

kamekaz3

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4983 on: 2017-02-25 19:04:39 »
In the brass dragon fight when I gamed over, and retried, the X-ATM spawned in the beginning of the battle instead of after a trigger. This is intended right?

Also when I killed the dragon, he used an ability which did ~9999 to my party. Tifa's ability activated staying alive with 1 hp but it still counted as a game over. Is this because I intentionally killed the X-ATM? I was thinking there might be an item drop if I killed the X-ATM myself lol.
« Last Edit: 2017-02-25 19:11:35 by kamekaz3 »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4984 on: 2017-02-25 22:48:33 »
I'm putting the patch together now to fix the Lv.4 Limit sidequests with a reset trigger and the missing Omnislash; there's a Highwind Technician NPC on this screen, close to the Chocobo Pen (he appears after visiting the bottom of North Cave once, like the rest of the Disc 3 stuff):

If Cloud's sidequest is detected as being complete, he'll give you Omnislash; there's also an option to reset the variables used for Tifa and Cid's Lv.4 Limit sidequests.
http://www.mediafire.com/file/rbt9py9da0ponsw/NT_Mod_HotFix_flevel_25th_February.zip

I'll be gone for a week, do me a favour and let people know if they swing by to ask something. When I get back I'll resume 1.5 and get that finished up; then NT will be done! D:

I'll quickly do a 7H IRO patch as well: http://www.mediafire.com/file/87iuzaz1uzlv2jb/FF7_NT_IRO_25th_February_2017.iro
« Last Edit: 2017-02-25 23:05:00 by Sega Chief »

ziyunchen

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4985 on: 2017-02-26 01:57:05 »
Quick question. In the SP Overview window (Save point press square), there's a ???? name after Cid. Is that a hidden character or is it just a useless data slot?

HautSaus

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4986 on: 2017-02-26 20:22:09 »

kamekaz3

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4987 on: 2017-02-27 01:42:02 »
Just beat the nemesis! Did this before disc 3 so I didn't have any ultimate weapons to use. I had to rely on Tifa+Power Soul and a bunch of counter materia but the damage becomes weak after DS runs out(can't recast). It goes from like 8k~ to 2k~ but I still had to rely on her. It was even worse when Tifa builds up her Limit. I lose out on 4x cut and have to rely on Deathblow+Added cut. He counters hard if you use Limit.

I had to retry so many times just from him starting off with Ultra Spark (1HITKO) before I can cast resist. I had to use the wait ATB trick. I don't think I could of done this with active ATB unless I had the ultimate weapons and my materias mastered.
 
Lv 70 at the time, my party HP were at 5k~. If one person died it's game over. Not enough time to revive, cast wall or tranq and resist. Luckily I had enough hp just enough to survive one hit from just tranq when wall runs out so I don't have to dispell, rewall and re-resist. Every hit he have done, I would have to use either white wind, elixer, or mega elixers. I had a bunch of elixers stocked up from killing the Zolom many times so I can breed my chocobos lol.

Crazy amount of hp he has, took forever since I can't recast DS on Tifa and it's the only damage I have. In hindsight I should of used workglove, the strongest weapon I had for Tifa I had at the time since I was spending so much time out of Death Sentence anyway. The battle took forever to finish, excluding all the retries.


Why are there two Apocalypes in Ancient Forest? Is that intended?
I'm also not getting any trigger to Ho-cho battle when I step in the plant. Has this been changed?
« Last Edit: 2017-02-27 16:51:26 by kamekaz3 »

MoCheese

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4988 on: 2017-02-27 20:55:32 »
I'll be gone for a week, do me a favour and let people know if they swing by to ask something. When I get back I'll resume 1.5 and get that finished up; then NT will be done! D:

Hmm, a tinge of bitter sweetness perhaps?

Xylem

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4989 on: 2017-03-02 04:07:49 »
Just got through the frog forest, in whatever version the IRO in the main post is.  There are 2 apocalypse swords, and a frozen NPC in the cave at the end?

fool

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4990 on: 2017-03-04 03:31:32 »
I am using the standalone version 1.4 with the Hotfix for the Nemesis Battle, not the iro. Just to mention that.

First of all, it's really a great mod, hard, but mostly fair. 50 hrs+ of gameplay if you want to master it all.
I really like the easy materia mastering in late game thanks to a ton of triple AP items. (Works already great on mid game, at the beach near bone village. Someone already mentioned it in this thread already)
A better info for the Triple AP Stuff should maybe be added to the Readme. I miss the names/locations and that they have equal Slots. And not to forget the Precious Watch with 8 Single Slots and Triple AP too.

Code: [Select]
[spoiler] + [list] = ugly
Bugs & stuff:
  • After completing the Nightmare Cave, the Video Playback for Crater is screwed up.
    Spoiler: show
    It plays videos from Midgar.

