Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 5389027 times)

xerforce

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10325 on: 2020-09-03 21:28:51 »
hey everyone, i have 1 bug in nt 2.0,

on CD3 if i go back to bugenhagen he gives me the key from the "cave of the gi" and if i follow the pafh to the end ,where the stoned seto is, a cutszene from CD1 start and crashed after few dialogs

and exist a list of all enemytechs and materia? i missed 3 enemytechs and same blue materia for the master one.
« Last Edit: 2020-09-03 22:07:20 by xerforce »

Yuffie1983

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10326 on: 2020-09-04 00:54:19 »
In NT 2.0 game B just need a question answering when does character upgrading become an option. I am at the part just about to enter Junon Harbor, and still not opened up in the extended save feature. The top option is still closed off. Any help would appreciated thanks.

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10327 on: 2020-09-04 05:20:55 »
In NT 2.0 game B just need a question answering when does character upgrading become an option. I am at the part just about to enter Junon Harbor, and still not opened up in the extended save feature. The top option is still closed off. Any help would appreciated thanks.

after the next boss fight

Yuffie1983

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10328 on: 2020-09-04 08:56:39 »
after the next boss fight

Outstanding thank you very much  ;D ;D

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10329 on: 2020-09-04 14:38:45 »
Is there some kind of "special achievment" related on playing all the game hard mode?
If so, this kind of bug compromises it?

Way it works is, a separate var gets set when hard mode is enabled from the beginning. If the save point toggle is used, and the field screen reports 'hard mode off', then this other var gets turned off as well.



Spoiler: show

there is one for type b hard mode no sp.  hoping also one for type b hard hard no exp will find out soon enough :)




i patched the temple of ancients area for my hard mode type b no sp no exp run :) surprised that found battlesquare much harder than temple of ancients bosses and jenova there after
Spoiler: show
 might want to buff up flowergirl or make her immune to beserk or something only took a couple of tries




I won't be doing that; the reason Berserk can be used there (and other statuses) is for the player to take different approaches to getting the fight done.

Sega, I don't know if this can help you to figure out the bug of hard mode toggle, but I just remembered that until the end of disc 1, bosses were actually very strong, especially the one at the end of disc 1.
After disc 1, bosses started to seem a lot easier. For example, the boss fought on gaea cliff and the next one were almost too easy for me.
So probably it could even be the disc change perhaps?
Spoiler: show

For the achievment, should I restart the entire game?


The disc change shouldn't affect it, but I won't rule it out. I'll need to set some time aside to match the battle var addresses to their field var addresses; there's a document outlining the savemap that I can check but I think it listed offsets rather than how they're listed in the tool.

Yep, that I know WDX.
The problem is that I'm at cd 2 right now, with hard mode that got disabled by itself because of a bug and I didn't realize it.
So I've fought some bosses as normal mode
Spoiler: show

and I don't know if switching modes changes something to get the achievment, just that


If you use a save point to toggle it, then check the in-battle message and the field screen message that follows it. If the battle message says 'ON' then it means hard mode was disabled. If the field screen then reports 'hard mode off' it means the var handling the achievement has also been turned off.

hey everyone, i have 1 bug in nt 2.0,

on CD3 if i go back to bugenhagen he gives me the key from the "cave of the gi" and if i follow the pafh to the end ,where the stoned seto is, a cutszene from CD1 start and crashed after few dialogs

and exist a list of all enemytechs and materia? i missed 3 enemytechs and same blue materia for the master one.

I'll look into that; who was your party leader at the time?

There should be a list of the enemy skills in the documentation download on the first page of this thread, in the Item & Materia placements doc just after the Materia locations. The blue huge materia is only needed to generate Bahamut-ZERO; if it is missed, then you can dig up Bahamut-ZERO from Bone Village: https://steamuserimages-a.akamaihd.net/ugc/351645122236827517/5CB21520AD41602532D6DE83286336394A19EFF6/

The chances were raised to 100% in NT, so don't worry about that 3.9% chance that image lists.

