Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)  (Read 6137970 times)

WhoDidThis

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11925 on: 2025-04-30 00:47:46 »
Spoiler: show
morph APS use that item
on the thousand gunner nice quick method for the above boss :)

the area's directly proceeding the a boss, between steals morphs and drops have everything you require for a particular boss don't be afraid to experiment a little with status effects those can be extremely useful.  materia + equipment matters somewhat

Not interested.  This mod is a pile of shit and I'm done with it.

Bonez

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11926 on: 2025-04-30 09:30:49 »
Not interested.  This mod is a pile of shit and I'm done with it.
Considering it's literally the most widely used and most popular gameplay mods and I've never once heard it be called "way too hard", sounds like a skill issue to me. Don't blame the mod, especially after the winning strategy was spoon fed to you. And if you don't want the help, then why the hell did you bother registering an account and posting in the first place?
« Last Edit: 2025-04-30 09:32:57 by Bonez »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11927 on: 2025-05-01 01:06:29 »
I've been playing New Threat 1.5 and can I say, it's way too hard.  It's ridiculous, in fact. 

I've been trying to defeat the Thousand Gunner boss(es!) and this thing is just absurd.  I can hardly get a hit in before I'm attacked, I can barely damage  this boss and I'm getting fed up.

This mod is a chore, not fun and for the first time ever is making me want to quit an FF7 playthrough.

Ah, sorry you had a bad time with it; the 1.5 build has a lot of difficulty spikes in it which is something I kept in mind when refactoring the mod into the 2.0 build.

Considering it's literally the most widely used and most popular gameplay mods and I've never once heard it be called "way too hard", sounds like a skill issue to me. Don't blame the mod, especially after the winning strategy was spoon fed to you. And if you don't want the help, then why the hell did you bother registering an account and posting in the first place?

I have heard it be called way too hard many times, tbf, but the fights in 1.5 are all doable with a bit of know how.

Doll

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11928 on: 2025-05-02 05:12:44 »
Not interested.  This mod is a pile of shit and I'm done with it.

it's one of the greatest jrpg mods ever made. sorry about your experience with elevator security.

OLKv3

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11929 on: 2025-05-04 06:49:51 »
Ah, sorry you had a bad time with it; the 1.5 build has a lot of difficulty spikes in it which is something I kept in mind when refactoring the mod into the 2.0 build.

I have heard it be called way too hard many times, tbf, but the fights in 1.5 are all doable with a bit of know how.

I actually love 1.5 and thought you went a bit TOO far in lessening the difficulty for 2.0, but I get it since it's been incredibly popular
My dream mod would be 1.5's bosses and enemy encounters with 2.0's combat

PokeFaize

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11930 on: 2025-05-09 18:39:48 »
Ah, sorry you had a bad time with it; the 1.5 build has a lot of difficulty spikes in it which is something I kept in mind when refactoring the mod into the 2.0 build.

I have heard it be called way too hard many times, tbf, but the fights in 1.5 are all doable with a bit of know how.

Chiming in to say that I also felt 1.5 was fine in terms of difficulty (in fact, I found it a little TOO easy at times), and was especially sad that a lot of the extra content you made for 1.5 didn't make it to 2.0

As for 2.0, I really enjoy the balancing and tweaks given on the player's side of things, as everyone, for the most part, feels equally viable and powerful in their own respects (Though it'd be nice to have a few tweaks, like more buffs to Red's Stardust Ray limit and overhauling Howling Moon, and giving Cait Sith a way to utilize his innately high HP and/or innately high Luck for offense instead of just tanking), in addition to what new things we can do with equipment & materia. However, this has the downside of enemies and bosses being far too easy (with the exception of the secret superboss you added, but even that is prone to being cheesed to hell and back from what I've seen from others). I've been working my way through a Solo Nanaki Run, and I haven't really encountered any meaningful hurdles that made me really have to think about my set-ups, beyond a "whoops I forgot to put Haste back on" or swapping to a status resist accessory, which is a lil disappointing for Hard Mode to cave so easily (the only times I've ran into any difficulty was tackling the Materia Caves as soon as I was able to, instead of waiting until Disc 3 lol).

I personally would LOVE to see an Extreme Difficulty mode that really tests the limits and knowledge of players to overcome difficult bosses and the like (and perhaps a rework to Red's Innate, since while powerful, it's really boring and kinda clashes with his natural stats leaning towards a Glass Cannon-y Red Mage), in addition to the bonus content from 1.5 making a triumphant return, if possible.