  • Apocalypse can be found twice at the Forrest. (2nd Screen and at the end)
  • The Boss at this Forrest only spawns if Ultima Weapon is defeated, so if you go there with a chocobo, before you fight weapon, it's a lot easier to finish it.
  • I saw someone complaining about the KotR Summon, that it shows no text. While fighting Emerald Weapon and casting it, it displayed a formular. Maybe it helps fixing it. (Screen: http://i.imgur.com/WmzReBT.jpg)
  • Spoiler: show
    Battle with Zack doesn't give Omnislash, also it doesn't show the full cutscene only the final thing close to midgar.
    - As for Omnislash, it still can be obtained by the Debug NPC at Highwind later on.
  • I am not sure about this, i mean if it happens in vanilla too, but Coin doesn't invoke "Wait" during the selection time of how much you wanna spent. Just noticed it here in this mod.
  • The one chest at the crater, which gets replaced by a save spot, can still be opened. (Map (753) las1_2: http://i.imgur.com/7Bzvj8G.png , http://i.imgur.com/agpwBet.png / Map (754) las1_3: http://i.imgur.com/YFAMDak.png ) To do so, just walk into the gate on Map las1_2, press the Menu button while the screen fades out, close the Menu, walk to the Chest and open it. It just contains a Vaccacine if i remember right, but still it should be replaced too.
  • Spoiler: show
    The ghost of this man near the Church in Midgar softlocks the game (Nightmare Cave Part), the dialog will never end (Screen: http://i.imgur.com/xdjOWOi.png)

  • If the cannon of the Super Saver System during Cid's Sidequest is destroyed first, the machine won't spawn another cannon or anything, the fight becomes pretty easy. Also, it's not mentioned that Cid must be the Party leader for this Quest to work, but during the Midgar & Gonga part he is required to trigger the events, in Rocket Town any Party(leader) will work.
  • The Halves [Restorative] effect of Touph Ring doesn't work for HP-Absorb materia (well it's fine that it doesn't work for elixirs because they work different, but it should half the HP absorb Materia too, not sure if this is a bug or a suggestion... ;))
  • Aeris' Ultimate Weapon's Shield doesn't work with Mega-All/Slash-All, kinda weird. If Aeris just attacks one Target, everything is fine and Shield works as it should.
  • Slash-All/Flash on Aeris focuses the enemy team, even if she has a healing weapon equipped, other commands like death blow or morph with Mega-All Materia focus the team.
  • Flash can instantly kill the party, if a mastered Slash-All Materia is equipped and this can also be abused, see below

The biggest bug is the Flash/Slash/Mega-All modification you did. It really breaks the game, or at least it can, if you know how-to.
Flash combined with an element that you absorb on armor/accessoir causes full recovery every time on hit HP and MP. You know... how this Gi dies normally to a Phoenix down...? Just because he absorbs "Restorative" by default. Well, at this point you cast "Death" with an absorbed Element => Fake-Elixier is born.
I think, there was a good reason by the developers, why "Flash", "4xCut" and "Slash All" where not allowed in vanilla for attacking the party, not even while "Confuse" was active.
Double-Cut Materia works only with "Death" modifier and it only gives a random chance for "Death"-Recovery, while Flash is like a 100% Death-Trigger.
Best method to reproduce it:
I hope i timed the last screenshot well enough, to show that it was done by attacking the team, not by mega-elixiers or anything else. Anyway, try it on your own.
The only problem with this Flash-"heal" is Mime + Command Counter on any char can kill the party. So avoid it. ;p

Suggestions and annoying stuff
  • Since W-Item can be obtained, the Item "Magitek Ashes" is a way to overpowered...
    Spoiler: show
    Aeris' Limit lvl 4, Regen and Wall bound to an InBattle Item? C'mon...
    do it for 1 Party Member only, change the behavier of the item completly or remove it from the mod, this item just breaks the challenge.
  • Is it meant to get only one "Master Magic Materia"? 2 or 3 Magic Materias can only be obtained at Max level: Full Cure and i forgot the other one's name. But therefor no additional Master Magic can be obtained.
  • Same for Master Summon, well, it's ok that you can have only one of this Master Summon, since it is damn strong with unlimited access to all summons, but it kinda sucks that you can't have more than 1x Hades, the Ribbon is useless except for 2 or 3 bossfights and forging Masamune's. It's a lot more useful to cast Wall, Regen and Resist to have an easier start of the battle than equipping this Ribbon which also breaks Aeris Lvl 3 and Lvl 4 Ulti. Please make at least Hades "Masterable" with 1KK AP needed (or more, you can go up to 16.7kk if you want, i would farm it just to have multiple hades :D), even with 3x AP Items it needs some time to be mastered then. But it's still better for added effect materia than any other materia and it's currently lost because of the Master Summon Materia.
    • (Hades only prevents from 6 Status effects and those are not that strong that every other item could make this char absolutly overpowered as in vanilla. It only protects from Sleep, Poison, Confusion, Silence, Frog and Small. But a lot of enemys still use petrify, death, death-sentence, darkness, berserk and paralyze... so it is not that strong but more helpfull than this ribbon actually is.
  • Also summons are not so strong lateron, especially KotR is kinda weak. It's meant to be the strongest materia but doing only ~20k Damage to Emerald Weapon, while Bahamut Zero with Quattra does the same...? :(
  • Materia Destruct combined with Added Effect Materia gives Death attack/protection, which can make the early game kinda easy. I suggest to change the Death-Flag of that materia to another one you get later (Late Disc 1 as Odin gives Death-Effect too or Disc 2)
  • The Skill "Coin" is by now only good for suicide, why aren't you just removing it or change the formular to do a lot less damage? Like 1% or 2% so 600000 Gil would do 6000 Damage max (if 1 Enemy, 1000 if 6 Enemys or 9999/2000 if 2% it's still expensive but at least useful), which is not much compared to the skills & items you added. For example the extremly strong Shinra Bomb which does always 5000 Damage to every enemy.
    • Or make it global to hurt everyone on screen. Not only the party or enemys.
  • Guidebook as additional Phoenix Down? Great idea, but change the description please and make it usable from inventory.
  • The Mover at the crater give a way to much AP as they can be defeated with 2x Ultima from Vincent (if fully buffed on Magic), please give them more health (2 or 3 times as much) or reduce the given AP a bit. I know they are meant to be for farming, but 45k AP (or 135k with triple AP stuff) for a 20 Seconds battle is kinda ridiculous. Even tho they give no EXP and Gil, which is great.
  • You remember the player to do this "useless" Fort Condor Minigame, but you never remember the player to use his SP, which is one of the most important parts of this mod. Without Ranking up the Chars, it gets so hard, until you can't win any random battle anymore (for example when re-entering Midgar on Disk 2 with Rank 1-3 on your chars, it's kinda impossible to play through it). The random Battle Mobs just 1hit you on lvl 70+.
    • In addition to the above, the difficulty at midgar raid rises so hard compared to other spots in the game, maybe decrease it a bit or give the player an info that midgar requires at least rank 5 of this SP System, to be fair at battles.
  • You added an NPC to port back to the highwind from the bottom of the crater, but nothing to port down again? Aww... c'mon.
  • Give Cait Sith a better Reason for his Sidequest, maybe an Unique Armor just for him, the Cat's Bell seems perfectly from it's name, but it needs a different effect.