Edit: About the Cave of the Gi thing, I reckon what's happened is that Red XIII wasn't in the party as a var gets toggled once the boss is beaten but this boss only appears (and only disables the way forward) if Red XIII is also in the active party so if you went down there without him, it'd let you advance to the last screen and trigger the Disc 1 cutscene. If you add Red XIII to the party and then go down there, a boss fight should occur where you fought Gi Nattak.
« Last Edit: 2020-09-04 15:06:16 by Sega Chief »

xerforce

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10330 on: 2020-09-04 19:52:24 »
okey so it was the mistake that I got red XIII later via phs mod.
now i think have i all done but i can't find a solution to defeat
Spoiler: show
ozma
. is there a trick? all are max lvl and
Spoiler: show
flarstar as well as doomsday
give me max dmg despite shields.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10331 on: 2020-09-05 00:05:02 »
okey so it was the mistake that I got red XIII later via phs mod.
now i think have i all done but i can't find a solution to defeat
Spoiler: show
ozma
. is there a trick? all are max lvl and
Spoiler: show
flarstar as well as doomsday
give me max dmg despite shields.

Flare Star deals damage based on the attacker's level vs the target level, so being max level actually works against you in this case. It's a magic-based formula with 100% accuracy though so you could try stacking as much magic defence and magic evasion as possible to lift your odds of survival. 255 Magic Defence will reduce damage by 50% roughly, but you can up this more by using Hero Drinks for a total of 510 magic defence which is something like 99% reduction. Hero Drink IIs lift stats by 25%, while Hero Drink Classics lift it by 30%. It caps at +100% and is cumulative. If a character is KO'd, their stats revert to normal.

Doomsday is Hidden/? ? ? ? element, so you can block this with certain pieces of armour/accessories or with Elemental + a non-elemental Materia (the latter will null/absorb it with a lv2 or lv3 elemental). Guard Ring and Minerva Band are some examples. A Relic Ring will also absorb it but bear in mind it also blocks Restorative so you'll need to heal this character using either Poison, Gravity, or Hidden/? ? ? ? element attacks.

xerforce

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10332 on: 2020-09-05 10:13:45 »
kay i won off a another way^^
Spoiler: show
cloud with max possible str stat + 3 countermateria + 4x cut materia + anti mini ring + masamune. cloud hit ozma with 7k-8k dmg every time.
« Last Edit: 2020-09-05 10:19:04 by xerforce »

dethkab

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10333 on: 2020-09-06 02:46:58 »
If you are upgrading from 1.5 to 2.0 using the same save file, you can expect things not working properly for sure. It's recommended that you start a new game with 2.0 version, as it is not compatible with games started using 1.5.

And that's exactly what I initially did, but unfortunately the toggle does not work even with the new file.

dethkab

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10334 on: 2020-09-06 02:48:39 »
You just can not upgrade to 2.0 as there has been changes from 1.5 in many of the files and kernals, so just upgrading will cause issue with a lot of things. You really could do with just starting a new game again.

After upgrading to 2.0, I did exactly just that and started a new game.  But as I explained, changing the battle music to Field doesn't do anything.

El Grillo

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10335 on: 2020-09-06 05:43:49 »
I took a short break after starting a B-mode game and accidentally saving over my latest A-mode save (not a lot of hours lost but a crushing blow to momentum), but I pressed on and made it to the bottom of the Northern Crater. I thought I read something about being able to fast travel back to the Highwind, am I misremembering?

Seems like a good time to do the rest of the LV4 Limit Break sidequests and hunt down the Weapons. Funnily enough, but not entirely surprisingly with my support-tank build, Cloud still hasn't hit the kill threshold for LV2, and the way things are going will never get there naturally, but it's probably worth farming that up as well.

Still having a lot of fun. The most annoying enemy in the Crater for me was Pollensalta with her counter-attack of applying Confusion + Resist (which means you stay confused even after getting hit by a physical attack). I spent a while trying to manipulate for Angel Whisper, but even with HypnoCrown it didn't seem in the cards. Are you supposed to learn it with a well-timed Confusion, or another method?

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10336 on: 2020-09-06 08:50:51 »
I took a short break after starting a B-mode game and accidentally saving over my latest A-mode save (not a lot of hours lost but a crushing blow to momentum), but I pressed on and made it to the bottom of the Northern Crater. I thought I read something about being able to fast travel back to the Highwind, am I misremembering?

Seems like a good time to do the rest of the LV4 Limit Break sidequests and hunt down the Weapons. Funnily enough, but not entirely surprisingly with my support-tank build, Cloud still hasn't hit the kill threshold for LV2, and the way things are going will never get there naturally, but it's probably worth farming that up as well.