I'm hugely in favor of the "work smarter, not harder" mentality when it comes to difficulty balancing, so it'd be nice to have a difficulty mode that plays towards that philosophy and rewards smart plays & set-ups, rather than the whole game borderline keeling over and giving up just because I equipped the Auto-Wall accessory. And with all the buffs that the party members themselves has gotten, in addition to all the materia tweaks and balancing, it'd would be amazing to have a difficulty mode that accounts for the tremendous levels of power and customization players have in 2.0 onward.

GarlicLover

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11931 on: 2025-05-18 14:46:30 »
Hey everybody, I'm loving the mod but had a couple of quick questions:

1) I'm currently playing with New Threat 1.5 and was wondering what's the main differences between this and the 2.0 version.

2) Is there a level cap?  I've noticed there are a couple of pretty steep gaps in the number of exp points needed to gain certain levels and wondered if that carries through to Lvl 99, or is there a hard cap lower than that?

Thanks in advance  :-D

Superbledur

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11932 on: 2025-05-19 17:02:55 »
Hello,

Would say to summarize that NT2.0 is a lot easier than NT1.5, has original content (different bosses, different game events, interactions with your characters in town and effects of healing spells/barrier/sadness/back row modified) yet has less challenging and original/strategical battles. No ancient cave too. Would recommand NT2.0 for casual players who want a different experience whereas NT1.5 is more for experienced FFVII players who want some battle challenge (but not too much, I would rate it only as a-bit-more-than-moderate difficulty, not hardcore or very hard except for some optional battles).

But in fact, you can choose your difficulty in NT2.0 so the battles could get harder.

As I recall, there is no level cap, just indeed an xp gap at 10x+1 levels (11, 21, 31...). You can reach to level 99, it requires more xp than OG, way more. Yet the mobs make up for it and the xp gap between weak and stronger mobs is also quite high.

Have a nice day

whereisdeathblow

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11933 on: 2025-05-22 08:07:40 »
Hi, I am playing through 1.5, I played this mod back in 2017 and really liked it so 1.5 is the closest to how it was back then. However, I am at powersoul keeper and I was really looking forward to this fight cause I remember it being challenging and needing strategy for it BUT it seems like the boss is actually broken right now. It uses powersoul charge and it heals and gets haste and barriers I believe. That seems normal. But when it uses oversoul charge, and it is supposed to go berserk, nothing happens. And it just spams these charges and out heals all my damage. I casted berserk on it, and nothing happened. I don't know why it is not working. I am playing through 7th heaven. Of course I could always come back and one shot it or maybe use a cheat to do so, but if this is broken I am worried other things might be as well, and it is really making me not want to keep playing. So any help or a fix would be greatly appreciated.

whereisdeathblow

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11934 on: 2025-05-22 08:13:44 »
Oh and ramuh doesn't do paralysis either. If you have a build of 1.5 or 1.4 from 2017 or an IRO I would love that, I used to actually have it but the hard drive I had it on died recently.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11935 on: 2025-05-22 14:00:22 »
Hi, I am playing through 1.5, I played this mod back in 2017 and really liked it so 1.5 is the closest to how it was back then. However, I am at powersoul keeper and I was really looking forward to this fight cause I remember it being challenging and needing strategy for it BUT it seems like the boss is actually broken right now. It uses powersoul charge and it heals and gets haste and barriers I believe. That seems normal. But when it uses oversoul charge, and it is supposed to go berserk, nothing happens. And it just spams these charges and out heals all my damage. I casted berserk on it, and nothing happened. I don't know why it is not working. I am playing through 7th heaven. Of course I could always come back and one shot it or maybe use a cheat to do so, but if this is broken I am worried other things might be as well, and it is really making me not want to keep playing. So any help or a fix would be greatly appreciated.

It must have somehow gotten immune to berserk, I'll need to check it and then update with a fix. I had this same issue occur recently with a boss in 2.0 so I'm not sure what's going on, maybe a tool thing when saving.