Also it seems like the iro Version and the other one differs a lot. I can't enter the cave at the end of the forrest, it ports me straight to world map when entering.
« Last Edit: 2017-03-04 12:43:17 by fool »

Thraxis

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4991 on: 2017-03-04 19:36:32 »
Quote
Without Ranking up the Chars, it gets so hard, until you can't win any random battle anymore (for example when re-entering Midgar on Disk 2 with Rank 1-3 on your chars, it's kinda impossible to play through it). The random Battle Mobs just 1hit you on lvl 70+.
In addition to the above, the difficulty at midgar raid rises so hard compared to other spots in the game, maybe decrease it a bit or give the player an info that midgar requires at least rank 5 of this SP System, to be fair at battles.

I don't know so much about that. I stopped near the middle of January since I had some stuff come up, but I was 95% done a 100% play through with 0 SP used, and while certain parts were hard, they are 100% manageable without using ANY sp at all. The only things I remember not having completed before I stopped were masamune, kotr, and one or two of the lvl 4 limits. This was also done mostly using double/triple AP gear and not really grinding except for once I got to the northern crater. I made sure to spend a decent amount of time in each location with random encounters on as I was writing a guide that I'll be hopefully finishing when 1.5 comes around detailing what to stop and farm for, how to equip for boss fights, and how to deal with annoying enemies while using 0 sp.

The Midgar raid is being tweaked last I remember, having talked to Sega Chief on steam right after completing it with 0 SP I believe my words were along the lines of "It's difficult enough to be a pain in the ass, but anyone using even just boss SP and having a decent stock of items shouldn't have a problem if they fight smart."

fool

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4992 on: 2017-03-05 02:30:49 »
I know that it can be done without using the SP System and i am also aware of the fact that this mod is challenging, that's why i play it.
As the readme states, the SP System is made for the better character development and how much 10 str or 10 vit can change a fight is also proven.
And yeah without the SP System, it is a pain in the ass. :)
The rest so far is a lot easier compared to midgar raid.

Here is a savegame for the vanilla which shows the death-recovery, as death only has 20% chance to proc on hit, use cloud often to attack the team. Even with 3x Death Added Effect it's only 20% chance or at least it feels like it.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4993 on: 2017-03-05 19:39:04 »
Just got in, gonna respond to the posts in a bit; some good stuff there and I have a bunch of notes to run past people before I consider implementing some ideas I've had.

Tsuna

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4994 on: 2017-03-05 23:54:14 »
Hey Sega. What exactly happens inside your mod with the flevel. It has been requested a lot that I make my project compatible with yours but mine heavily relies on flevel.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4995 on: 2017-03-06 00:17:17 »
Right, here we go:

Hmm, a tinge of bitter sweetness perhaps?

I'm not sure anymore :I

Why are there two Apocalypes in Ancient Forest? Is that intended?
I'm also not getting any trigger to Ho-cho battle when I step in the plant. Has this been changed?

Just got through the frog forest, in whatever version the IRO in the main post is.  There are 2 apocalypse swords, and a frozen NPC in the cave at the end?

The two Apocalypses is because the last field, the cave, was supposed to be deactivated and used elsewhere. The line jump must still be active, I guess. As for Ho-Chu, he should be fought when picking up the last beehive right at the end but Fool has mentioned this doesn't happen if Ultimate Weapon hasn't been beaten, I'll need to check the vars to see if there's interference going on.


Bugs & stuff:
  • After completing the Nightmare Cave, the Video Playback for Crater is screwed up.
    Spoiler: show
    It plays videos from Midgar.