Still having a lot of fun. The most annoying enemy in the Crater for me was Pollensalta with her counter-attack of applying Confusion + Resist (which means you stay confused even after getting hit by a physical attack). I spent a while trying to manipulate for Angel Whisper, but even with HypnoCrown it didn't seem in the cards. Are you supposed to learn it with a well-timed Confusion, or another method?

can't learn angel whisperer in v2 its been replaced by another enemyskill.

did u try dispel the resist no ttoo sure if that works but might be worth a try :)


Ffamran90

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10337 on: 2020-09-06 11:16:45 »
Ok Sega, I just tested if the switch hard mode bug by playing a new game (hard mode ofc) until Kalm town.
YES, it happens after yuffie fight to get her on party.
I did a fight before entering kalm town, 0 gil gained.
The first fight after getting her was without her in the party, to be sure her innate wasn't doing something wrong, and I got gils.
Now I need a save point to toggle hard and see if it actually turns it on instead of off.
Hope this can help you

chang17lee

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10338 on: 2020-09-06 12:29:32 »
Hi!

I just downloaded the new NT 2.0 going from 1.5. I noticed that when I start the game. Tifa is included in the opening bombing mission and she will go with Cloud but when a random battle starts, Jessie's battle model appears instead but the name still displays as Tifa. Can someone help me with this?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10339 on: 2020-09-06 20:51:20 »
After upgrading to 2.0, I did exactly just that and started a new game.  But as I explained, changing the battle music to Field doesn't do anything.

OK, I'll check it out.

I took a short break after starting a B-mode game and accidentally saving over my latest A-mode save (not a lot of hours lost but a crushing blow to momentum), but I pressed on and made it to the bottom of the Northern Crater. I thought I read something about being able to fast travel back to the Highwind, am I misremembering?

Seems like a good time to do the rest of the LV4 Limit Break sidequests and hunt down the Weapons. Funnily enough, but not entirely surprisingly with my support-tank build, Cloud still hasn't hit the kill threshold for LV2, and the way things are going will never get there naturally, but it's probably worth farming that up as well.

Still having a lot of fun. The most annoying enemy in the Crater for me was Pollensalta with her counter-attack of applying Confusion + Resist (which means you stay confused even after getting hit by a physical attack). I spent a while trying to manipulate for Angel Whisper, but even with HypnoCrown it didn't seem in the cards. Are you supposed to learn it with a well-timed Confusion, or another method?

After you trigger the scene at the bottom, the Save Point should appear close by. This has a teleport option in its extended options menu.

Angel Whisper was replaced with a skill called Mustard Bomb; while Pollensalta still uses a skill called Angel Whisper it's just an enemy attack rather than an enemy skill. Mustard Bomb can be picked up from the Red Materia cave. The Death Dealer enemy in the Crater on that same path as Pollensalta have a new skill called Chronocure you can grab though.

Ok Sega, I just tested if the switch hard mode bug by playing a new game (hard mode ofc) until Kalm town.
YES, it happens after yuffie fight to get her on party.
I did a fight before entering kalm town, 0 gil gained.
The first fight after getting her was without her in the party, to be sure her innate wasn't doing something wrong, and I got gils.
Now I need a save point to toggle hard and see if it actually turns it on instead of off.
Hope this can help you

Yeah it does; it narrows down where it occurs which will help a lot.

Hi!

I just downloaded the new NT 2.0 going from 1.5. I noticed that when I start the game. Tifa is included in the opening bombing mission and she will go with Cloud but when a random battle starts, Jessie's battle model appears instead but the name still displays as Tifa. Can someone help me with this?

Type B in NT 2.0 differs in places from the regular story events of the game, so some things occur differently like having Tifa along for the first bombing mission. What's likely happened regarding Jessie is that the Jessie mod is installed (or has been hard-installed at some point) and is replacing her battle model with that one. I'd recommend not having Jessie Mod enabled when doing a Type B run.

Edit:
Started work on figuring out the var issue that's affecting the toggles for Hard Mode and No EXP, think I've got a good lead on it. I've also added a save point to Kalm which was to ease testing + meet a request that's been made a couple of times as there is no save point between the Midgar escape and Fort Condor which is a bit of time.