I don't seem to have anything from 2017 for 1.5, but I do have this 1.4 IRO from October 2016: https://mega.nz/file/TwlwxLrD#ddzlfEFVyasIpLE_eUn5r7fw8zsfHHg9zPc8usq_kTA

Edit: I tested the 1.5 boss out but it seems to be applying berserk to itself with oversoul charge as intended, I'll change the AI trigger regardless so that it can't be used again as it currently relies on him being below 20% HP + not being in berserk, rather than using a hard flag. Do you have any other mods on? I'm trying to think what could have caused berserk to not apply; he is immune to the status, but the oversoul attack has a Status Ignore flag on it. It's maybe something interfering with that.
« Last Edit: 2025-05-22 14:34:03 by Sega Chief »

whereisdeathblow

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11936 on: 2025-05-22 21:10:08 »
Hmm, I'll try taking off all my mods except new threat and see what happens but for the time being here are the mods I am using. the photo attachment formatting didn't seem to work for me  so heres the link https://ibb.co/zHPwgbT8


EDIT: So I disabled all mods except postscriptthree's gameplay tweaks and tried it and still had the issue, but I disabled that and it is now working. Ramuh still doesn't inflict paralysis however, it doesn't say it on the materia and putting it with added effect doesn't give me anything. I have further narrowed down the cause in the gameplay tweaks to be the "Show effectiveness" feature I had it on require sensing but somehow it was causing the Keeper to become immune to the status effects it needed. 
« Last Edit: 2025-05-22 21:44:30 by whereisdeathblow »

YouffieFanFR

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11937 on: 2025-05-25 15:42:00 »
Hi,

I want to replay FF7 with all the "MUST INSTALLED" list below:
https://forums.qhimm.com/index.php?topic=21345.0

This mods seems pretty nice and keep an OG vibe i want for this run.
Although, there are no improvement in difficulty and i want a more challenging game without being hardcore.

So i think of adding NT to my playthrough. Some questions though :
Does NT 2.0 Combat Only also adds the "class" thing ? Or it's just battle number and pattern ?
Does NT 1.5 exists in Combat Only (didn't see it)

Thanfs for your reply,

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11938 on: 2025-05-30 13:23:36 »
Hmm, I'll try taking off all my mods except new threat and see what happens but for the time being here are the mods I am using. the photo attachment formatting didn't seem to work for me  so heres the link https://ibb.co/zHPwgbT8


EDIT: So I disabled all mods except postscriptthree's gameplay tweaks and tried it and still had the issue, but I disabled that and it is now working. Ramuh still doesn't inflict paralysis however, it doesn't say it on the materia and putting it with added effect doesn't give me anything. I have further narrowed down the cause in the gameplay tweaks to be the "Show effectiveness" feature I had it on require sensing but somehow it was causing the Keeper to become immune to the status effects it needed. 

I see, my guess is that it adapts or in some way interferes with the 'status defence ignore' flag.

As for Ramuh, the reason Paralysis doesn't apply for the Materia is because the right-most byte that handles statuses isn't there for Materia equip effects so only the actual summon attack itself carries the status. I should have probably just picked a different status instead as it's misleading.


Hi,

I want to replay FF7 with all the "MUST INSTALLED" list below:
https://forums.qhimm.com/index.php?topic=21345.0

This mods seems pretty nice and keep an OG vibe i want for this run.
Although, there are no improvement in difficulty and i want a more challenging game without being hardcore.

So i think of adding NT to my playthrough. Some questions though :
Does NT 2.0 Combat Only also adds the "class" thing ? Or it's just battle number and pattern ?
Does NT 1.5 exists in Combat Only (didn't see it)

Thanfs for your reply,

Combat Only just alters enemies and what the player can use (character stats, equipment, spells, etc.) Things like the source system to custom spec the characters aren't in there as it relies on field scripting. As for a NT 1.5 Combat Only I don't think I made one.

Staraline

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11939 on: 2025-05-30 18:33:05 »
Not sure of format/information needed, just registered to report 2 bricked saves (to my knowledge, that I can't seem to find info for in searching). Running 2.0 Path B on steam deck through 7H, with postscriptthree's tweaks and a few model/portrait/graphical mods installed. Apologies if I forget something/miss something.

First file is just after Key to the Ancients section completed, I enter the Highwind next to the City and the game immediately freezes as soon as the Highwind elevates, unable to take any actions at all. The map still flickers location indicators, however.

Second file, returned to Great Glacier after 2nd Mideel sequence. Exited Great Glacier, but unable to return to it, and also unable to enter Icicle Inn. Endlessly stuck between the two locations.

Happy to provide any info needed, also will be happy to be told I did something stupid and caused the issue both times. Love the mod, just want to hopefully finish one of the two files rather than go for restart #3.


EDIT: after testing, both files issues were caused by the Party Leader Override in tweaks being set to Tifa. Changing the override to Cloud fixed both files. Leaving this here in case anyone else runs into a similar issue.
« Last Edit: 2025-05-31 00:57:43 by Staraline »

cha0tic

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11940 on: 2025-06-27 16:49:12 »
Stuck at bizzaro sephir, whats the tactic? He keeps healing himself, I tried to swap a bit between teams and still

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11941 on: 2025-06-28 14:35:46 »
Stuck at bizzaro sephir, whats the tactic? He keeps healing himself, I tried to swap a bit between teams and still

On a 2 or 3 party fight, the Core has to be destroyed for the other parties.