  • Apocalypse can be found twice at the Forrest. (2nd Screen and at the end)
  • The Boss at this Forrest only spawns if Ultima Weapon is defeated, so if you go there with a chocobo, before you fight weapon, it's a lot easier to finish it.
  • I saw someone complaining about the KotR Summon, that it shows no text. While fighting Emerald Weapon and casting it, it displayed a formular. Maybe it helps fixing it. (Screen: http://i.imgur.com/WmzReBT.jpg)
  • Spoiler: show
    Battle with Zack doesn't give Omnislash, also it doesn't show the full cutscene only the final thing close to midgar.
    - As for Omnislash, it still can be obtained by the Debug NPC at Highwind later on.
  • I am not sure about this, i mean if it happens in vanilla too, but Coin doesn't invoke "Wait" during the selection time of how much you wanna spent. Just noticed it here in this mod.
  • The one chest at the crater, which gets replaced by a save spot, can still be opened. (Map (753) las1_2: http://i.imgur.com/7Bzvj8G.png , http://i.imgur.com/agpwBet.png / Map (754) las1_3: http://i.imgur.com/YFAMDak.png ) To do so, just walk into the gate on Map las1_2, press the Menu button while the screen fades out, close the Menu, walk to the Chest and open it. It just contains a Vaccacine if i remember right, but still it should be replaced too.
  • Spoiler: show
    The ghost of this man near the Church in Midgar softlocks the game (Nightmare Cave Part), the dialog will never end (Screen: http://i.imgur.com/xdjOWOi.png)

  • If the cannon of the Super Saver System during Cid's Sidequest is destroyed first, the machine won't spawn another cannon or anything, the fight becomes pretty easy. Also, it's not mentioned that Cid must be the Party leader for this Quest to work, but during the Midgar & Gonga part he is required to trigger the events, in Rocket Town any Party(leader) will work.
  • The Halves [Restorative] effect of Touph Ring doesn't work for HP-Absorb materia (well it's fine that it doesn't work for elixirs because they work different, but it should half the HP absorb Materia too, not sure if this is a bug or a suggestion... ;))
  • Aeris' Ultimate Weapon's Shield doesn't work with Mega-All/Slash-All, kinda weird. If Aeris just attacks one Target, everything is fine and Shield works as it should.
  • Slash-All/Flash on Aeris focuses the enemy team, even if she has a healing weapon equipped, other commands like death blow or morph with Mega-All Materia focus the team.
  • Flash can instantly kill the party, if a mastered Slash-All Materia is equipped and this can also be abused, see below

The majority of these will be fixed for 1.5; the KOTR text has been a problem for a while now and is caused by the kernel I use being corrupted in some way. It still functions fine, but the KOTR text has been blank for a while (shortly after the battle text name mysteriously changed to Crusader instead of Ultimate End which I think is some kind of memory leak from a different kernel I viewed with the tool). My only real plan there is to try and make a new kernel from scratch and hope that it can hold all the changes without becoming corrupt again.

Inflicting statuses with weapons directly is something that isn't used in default FF7 but appears to be working, though the specifics behind it aren't known to me (status chance for instance). I noticed that some statuses seem to proc much more rarely than others, like Barrier/MBarrier never seemed to appear too often. The issue might be that Slash-All (and Mega-All which attaches that to the Attack command) uses its own weapon-target data rather than the weapon so it's bypassing the innate status check attached to the weapon. I reckon the same thing might happen when using 4x-Cut with a weapon like Twin Viper but I'd need to test it out to confirm.

The lack of Wait on Coin is probably to do with the unique(ish) way it displays a window for Gil selection and probably not a problem exclusive to the mod. Fixing that will need an .exe change of some kind.

The bypass on Touph Ring for HP Absorb might not be fixable either, as this is probably skipping the elemental check completely. A way to test this is having Relic Ring equipped with HP Absorb; if the character still heals from it then it's just bypassing elemental defence checks. If the character correctly takes damage from it, then it must be something to do with the way the absorbed amount is derived from the damage dealt, making the 1/2 flag irrelevant to the calculation. Either way, not sure I can force HP Absorb to halve itself when Touph Ring is equipped.

The biggest bug is the Flash/Slash/Mega-All modification you did. It really breaks the game, or at least it can, if you know how-to.
Flash combined with an element that you absorb on armor/accessoir causes full recovery every time on hit HP and MP. You know... how this Gi dies normally to a Phoenix down...? Just because he absorbs "Restorative" by default. Well, at this point you cast "Death" with an absorbed Element => Fake-Elixier is born.
I think, there was a good reason by the developers, why "Flash", "4xCut" and "Slash All" where not allowed in vanilla for attacking the party, not even while "Confuse" was active.
Double-Cut Materia works only with "Death" modifier and it only gives a random chance for "Death"-Recovery, while Flash is like a 100% Death-Trigger.
Best method to reproduce it:
I hope i timed the last screenshot well enough, to show that it was done by attacking the team, not by mega-elixiers or anything else. Anyway, try it on your own.
The only problem with this Flash-"heal" is Mime + Command Counter on any char can kill the party. So avoid it. ;p

I wasn't aware of the Flash problems; I think I maybe saw a video on how it could be abused a long time ago but never really remembered any of the specifics to it. Being able to fully Recover from it is a big problem so I'll restore the targeting flags for it. I'm not sure why I unlocked targeting for Flash; Slash-All was unlocked for Aeris' weapons and I guess I didn't see any harm at the time for doing the same with Flash...guess I was very wrong.