Current stuff that's been implemented in the 2.0.93 patch (not uploaded yet):
Spoiler: show

v2.0.93
*) Temple of the Ancients: A chest would be flagged as opened during Type B scenario.
*) Ruby uses homing ray counter on Self instead of Self.PreviousAttacker
*) Shin Godo invalid attack ID set to a var under certain conditions
*) Lich GT: Drop, Steal, and Morph added.
*) Boss: Cure3 & L4 Holy Targeting issue + ???? Absorption for Doomsday added.
*) Hyper Jump and Dragon swapped back to original listings as anim for former wouldn't play correctly. Be aware that on the base unmodded Steam version of the game, Hyper Jump can cause crashes when used.
*) Type B Shinra Mansion Boss: MP Increased
*) Cargo Ship: Type B boss battle was using Type A boss instead
*) Shinra HQ F59: One of the fight triggers gives a Type A encounter instead of Type B
*) Highwind: NPC added close to other crewmen on the bridge, with information on locations for sidecontent
*) Wonder Square: Multiple Speed Plus could be bought.
*) Junon: Softlock on E-Junction when returning as Cloud after Weapon Raid; access to backrooms has been locked.
*) Midgar Raid: Save Point line was firing in wrong place in tunnels.
*) North Crater: Shield and EXP Plus Materia locations swapped for visiblity.
*) Zack Flashback: When completing this event, Cait Sith would be re-initialised resulting in a loss of sources and equipment.
*) Reactor 5: Type B boss has had a magic stat reduction made.
*) Pollensalta: Incorrect attack ID set for one of the counter-attacks.


Edit2:
So the source of the problem seems to have been identified; the G-Bike Minigame records the high score into a 2-byte value, in which the var used for hard mode toggle is stored. This would explain also why a user mentioned that they seemed to lose Hard Mode after making their way through the Gold Saucer in an earlier post. As for Kalm, seems there's a mysterious byte operation that's also in the scripts for this area that appeared to be interfering with it.

Because it's coming from the minigame, it means that the Hard Mode toggle flag itself will need to be changed which means implementing that across 250 or so scenes with 1, 2, or 3 enemies each. I'm guessing it'll be around 750 or so entries.

But it's not all bad news; through this, it seems that any of the addresses in the field var banks can be written to (or read from) which opens up a lot of possibilities for the future. If a 2.1 build swings around, I'll definitely be making use of this knowledge to have certain enemies change their behaviour depending on what you've done during the story. But for now, I'll focus on getting these battle toggle vars migrated into safe empty ones.

Edit3:
Another bit of good news, seems that the exp toggle wasn't breaking in temple of the ancients; just that the Type B variant had an enemy in it that wasn't set up with the AI for it.

***
Edit4:
Patches are up:
Spoiler: show

v2.0.93
*) Temple of the Ancients: A chest would be flagged as opened during Type B scenario.
*) Ruby uses homing ray counter on Self instead of Self.PreviousAttacker
*) Shin Godo invalid attack ID set to a var under certain conditions
*) Lich GT: Drop, Steal, and Morph added.
*) Boss: Cure3 & L4 Holy Targeting issue + ???? Absorption added.
*) Hyper Jump and Dragon swapped back to original placements as anim for former wouldn't play.
*) Type B Shinra Mansion Boss: MP Increased
*) Cargo Ship: Type B boss battle was using Type A boss instead
*) Shinra HQ F59: One of the fight triggers gives a Type A encounter instead of Type B
*) Highwind: NPC added close to other crewmen on the bridge, with information on locations for sidecontent (appears on Disc 3)
*) Wonder Square: Multiple Speed Plus could be bought.
*) Junon: Softlock on E-Junction when returning as Cloud after Weapon Raid + blocking access to back rooms.
*) Midgar Raid: Save Point line was firing in wrong place in tunnels.
*) North Crater: Shield and EXP Plus Materia locations swapped for visiblity.
*) Zack Flashback: When completing this event, Cait Sith would be re-initialised resulting in a loss of sources and equipment.
*) Reactor 5: Type B boss has small magic reduction.
*) Type B: Boss didn't have AI set for 0 EXP.
*) Added patched .EXEs for the Installer version.