2-Party
*) Fight starts, on Party A, destroy the head and swap
*) On Party B, destroy the head, arms, then Core. When Core is destroyed, swap
*) Back on Party A, destroy the head, arms, and then the Core; this prevents the heal from happening so the torso can be destroyed for the win

3-Party
*) Fight starts, on Party A, destroy the head and swap
*) On Party B, destroy the head, arms, then Core. Swap.
*) On Party C, destroy the head, arms, then Core. Swap.
*) Back on Party A, destroy the head, arms, then Core; torso is left without a heal so you can destroy it from there.

It's a big hassle though, so in the current version of the mod (2.0+) you can select whether to have a 1, 2, or 3 party fight. Using something powerful on Party B or C like Ultima, Pearl, Bahamut-ZERO, or KOTR would also speed it up; there's a checkpoint for Safer too so those Materia can be recovered for that battle if need be.

Flipscore

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11942 on: 2025-07-15 22:56:14 »
I am looking for some help with a very strange issue. I can't seem to find anything about it.

When I finish certain scenes I end up on a normal chocobo in the middle of the ocean. This has happened in two separate locations: It happens after I defeat the midgar zolom and it happens after the scene where Yuffie steals the party materia.

Mods are
60/30 FPS Animations for New Threat 2.0,
30/60 FPS Gameplay,
Postscriptthree's Tweaks,
New Threat 2.0
and Gameplay Tweaks - Qhimm catalog.

I'm guessing I've accidentally created some kind of strange interaction with these mods but I have been unable to figure out what it is.

Any help would be gladly appreciated.

EDIT: I finally got some time to troubleshoot this and it happens even if the only mod I have on is New Threat 2.0.  Is there anything I can do?
« Last Edit: 2025-07-21 21:40:21 by Flipscore »

Arny14

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11943 on: 2025-07-19 11:54:44 »
Hello

I'm a French player and I started New Threat 2.0 type A

I may have a silly question: I'm on Reactor 1, and there are some screens where there are no more enemies (especially the screens before the boss) and I was wondering if this was normal? In the original game, there were still enemies in those places near the save point, but here, no matter how many hours I turn, nothing comes...
And I can't find the Sweeper enemy at Reactor 1, is that normal?
Thanks for your help and sorry for the inconvenience

Arny14

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11944 on: 2025-07-21 10:45:51 »
Hello,

I solved the problem in the previous post, no problem.

I'm coming to you with another question: if I've understood correctly, there's no longer the glitch to increase Tifa's affection in the shinra tower
I also thought I read that the appointment was no longer linked to affection points and that you could choose who you wanted
Have the affection points been completely removed? I'm asking about Tifa's extra dialogues (Gongaga and the end of CD2), and possibly Aeris's extra dialogue in Gongaga... is this still possible?

Thanks again for your help!
« Last Edit: 2025-07-21 11:01:14 by Arny14 »

bossmaker

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11945 on: 2025-07-26 13:03:33 »


I'm stuck here, with frozen dialouge box it doesn't allow me to do anything else apart from accessing the Menu and walk around the room (can't exit the room as it was block by NPC)

Any advise? This is right after Jumping up the electric power on a dolphin.

justsomebody

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11946 on: 2025-07-27 06:13:35 »
Hi, the docs says that Tornado is in "Sister Ray Cannon: Base". Is this in Junon right after Cloud leaves the party? Like, at the same place Tifa has a slap fight with Scarlet? (I mean, the Sister Ray Cannon is located there..)

Does this mean that Tornado is missable after you acquire Highwind?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11947 on: 2025-07-27 13:39:34 »
I am looking for some help with a very strange issue. I can't seem to find anything about it.

When I finish certain scenes I end up on a normal chocobo in the middle of the ocean. This has happened in two separate locations: It happens after I defeat the midgar zolom and it happens after the scene where Yuffie steals the party materia.

Mods are
60/30 FPS Animations for New Threat 2.0,
30/60 FPS Gameplay,
Postscriptthree's Tweaks,
New Threat 2.0
and Gameplay Tweaks - Qhimm catalog.

I'm guessing I've accidentally created some kind of strange interaction with these mods but I have been unable to figure out what it is.

Any help would be gladly appreciated.