Suggestions and annoying stuff
  • Since W-Item can be obtained, the Item "Magitek Ashes" is a way to overpowered...
    Spoiler: show
    Aeris' Limit lvl 4, Regen and Wall bound to an InBattle Item? C'mon...
    do it for 1 Party Member only, change the behavier of the item completly or remove it from the mod, this item just breaks the challenge.
  • Is it meant to get only one "Master Magic Materia"? 2 or 3 Magic Materias can only be obtained at Max level: Full Cure and i forgot the other one's name. But therefor no additional Master Magic can be obtained.
  • Same for Master Summon, well, it's ok that you can have only one of this Master Summon, since it is damn strong with unlimited access to all summons, but it kinda sucks that you can't have more than 1x Hades, the Ribbon is useless except for 2 or 3 bossfights and forging Masamune's. It's a lot more useful to cast Wall, Regen and Resist to have an easier start of the battle than equipping this Ribbon which also breaks Aeris Lvl 3 and Lvl 4 Ulti. Please make at least Hades "Masterable" with 1KK AP needed (or more, you can go up to 16.7kk if you want, i would farm it just to have multiple hades :D), even with 3x AP Items it needs some time to be mastered then. But it's still better for added effect materia than any other materia and it's currently lost because of the Master Summon Materia.
    • (Hades only prevents from 6 Status effects and those are not that strong that every other item could make this char absolutly overpowered as in vanilla. It only protects from Sleep, Poison, Confusion, Silence, Frog and Small. But a lot of enemys still use petrify, death, death-sentence, darkness, berserk and paralyze... so it is not that strong but more helpfull than this ribbon actually is.
  • Also summons are not so strong lateron, especially KotR is kinda weak. It's meant to be the strongest materia but doing only ~20k Damage to Emerald Weapon, while Bahamut Zero with Quattra does the same...? :(
  • Materia Destruct combined with Added Effect Materia gives Death attack/protection, which can make the early game kinda easy. I suggest to change the Death-Flag of that materia to another one you get later (Late Disc 1 as Odin gives Death-Effect too or Disc 2)
  • The Skill "Coin" is by now only good for suicide, why aren't you just removing it or change the formular to do a lot less damage? Like 1% or 2% so 600000 Gil would do 6000 Damage max (if 1 Enemy, 1000 if 6 Enemys or 9999/2000 if 2% it's still expensive but at least useful), which is not much compared to the skills & items you added. For example the extremly strong Shinra Bomb which does always 5000 Damage to every enemy.
    • Or make it global to hurt everyone on screen. Not only the party or enemys.
  • Guidebook as additional Phoenix Down? Great idea, but change the description please and make it usable from inventory.
  • The Mover at the crater give a way to much AP as they can be defeated with 2x Ultima from Vincent (if fully buffed on Magic), please give them more health (2 or 3 times as much) or reduce the given AP a bit. I know they are meant to be for farming, but 45k AP (or 135k with triple AP stuff) for a 20 Seconds battle is kinda ridiculous. Even tho they give no EXP and Gil, which is great.
  • You remember the player to do this "useless" Fort Condor Minigame, but you never remember the player to use his SP, which is one of the most important parts of this mod. Without Ranking up the Chars, it gets so hard, until you can't win any random battle anymore (for example when re-entering Midgar on Disk 2 with Rank 1-3 on your chars, it's kinda impossible to play through it). The random Battle Mobs just 1hit you on lvl 70+.
    • In addition to the above, the difficulty at midgar raid rises so hard compared to other spots in the game, maybe decrease it a bit or give the player an info that midgar requires at least rank 5 of this SP System, to be fair at battles.
  • You added an NPC to port back to the highwind from the bottom of the crater, but nothing to port down again? Aww... c'mon.
  • Give Cait Sith a better Reason for his Sidequest, maybe an Unique Armor just for him, the Cat's Bell seems perfectly from it's name, but it needs a different effect.

Also it seems like the iro Version and the other one differs a lot. I can't enter the cave at the end of the forrest, it ports me straight to world map when entering.

All the items have been reviewed in my notes so expect to see some changes on that front. Item effects and distribution were designed without W-Item duping in mind, but it's been left in the mod as an option for those who want to use it.

Master Materia has been handled badly on my part; I intended to make them inaccessible and then dole them out later as big drops from some kind of new content but it never panned out and the scripts for performing Fusion to get them was re-enabled by accident (I think there was a corruption issue on an observatory field so I restored a back-up which still had the scripts and didn't realise). In 1.5, Fusion will be used to get ONE of each type of Master Materia when all the prerequisite Materia are in the player inventory, but it will NOT consume the Materia like the default game (so you can get Master Summon but retain Hades for Added Effect, etc.). In other words, you don't lose all your Mastered Materia but you can only get 1x Master Magic, 1x Master Command, and 1x Master Summon.

The Ribbon in NT is basically a copy of the one in the Hardcore mod that defends against everything, including positive statuses. I can look into changing this accessory a bit to make it more of a fit for NT.

I can tune the effectiveness of Summons later in the game by tuning Magic Defence as they all ignore MDEF; this could keep them competitive with more conventional magic against tougher targets like I originally intended but I need to be careful as it would make standard magic attacks less effective as a result. I'll definitely tweak KOTR though if it's dealing damage comparable to a Quadded Bahamut Zero.

I've been reviewing Death immunity for random enemies throughout the game; larger/tougher enemies now carry immunity (for example, Bagnadrana and Cokatolis will be death-immune while Needle Kiss and Search Crown aren't).