The migration for battle vars for hard mode will take a bit of time. In the meantime, I'd avoid the G-Bike minigame in the Gold Saucer if playing on hard mode. Type B players may need to re-toggle hard mode on after clearing Midgar though as I think it uses the non-Motorball version for that.
« Last Edit: 2020-09-06 23:19:23 by Sega Chief »

PoolHandMan

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.93)
« Reply #10340 on: 2020-09-07 04:16:11 »
Hey I'm at the midgar raid rn. that curator boss, finally defeated it but

Spoiler: show
man that prize was the ultimate trolling. along with putting a crappy sense materia where w-item should be


you sir should receive a medal for trolling us poor players  :-D :cry:

deha0002

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.92)
« Reply #10341 on: 2020-09-07 16:47:25 »

*) Added patched .EXEs for the Installer version.


Was the Drain change added in this new patch? Just tried it on low lvl save. Red did 24 dmg and drained 3 hp.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10342 on: 2020-09-07 17:08:50 »
Was the Drain change added in this new patch? Just tried it on low lvl save. Red did 24 dmg and drained 3 hp.


Added them just there, 2.0.94.

Spoiler: show

v2.0.94
*) Shinra Mansion: A boss wasn't dropping its item.
*) North Crater: A script trigger was fixed.
*) Updated Drain adjustment in Installer EXEs.

Danstorm1

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10343 on: 2020-09-08 04:08:31 »
I'm playing on the latest 2.0 release and I'm having an issue where in dungeons, (i.e Materia Cave, Cave of the Gi, Mt. Nibel, and the Shinra Mansion) I am not getting ANY random encounters. I've tried using enemy lure or enemy away materia and the result is the same, no encounters whatsoever. Bosses still work so I can progress the story still, but I am slowly getting underleveled and feel like the dungeons are far too easy because of this. I tried searching for a fix but with 416 different pages of replies its a little difficult to pin anything down.

Yuffie1983

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10344 on: 2020-09-08 16:35:34 »
Added them just there, 2.0.94.

Spoiler: show

v2.0.94
*) Shinra Mansion: A boss wasn't dropping its item.
*) North Crater: A script trigger was fixed.
*) Updated Drain adjustment in Installer EXEs.



Which boss was that in the Shinra Mansion, is it the one on disk one when you open the safe for the Odin materia. Just because I just done that boss and wondering if I should go back to save I have that is just before the opening the safe.

LeOsTyLe

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10345 on: 2020-09-08 17:38:03 »
Finished yesterday 2.0 Type B Hard. And here are my thought about the content and balance. In short well done, but why so many content is removed from 1.5 (without replacing it) and Hard Mode Late Game Content is to easy.

Spoilers, dont read further, when you are not done with all content.

The more important ones are bold.

Content
- The alternative story in Midgar was awesome, post Midgar sadly only minor story changes, but i understand its hard to change things (technicaly and time spending), because the plate didnt felt down, i hoped there would be a way to visit Sector 7 again with maybe a sidequest or something. e.g. Getting Barrets Lvl4 Limit there instead of kalm.
- Liked the Idea of Aeris Body in Jenova Battle
- The changed Cloud/Aerith Sidequest with Zack was a great idea. I wish there would any benefit if you win the battle. Like Zack lives and you can get him in a other sidequests which only triggers when you win the battle.
- The Cid Sidequest in 1.5 was my favorited character sidequest, so i am a bit sad about the remove.
- The Tifa Sidequest was not my favorited, but every remove of content hurts^^
- The transport of the Silver Chocobo from the Kalm to Glacier was a good idea and the feeding stuff, too. But the high defense mechanic when not eating is gone. It was a funny idea in 1.5. Since there are so many ignores defense attack in 2.0 maybe every attack should to 0 dmg when he's not eating.
- The missing Junon League was a big lose
- The missing Extra Battles in Battle Square was a lose, too but it was not so important as Junon League.
- I liked the idea in the Creater in 1.5 after each Segment there is a boss. In 2.0 its removed.
- The new 12x 1/35 soldier sidequest and the gift are awesome, well done.
- The weapon smith should can craft missable items like Ziedrich  or some Mistile copies, etc. in addition to the Masamune (which is in my opionion by far the best weapon)
- Dark Cave was a fantastic idea in 1.5. i am sad, that its removed, but i understand that many content of Dark Cave is now in Type B.