EDIT: I finally got some time to troubleshoot this and it happens even if the only mod I have on is New Threat 2.0.  Is there anything I can do?

I'm not sure, the spot you're being warped to is 0,0 on the map and it's where models are stored (set to invisible) when they're usually not being used. I've seen this happen in the past when I added an option to change party leader on Disc 3, but this sounds like the game isn't properly dropping you off at the correct coordinates following a battle (zolom) and from the field where Yuffie steals your Materia. I haven't made alterations to these, so I'm unsure what could be causing it; I don't think other players have ran into it either, but I'll test it out today.

As a workaround, you may need to use a save editor to place yourself back on the world. The Black Chocobo tool can do it, but if you're unsure I can do it if you send your save file to me (either something like mediafire, MEGA, etc. or through Discord; Qhimm has a discord server that can be accessed from this forum, there's a topic with the invite).




I'm stuck here, with frozen dialouge box it doesn't allow me to do anything else apart from accessing the Menu and walk around the room (can't exit the room as it was block by NPC)

Any advise? This is right after Jumping up the electric power on a dolphin.

Do you have any other mods active besides the graphical ones? That scene usually just plays out as normal, it looks like either the window for text has been broken somehow or the script was escaped into a loop maybe by an interaction with the NPC at a bad time. That scene still runs by vanilla scripting (just dialogue changes) so I'm unsure what could have happened. Does it happen consistently? If so, try running through it with just NT enabled and then re-enabling your other mods once you're through and reach a save point.

Hi, the docs says that Tornado is in "Sister Ray Cannon: Base". Is this in Junon right after Cloud leaves the party? Like, at the same place Tifa has a slap fight with Scarlet? (I mean, the Sister Ray Cannon is located there..)

Does this mean that Tornado is missable after you acquire Highwind?

No, it's the chest on the screen after you fight Proud Clod during the Midgar Raid; I'll update the documentation to specify that it's the Midgar Raid and not in Junon.

grake

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11948 on: 2025-07-28 02:31:48 »
Before I ask questions, I really want to thank you for making this mod. I raised with this game when I was young lol. I played many times with different challenges and it got me boring hardcore until this mod and i realized I have FF7 on steam. Worth it.

I am on second playthrough after understanding this system.

fire's effect, reduce def by %1 - Does it stacks? If so, maximum? I need to know since I could not find the answer for that.

Fire 1's effect applies to all Fire 2 and 3 since I did not see the description in Fire 2 and 3?

Feedback - Exp 1.25 boost? come on. it makes this game much easier with hard mode. I kind of wish reduce it to x0.75 or something. Don't get me wrong. Bosses are still tricky to me. I started to feel meh after learning system and made it much easier. I mean I have memory brain from original ff7.

Materia - Some reasons I feel less options to make combo even it has good stats and effects. I am not sure yet until I finish the second playthrough so.

Again, thanks for this mod. I give it 9.5/10

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.99999)
« Reply #11949 on: 2025-07-28 16:56:46 »
Before I ask questions, I really want to thank you for making this mod. I raised with this game when I was young lol. I played many times with different challenges and it got me boring hardcore until this mod and i realized I have FF7 on steam. Worth it.

I am on second playthrough after understanding this system.

fire's effect, reduce def by %1 - Does it stacks? If so, maximum? I need to know since I could not find the answer for that.

Fire 1's effect applies to all Fire 2 and 3 since I did not see the description in Fire 2 and 3?

Feedback - Exp 1.25 boost? come on. it makes this game much easier with hard mode. I kind of wish reduce it to x0.75 or something. Don't get me wrong. Bosses are still tricky to me. I started to feel meh after learning system and made it much easier. I mean I have memory brain from original ff7.

Materia - Some reasons I feel less options to make combo even it has good stats and effects. I am not sure yet until I finish the second playthrough so.

Again, thanks for this mod. I give it 9.5/10

Glad you enjoyed the mod.

For Fire, the effect does stack additively and goes to -100% at which point defence & magic defence will be at 0. Other attacks which do this also stack to it, like Braver. Fire2 and Fire3 also have this effect but to save text space I decided to not mention it on them and hope it's implied from Fire1.

The % is applied after all other calculations, so if an enemy is raising its defence stats with effects or over time:

100 Defence with -50% applied = 50 Defence
Enemy raises its base defence by 50 with an ability
150 Defence with -50% applied = 75 Defence (so effectively its defence only went up by 25 rather than 50)

I'll renovate the hard mode conditions at some point, and I want to do a general rebalance at some stage; the Materia & Materia-Slots will be revised so that pairings can be made earlier and more of them.