Coin is supposed to be a global attack that hits everything on the field; if this isn't happening, then I must've done something at some point to 'break' it. I'll get it sorted out + change it back to normal if I can get the damage adjusted through the .EXE.

Guidebook's in-battle use is a secret of sorts.

Movers are for (almost) skipping the AP farming process by making it as fast as possible.

I've drafted some notes for the SP issue where it can be easy to have points cap out and be wasted either due to forgetting or not having regular access to Save Points throughout the game. I'll be tackling this with some discreet prompts for when a Rank Up is available and placing some new Save Points around the place; there's going to be a new one just outside Gongaga's Reactor for example (for both the new boss there and also for SP purposes). I'm changing the Fort Condor minigame overall prize as well, I've been repeating the same joke too many times.

I'm hoping to have balancing nailed down with regards to Disc 2/3 this time around; I'll try and sort out the spike in Midgar Raid.

I'll add a teleport NPC to the Highwind deck (when you land in the Crater and the rope ladder is dropped, that screen) that can warp you down either to the bottom or to the split-up junction for fast access to the Left/Right paths after the party has reached the bottom for the first time.

I can make Cat's Bell something more specific to Cait Sith, but it drops at the Chocobo Racing which will make it tricky as the prize names within the minigame are hard-coded.

Thanks for the detailed post, by the way; it highlighted quite a few important things that need fixed.

***

I gotta hit the hay now, but going to scope out some ideas I've had tomorrow that I'd like some feedback from people about.

Hey Sega. What exactly happens inside your mod with the flevel. It has been requested a lot that I make my project compatible with yours but mine heavily relies on flevel.

It's a bit of a clusterfern in there I'm afraid; lot of scripting and not all of it is used/optimal. I'll go into more detail tomorrow, I gotta hit the hay for college tomorrow.

Tsuna

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4996 on: 2017-03-06 01:16:30 »
Sure. In any case do I have your permission to petentially ads voices to your mod. If I cannot make it compatible I would have to release my modded version of your new threat myself but would be owned by you
« Last Edit: 2017-03-06 03:12:28 by Tsunamix »

JLOUTLAW

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4997 on: 2017-03-06 02:15:13 »
Oh man that would be so awesome!!! New Threat in HD Sound mode!!! Quite literally an FFVII Remake!!!

Tsuna

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4998 on: 2017-03-06 03:11:32 »
Haha i wanna try make everything compatible if possible. Because screw doing the whole thing more than once ...

fool

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #4999 on: 2017-03-06 04:54:46 »
@Tsunamix: Voices? Just for attacks/some events or a full sync of the whole game?

Thanks for the great reply and almost answering every point i mentioned. :)

Materia Stuff
Multiple Master Commands aren't that bad, on physical attackers i use normally 2, sometimes 3 Master Commands (steal as well, hp absorb, mp absorb) which makes random encounters a bit easier later on + the chance for a lot of items to the steal as well materia, you still need to get 700k AP to get at least one (the 8 slot watch can help to get it within one battle, but ok that's another story and also hardly to achieve before disk 3) and without ultimate weapons the healing isn't that big either. 300-500 hp/hit with masamune's equipped is kinda low compared to cure or regen, even with double cut materia.

Master Summon is fine with only one allowed, i absolutly agree to that and if you can keep the normal summon materias, then please add some negative effects to master summon if possible, like 25% hp loss, hardly reduced vit/spirit (max 25/stat) and/or change the unlimited access to 1 or 2. (2 because of W-Summon)

Master Magic is really hard to decide if just one or multiple should be there, i hate this switching around of the materia all the time and try to get some useful builds on all chars, therefor sometimes multiple Master Magics aren't that bad at all.
For example one Mime-Counter which never stays in team with this Flash-Healing (as for v1.4 you can't change that fact ;P), one only for summons and/or offensive magic, one for offensive/supportive magic, a magical tank, a physical tank, one or two Allrounder etc.

Status alignments & elemental attacks Flash, Slash, Vincent & Co.
Quote from: Sega Chief
I wasn't aware of the Flash problems; I think I maybe saw a video on how it could be abused a long time ago but never really remembered any of the specifics to it. Being able to fully Recover from it is a big problem so I'll restore the targeting flags for it. I'm not sure why I unlocked targeting for Flash; Slash-All was unlocked for Aeris' weapons and I guess I didn't see any harm at the time for doing the same with Flash...guess I was very wrong.
Well i think, almost no one was, i've never seen this setup in a video before and it can be useful, but requires a lot of farming in vanilla too. Just re-add the restriction for Flash and the biggest problem therefor is fixed.
Slash-All/Mega-All/4x Cut are fine as they only have a low chance to be triggered then. They are not the big problem with the Death Recover, because even 4xCut has only a 20% chance to trigger for every single hit and it's target is random, so you will never know who gets "Recovery" by using this, it might just be amazing in solo fights, but there aren't that many. With 4x Cut the chance to trigger it once is also just 25% overall. (for example Hades with 6 status effects has like 31% chance to proc at least one effect with every hit without flash)
With Vincent's Shotgun and 2x/4x Cut it can be useful, if Vincent is used as a healer, but his magic value is a lot more useful for summons and offensive magics than any other char. Also his Limits will prevent him from using Attack/2x/4x Cut as well. So it's not a big deal on him, even with a Slash-All Weapon + 4x Cut. As long as you invent nothing to prevent limit-grow on a char (except peerless) it is not useful on Vincent either. Also you could remove Materia Combination-Slots from Vincent's Shotgun, which would prevent this also as he can no longer attack with elementals with 4x hit and death. Or reduce it to only one combined Slot and he can't use it anymore either, as he needs death and elemental attack to make it work.
And as long as you are not planning to add any accessory that gives Elemental Hit-Damage and/or Death-Hit everything is fine.
Damn... so many ideas... xD