Balance
- The changes to Barrier 50%->33%, Sad 30%->5% and back row 50%->10%was good, Barrier, Sad and Back Row was to strong.
- The remove of the Soft Level Caps was good
- The remove of SP and change to after certain event was good.
- In 1.5 your defence was doubled in calculation. In terms of Balance the change to vanilla was good but in term of funny builds it was bad. hard to say which it better
- Osmose is useless maybe its later better, but later you dont need it anymore.
- The fact that you can Morph items which you normaly get far later, is cool. Maybe it was in 1.5 i dont know
- Every character should have a weapon which ignores morph penalty. It should be aviable early so you can make use of it.
- Hard Mode: The fact, that you have to grind (steal/morph) for gil makes you automaticlly do more battles and this negate the 1/2 exp malus and in addition gives you many AP, so you will unluck spells and abilities faster. And makes the game easier.
- After a certain point the game become very easy, i think it was when you got the lvl3 limit or the Magic Spells lvl 2 and lvl3. Most bosses were death with 2 Limit or 3 spells or so.
- The W-Item duplication bug removed the sense of healing spells. From the moment you get it, you can spam mega exlixiers and dont need any Healing Spells. I know you can play without it, but when its in the game why dont use it^^
- The damage of the high end elemental spells like tornado and break etc. are to low compared to ultima. The high end Spells have Base damage 70-80 if i remmebr right. Even when you use them on a weakness they have 105-120 base commpared to ultima which you can alwasy use with 100. and ultima hits aoe and the high end elemental spells do only single target. When you increase the damage of them, they would become more useful. In late game the only spell you need is ultima. The status effects on the elemental spells are not enough to pick them over ultima. especially when you want to build a good materia combo and you need many slots. With ultima you have in worst case slighty lower damage but can use it vs all kind of enemies.
- The fight for the wutai secret cave vs the zack soldier was to easy it was a joke compared to the other secret cave fights.
- The fight vs guard of Knight of Rounds was epic. This is like a fight should be. Zombie breath from the dragon and the one hit ko's from the robot are a deadly combo, liked it very much.
- Although the fight was really hard, the gift (Knights of Rounds) is completly overpowered. Here some dmg examples. character level 66 with 255 attack and 255 magic all damage numbers come from Iron Giant in Crater (No Adrenaline). dmg: 2x summon knight of round 96k (single) and 63k (aoe) 2x magic mp turbo quadra ultima 25k without quadra 16,6k. 2x summon bahamut Zero mp turbo quadra 20,4k without quadra 13,6k. 4x cut with masamune 25k. so you see the most good stuff is about 20-25k. And Knight of Round is 4x higher dmg. It mostly one shots every boss in the game in Hard Mode.
- Altough i like the idea to go with the life down till you can sense them, the fights are to quick to end. Almost everything is death with 2x summon materia knight of round. And if not, Mime and done. even if Knight of Round is nerfed. And you only use Ultima or 4x Cut with 25k dmg. After 3-4 Attacks the fight is over. Its to quick. I think the boses should at least life after 10 strong attacks. So they need at least 250k life
- The life of regular enemies is good.
- The damage dealt by the enemies (regular/bosses) is good too.
- I like the fact that you can increase/controll stats (str/mag/dex) with your materia you wear

There are many other small things which are now better than in 1.5 but to write them all down would cost to many time and i would probably forget many of them. So i just focused mostly on the "negatives" and the suggestions i have.

Thank you for the mod. Ingame Timer was 90+ hours. Was a great experience, well done.

Edit: - I like that some limits are now magic basic
- The enemy away materia is probably the best quality of life feature, the save point toogle was good, too, but the materia is even better.
« Last Edit: 2020-09-08 21:24:03 by LeOsTyLe »

jons

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10346 on: 2020-09-08 18:10:03 »
Hi everyone! New here and trying to set up 7th heaven. I have download both New Threat 1.5 and 2.0, but I really dont understand what the differences are between the two versions? I heard stuff was cut for 2.0 on purpose, but is it worth playing through both versions, or is there a definitive one to play? Thanks in advance for any advice!

LeOsTyLe

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10347 on: 2020-09-08 18:31:56 »
Hi everyone! New here and trying to set up 7th heaven. I have download both New Threat 1.5 and 2.0, but I really dont understand what the differences are between the two versions? I heard stuff was cut for 2.0 on purpose, but is it worth playing through both versions, or is there a definitive one to play? Thanks in advance for any advice!