Quote from: Sega Chief
Inflicting statuses with weapons directly is something that isn't used in default FF7 but appears to be working, though the specifics behind it aren't known to me (status chance for instance). I noticed that some statuses seem to proc much more rarely than others, like Barrier/MBarrier never seemed to appear too often. The issue might be that Slash-All (and Mega-All which attaches that to the Attack command) uses its own weapon-target data rather than the weapon so it's bypassing the innate status check attached to the weapon. I reckon the same thing might happen when using 4x-Cut with a weapon like Twin Viper but I'd need to test it out to confirm.
Added Effect has a 20% Chance for each attack (calculated for every effect once per hit), same chance applies to weapons with this effect build in and a 100% chance to block on armor.
Flash works like most limits work that cause Death, it just invokes a 100% Death chance, that's all. But combined with other stuff like Hades it transfers this 100% also to those status effects.

As long as Twin Viper uses the Effect Poison and not the Element Poison everything is fine. Element always has a 100% Chance, Effect is only 20% and can't be absorbed (weird fact: it can be nullified if Element Poison is nullified), if inflicted with Poison Effect and absorbing Element Poison it works like a tweaked Regen.
Fun fact: The opposite doesn't work, if you attack with Element Poison an Enemy/Teammate that resists to Effect Poison the Attack gets nullified.

Edit: Tested it with Yuffie & Twin Viper, equipped Bio + Elemental to armor to absorb "Poison" Element and Flash at any slot => Killed & Poisoned the whole party with one hit. Game over. :)
Therefor the weapon has no combined slot, it can't be abused with it.
Ok it can be abused slightly... but this will use up to many materia slots on all chars. (Resist to Death Effect + Poison Absorb Element = 4 Slots used) and it would just be a better or additional Regen-effect.
It could've been more evil with Barret's Enemy Launcher, but thank god, Flash overrides "Unfocused" so he doesn't heal & kill everything on screen and therefor it can't be abused. Except for healing/absorbing the given Element in that Double-Slot of that Weapon, but enemys can profit of that too. So it's kinda useless. :)
  • Change the effect of Tifa's Weapon "Kaiser Knuckle" as they can invoke Death by default.
  • Change the effect of Yuffie's Weapon "Wind Slash" it uses Wind Elemental. (inflict slow/stop?)
  • Change the Materia Slots of Vincent's Weapon "Shotgun" from o=o o=o to o o o o.
  • Change the effect of Cid's Weapon "Trident" it uses Lightning and Water Elemental. (i have almost no idea idea what to use here instead / maybe inflict debarrier - that it can break peerless/wall etc. on enemys, would be great for that physical tank as the weapon has only 3 single slots and low atk, it can be useful for a supportive debuff build with counter-attacks & cover)
Status effects are great on weapons, maybe Tifa's doesn't have to be changed (just 20% chance), but everything that can be absorbed should be replaced and only be invoked by materia if possible (except for aeris weapons with restorative element).
Bug: Barret's Enemy Launcher + Double Cut (2xCut) Softlock the game after the first hit as the 2nd attack has no target priority anymore. 4x Cut works fine as it overrides unfocused.

(Flash is after W-Item, the most game breaking thing FF7 has :D, thanks that it is only available on late disc 2, so it's fine)

Cait Sith's SideQuest
You still can use a different Item, name it Cat's Bell as well (or Cait's Bell) and give it a useful effect, like a one time full-rebirth (could be so damn useful on this tanky heroes) or imunity to all "uncontrollable" negative effects which should only be sleep, berserk, petrify, stop, manipulate and paralyzed (except the hidden ones) and change the Description/Effect of the normal bell to "It's just booby trap." or so which sends the char into Death-sentence status at battle start. But make it worth, selling it to NPCs then for like 5000 Gil. It's not that much, but it helps. Especially because of the chocobo racing.
For example get rid of the Sprint Shoes, they are not that helpful in this mod because most of the hard bosses have a sneak attacks or a greatly filled timebar and high speed and there are a lot of other items that help more during those fights.

Other stuff
The ribbon and the resist buff should just allow pearless, to make Aeris' Lvl 3/4 Limits not useless, the rest can or better should stay blocked even the hidden status-buffs like lucky crits. A great and maybe useful fact: Cids Innate bypasses the Barrier/MBarrier block from Ribbon, which is great and useful for a tanky build on him. (Maybe add that to the Readme for Cid)

I also thought of one line of your readme, that you didn't want any item to be missed, well you moved the absolutly visible Ramuh out of the Chocobo Jockey Room, but Neo-Bahamut can be missed too. I know this... i already missed this... at my very first playthrough... when i was young... damn how time passes by. :roll:

Another thing i remember right now is that Vincent's ulti lvl 4 can be aquired already at the middle of disc 2 right after you got the submarine or if you got a green chocobo. Maybe change the trigger for the fight that it is only available after you visited bottom crater like the rest of the new threat sidequests.

Bizzarro
  • make the fight a lot harder, at least for the main party
  • give the body more HP (80k for lvl 99 party after beating nemesis is a joke at the final fight) and absolutly change his fighting style when the belly-core is defeated
  • when belly down => no more restore, but a complete new skillset, maybe statchange too (physical def maybe 0, see below why)
  • after he uses heartless angel he should directly use a 100% hit attack on any party member to make sure, they have to use revive (maybe only for the 3 member partys)
  • strengthen him, you got the hero medal item... this seems like to be perfect for him used as a multiplier
    • for example: hp = hp * ((1+stack[hero medal]) * 0.5)
    • with this he could be the toughest boss in the game with up to 4kk HP, if you got a stack of 99 Hero Medals, staying concentratet for that long is hard and it can't be done by an autofighting script like on Yiasmat in FF12 ;)
    • Note: also beating nemesis 99 or 100 times isn't that easy either :D
  • the hero medal as it is, can't be sold, thrown or used in battle/menu right now, that's why i suggest it, i haven't found any use for it yet otherwise... if there is one... except unlocking the special ending (Note: see italic text below)
  • also the most players won't have more than 1 or 2 of those, so he would only have around 80-120k hp with that formular
Well yeah, the medal can be refused as it is a drop from Nemesis, but normally no one does, except he knows about this and wants him to be easy or add it as forced drop after the player got the W-Item, so he has to challenge Nemesis at least twice to get the Hero Medal.
The party got so much ap, free stuff and equipment from all those new threat sidequests... and everyone who plays this mod and made it that far, should have a good know how of how FF7 works to beat him with some more HP.
I just recommend it, as you give so many grinding and "free" ap during the sidequest/new threats phase (most of the bosses give a great load of AP, i think for the same reason as movers, to reduce the grinding)
Bug: I just found that the Hero's Medal does something similar to my suggestion, by searching for "New Threat Mod Hero Medal", i got this save request, but can't save w/ 1.4 standalone + nemesis fix, i can't even move the curser in the save window. I can upload the save if you want to.
Spoiler: show
But i can save before the 'final encounter' with Sephiroth with Jenova's "Ghost"(?)


About the touph ring, i wasn't sure either if it uses the restorative or just an own effect/formula (i never had to make use of that many different materia combinations before, just because of those great items/changes in the mod), well if it can't be changed it isn't that bad, as there are not many fights where you deal 5000+ damage with one hit without the Yellow Wave Item. (fun fact: HP/MP absorb on "master command" doesn't work for items but "steal as well" does...)

Big Materia Storyquest
This is more a personal request: Can you please add a boss for the red submarine, the one you can only get when failing the submarine mission at this door the dog guards in junon underground. But it should've been something funny that reminds the player on failing that pretty easy minigame over and over again during the fight.
Like sending Torpedos that deal 0 damage with recovery element, this should always produce a "Miss". With a Battle-Text Message like: "I don't get, i just do it like you did on your last mission."
This is one of the funniest part in the whole game: Screen 1 Screen 2 Screen 3 Screen 4 Screen 5 Screen 6 Screen 7 (no red submarine on the ground :D)
Other stuff related to it:
  • Don't forget to "dognap the dog" ;)
  • Fort Condor permantly cuts the rope if you fail the final fight
  • Rocket makes no difference
  • It is possible to miss the train completly and Corel never gets destroyed, just wait the 10 minutes at the other train
  • If you fail all 4 big materia missions, without obtaining a single one you'll never get access to the observatory platform at Bugenhagens house
Bug: You missed to add Aeris to that part somehow, she is missing at all following scene at Junon Underground & inside the red submarine. (Screen: http://i.imgur.com/fZgGAV8.png & http://i.imgur.com/iWSFFQZ.png)
Please check if you have updated the Script for Rocket Town & Fort Condor w/ Aeris in Party when totally failed. Same for Bugenhagen when you got no Mega Materia.
The Train Mission has by now 4 different outcomes i know you changed ultima there, i just mention it, because it's easier for me:
  • Stopping the train (no crash, mega materia, free ultima)
  • Reaching the first waggon, but failed to stop it (crash, no mega materia & paying for ultima)
  • Failed to reach the first waggon (crash, no mega materia, no ultima)
  • Never reaching the other train (no crash, no mega materia, no ultima)
Have you updated all those scripts w/ Aeris?

As Phoenix and Bahamut Zero can be obtained from Bone Village by digging them up, you wouldn't miss anything important when failing all Mega Materia Missions.

Dark Cave related
Spoiler: show

Bug: Savespots work like you just started the game, no possibility to use SP System in there. The one at the Slums doesn't even allow Quick Tent. Same bug occurs during Midgar raid when you are able to revisit the Shinra building. Or with other words, it occurs for every save spot before you get access on that Leveling-System.
Bug(?): The soldiers before you jump on the train are the basic soldiers with 40 health, nothing modified on them. But only the 3 fights you can avoid. (not sure if this count's for the normal Midgar part too.)


Please... read this only if you played the mod through disc 3 at least:
Spoiler: show
Oh and on my first visit at the Shinra Building, i really wanted to know what in that Midgar Model Room was, so i changed one char's stats to max just for that fight and looked into it, yeah sometimes waiting can also be a pain in the ass... anyway... damn you...! ;)

"You received "Nothing!""

I was so... pissed! ;D


Greetings

PS: Damn, i didn't want that post to get that long again.
« Last Edit: 2017-03-06 09:21:58 by fool »