Both add many new Stuff to the Game. Many added stuff are the same in 1.5 and 2.0. But 1.5 have more Sidequests due to some of them are not present in 2.0. And 2.0 have one (when i not forget one) that isnt in 1.5. 2.0 on the other hand have some great changed Story Events in the Midgar Part (Type B Mode), which 1.5 dont have. 2.0 brings some adaptions to the balance like barrier, second row, crit, weakness nerfs and some other balance changes, you can see in the change log, but loses (in my personal opionion) balance in terms of later Boss Lifes. The fights are to quick to end like a few strong materia combos and you won the fight. In 1.5 the later fights feel more like real boss fights.

When you want a real diffrent experience to the Classic Game with many changes, i currently suggest you play 1.5. And Later if you dont want to play the whole 2.0. at least just do the Midgar Part (Type B Mode, the game will ask you that by begining) Its worth it.

But this is my personal opinion. I am sure people will suggest you 2.0, too. There is no definitive edition. Both have pros and cons.
« Last Edit: 2020-09-08 18:38:05 by LeOsTyLe »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10348 on: 2020-09-09 01:03:47 »
I'm playing on the latest 2.0 release and I'm having an issue where in dungeons, (i.e Materia Cave, Cave of the Gi, Mt. Nibel, and the Shinra Mansion) I am not getting ANY random encounters. I've tried using enemy lure or enemy away materia and the result is the same, no encounters whatsoever. Bosses still work so I can progress the story still, but I am slowly getting underleveled and feel like the dungeons are far too easy because of this. I tried searching for a fix but with 416 different pages of replies its a little difficult to pin anything down.

What it may be is that the random encounter toggle switch from 1.5 has been unintentionally reactivated. If I get a copy of your save file I'll be able to ascertain if this is the case and turn it off again if it is.


Which boss was that in the Shinra Mansion, is it the one on disk one when you open the safe for the Odin materia. Just because I just done that boss and wondering if I should go back to save I have that is just before the opening the safe.

The hidden one on Disc 3.

Finished yesterday 2.0 Type B Hard. And here are my thought about the content and balance. In short well done, but why so many content is removed from 1.5 (without replacing it) and Hard Mode Late Game Content is to easy.

Spoilers, dont read further, when you are not done with all content.

The more important ones are bold.

Content
- The alternative story in Midgar was awesome, post Midgar sadly only minor story changes, but i understand its hard to change things (technicaly and time spending), because the plate didnt felt down, i hoped there would be a way to visit Sector 7 again with maybe a sidequest or something. e.g. Getting Barrets Lvl4 Limit there instead of kalm.
- Liked the Idea of Aeris Body in Jenova Battle
- The changed Cloud/Aerith Sidequest with Zack was a great idea. I wish there would any benefit if you win the battle. Like Zack lives and you can get him in a other sidequests which only triggers when you win the battle.
- The Cid Sidequest in 1.5 was my favorited character sidequest, so i am a bit sad about the remove.
- The Tifa Sidequest was not my favorited, but every remove of content hurts^^
- The transport of the Silver Chocobo from the Kalm to Glacier was a good idea and the feeding stuff, too. But the high defense mechanic when not eating is gone. It was a funny idea in 1.5. Since there are so many ignores defense attack in 2.0 maybe every attack should to 0 dmg when he's not eating.
- The missing Junon League was a big lose
- The missing Extra Battles in Battle Square was a lose, too but it was not so important as Junon League.
- I liked the idea in the Creater in 1.5 after each Segment there is a boss. In 2.0 its removed.
- The new 12x 1/35 soldier sidequest and the gift are awesome, well done.
- The weapon smith should can craft missable items like Ziedrich  or some Mistile copies, etc. in addition to the Masamune (which is in my opionion by far the best weapon)
- Dark Cave was a fantastic idea in 1.5. i am sad, that its removed, but i understand that many content of Dark Cave is now in Type B.

Balance
- The changes to Barrier 50%->33%, Sad 30%->5% and back row 50%->10%was good, Barrier, Sad and Back Row was to strong.
- The remove of the Soft Level Caps was good
- The remove of SP and change to after certain event was good.
- In 1.5 your defence was doubled in calculation. In terms of Balance the change to vanilla was good but in term of funny builds it was bad. hard to say which it better
- Osmose is useless maybe its later better, but later you dont need it anymore.
- The fact that you can Morph items which you normaly get far later, is cool. Maybe it was in 1.5 i dont know
- Every character should have a weapon which ignores morph penalty. It should be aviable early so you can make use of it.
- Hard Mode: The fact, that you have to grind (steal/morph) for gil makes you automaticlly do more battles and this negate the 1/2 exp malus and in addition gives you many AP, so you will unluck spells and abilities faster. And makes the game easier.
- After a certain point the game become very easy, i think it was when you got the lvl3 limit or the Magic Spells lvl 2 and lvl3. Most bosses were death with 2 Limit or 3 spells or so.
- The W-Item duplication bug removed the sense of healing spells. From the moment you get it, you can spam mega exlixiers and dont need any Healing Spells. I know you can play without it, but when its in the game why dont use it^^
- The damage of the high end elemental spells like tornado and break etc. are to low compared to ultima. The high end Spells have Base damage 70-80 if i remmebr right. Even when you use them on a weakness they have 105-120 base commpared to ultima which you can alwasy use with 100. and ultima hits aoe and the high end elemental spells do only single target. When you increase the damage of them, they would become more useful. In late game the only spell you need is ultima. The status effects on the elemental spells are not enough to pick them over ultima. especially when you want to build a good materia combo and you need many slots. With ultima you have in worst case slighty lower damage but can use it vs all kind of enemies.
- The fight for the wutai secret cave vs the zack soldier was to easy it was a joke compared to the other secret cave fights.
- The fight vs guard of Knight of Rounds was epic. This is like a fight should be. Zombie breath from the dragon and the one hit ko's from the robot are a deadly combo, liked it very much.
- Although the fight was really hard, the gift (Knights of Rounds) is completly overpowered. Here some dmg examples. character level 66 with 255 attack and 255 magic all damage numbers come from Iron Giant in Crater (No Adrenaline). dmg: 2x summon knight of round 96k (single) and 63k (aoe) 2x magic mp turbo quadra ultima 25k without quadra 16,6k. 2x summon bahamut Zero mp turbo quadra 20,4k without quadra 13,6k. 4x cut with masamune 25k. so you see the most good stuff is about 20-25k. And Knight of Round is 4x higher dmg. It mostly one shots every boss in the game in Hard Mode.
- Altough i like the idea to go with the life down till you can sense them, the fights are to quick to end. Almost everything is death with 2x summon materia knight of round. And if not, Mime and done. even if Knight of Round is nerfed. And you only use Ultima or 4x Cut with 25k dmg. After 3-4 Attacks the fight is over. Its to quick. I think the boses should at least life after 10 strong attacks. So they need at least 250k life
- The life of regular enemies is good.
- The damage dealt by the enemies (regular/bosses) is good too.
- I like the fact that you can increase/controll stats (str/mag/dex) with your materia you wear

There are many other small things which are now better than in 1.5 but to write them all down would cost to many time and i would probably forget many of them. So i just focused mostly on the "negatives" and the suggestions i have.

Thank you for the mod. Ingame Timer was 90+ hours. Was a great experience, well done.

Edit: - I like that some limits are now magic basic
- The enemy away materia is probably the best quality of life feature, the save point toogle was good, too, but the materia is even better.

Thanks for the feedback; the emerging consensus seems to be that:

1) In Type B, Post-Midgar is disappointing compared to the amount of event rewriting in Midgar.

2) Hard Mode doesn't deliver.

3) Some content cut from 1.5 should be replaced or reinstated.

4) There aren't many encounters able to challenge a fully grinded party

5) W-Item glitch is pulling people off the straight and narrow.

The plan for 2.1 was to start adding Extra Battle encounters but I think in addition to that there should be some more event rescripting for Type B to affect other areas and maybe try to do something more radical to the story as a whole like changing up the whole Huge Materia segment for something else maybe.

Hard Mode needs to be fixed as it uses a variable that's being used by the G-Bike minigame so I'll take that opportunity to change the parameters of how it works.

In addition to Extra Battle adding some challenging optional fights, I may try to re-add Junon Leagues (all respecced for Disc 3) and/or some sidequests for the characters who are now missing one. It depends if inspiration strikes or not.

I can look into implementing a fix for the W-Item glitch though I suspect it'll result in players losing an item if they cancel out of the 2nd item, need to see.

El Grillo

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.94)
« Reply #10349 on: 2020-09-09 04:51:10 »
Bug report for 2.0.94. When I talked to Barret in Kalm to pick up Catastrophe, his model got stuck in the walking animation and the game soft-locked.