New threat mod v 1.3 April 2015 review
I have just completed your New Threat mod, on the whole I enjoyed it, I have suggestions for improvements which are in quick note form so you can read them easier and quicker.
The notes are in the game’s play order, it’s just me commenting on things I felt needed improvements, keep in mind it's still better than the original games difficulty, that's for sure, except for the last 3rd of the game, but that is mentioned below.
I will be referring to the original boss names most of the time, I realise you renamed many or all of them but I didn't take note of the names at that time, and I also prefer the original names and I don’t see why you would change them as their visual design remains the same, and their names relate to their visual design, not their gameplay.
Each improvement section will have a title; if you can reply about those sections by referencing that title that would be very helpful.
Also I do not like Final Fantasy VII’s magic levelling system and only equip magic when needed, So I will be noting at what points I upgrade my magic for boss battles via a save file editor, this is to help you decide at what points to give that level of magic to gamers if you decide to go through with the request that natepley made on page 42 of this forum thread, I really hope you do that as I hate the magic levelling system in this game, I would also request to lock AP gain and remove useless materia such as life1¸ and make other materia like life2 something cool and hard to find, which is better than equipping say life1 forever until it becomes useful with life2.
I completed the game in mid april 2015, via 7th heaven’s loader, you have stated that it may be 1.2 that I am using, however when I started the game I got a text from barret asking if I want normal or field battle music which implies I’m on V1.3.
Anyway on to the suggestions for improvements:
Skip Aerith mothers flashback:I suggest an option to skip Aerith's Adopted mothers explanation on how she found her, since it is similar to the other short 4 minute flashbacks such as cloud/tifa promise, and cids rocket flight attempt, it can be scripted out like this, but unlike those flashbacks I think adding some summary text would be useful so the original script flows better.
Elmyra "...Not her real mother. Oh... it must have been 15 years ago..."
"...during the war. My husband was sent to the front. Some far away place called Wutai."
Aerith’s Origin scene…(choose one of two options)
Original cutscene (4 minutes)
Condensed form
Option 2 selected:
"One day, I went to the station because I got a letter saying he was coming home on leave, but instead I saw a heavily wounded woman with a small child, she told me to take care of her, I did and we were happy for many years, the turks came asking for aerith, they claimed she was an ancient and that she would help the shinra find the promise land, Aerith denied it and since then we tried to avoid the turks as much as we could. "
Game continues as normal:
Cloud "It's amazing how she's avoided the Shinra for all these years..."
please feel free to rewrite what I said above, it’s mostly a placeholder text as an example of what could be said, rather than a straight skip, which ironically works okay for cloud/tifa promise and cid rocket flight attempt because the game itself sums it up after both those cases.
I would also advise that the flowers blooming in the church music plays instead of aerith’s theme when you enter the house, and only if the gamer chooses the original scene does the music get replaced with aerith’s theme, overall I think that theme works better at the more pivotal point later in the game anyway.
Air Buster boss fight: Sleep Durationi felt that sleep lasted too long, I would reduce it by 15%, for reference sleep was not an issue from this point onward as you had sleep curative items and no boss used it anyway, so if you modify this it won’t affect the rest of the game.
New Save point under corneo’s place:the new save in sewers under Corneo's place is a welcome change, but the save is placed out of the way of a party member you would usually talk to before reaching that save point, once you speak to that party member it starts the boss fight, it would be best if you had to save your game, then once you have, when you speak to that person it begins the boss fight, otherwise most people would speak to the party member first before the save, your mod might already do this, as I did save before speaking to that party member, but if it doesn’t I would look into it.
Armour issue – Iron Bangle:The first shop I went into had super powerful armour that increased my defence from 12 to 50, it was called iron bangle, and after it took a very long time before I saw any other armour/weapon improvements in any shops, don’t know if that’s how you designed it, but usually after visiting new towns they have better weapons and armour, in your mod this didn’t seem to be the case for quite a while.
Shinra HQ Merchant request:in shinra HQ, when Aerith is your party leader, just before the elevator you may have added a woman that allows you to save, I don’t see the point in this as the game prompted you to save just 1 minute before, but anyway that person should be a shop keep instead, or better yet both, when I was there I had no phoenix downs and only 5 potions, so I had to use save editor to give me 40 of each so I could survive the next 3 bosses which happen all in a row with no shop keepers in between these boss fights, simply put the game screwed me over, also FF6 was pretty bad for this so don’t feel so bad about it.
Rufus and Dark Nation Boss Fight:it's too easy, when using bio on Rufus it deals 100 per round, then it’s a case of doing nothing for 18 rounds, instant win, I suggest no bio weakness for rufus, no fire weakness for his dog, and lower both their HP's by 1/3rd , playing it this way gives a big challenge, as you protect/heal yourself, rely on limit brakes and focus all attacks on Rufus only, this was the way I killed this boss without using fire/bio!
OR the battle needs reworked in another way, it just seems cheap to wait for 'light nation' to run out of magic which totally changes the balance of the battle, and it also seems silly watching him waste MP on useless attacks, assuming it is changed so that he can always heal, maybe he can heal half as much as he does currently, and at the same rate, he still has weakness to fire and Rufus can have his bio weakness, and you can kill light nation first with fire.
Rollerball Boss Fight Conflict with model replacer:In 7th Heaven I replaced his model with bloodshots model, however this may have conflicted with your mod, as now the camera is way off and I can't even see the boss, see the picture below
http://i.imgur.com/0NcAwJO.jpgI would request that you use or at least allow bloodshots model, it looks way better than the original, I realise you may not want to use it due to its colour but if you could allow the option that would be great.
Also this may not have been an issue with bloodshots replacement, I didn’t have the time to test my system with his models disabled to see if everything worked, so it’s just a guess at this point.
Allow boss model replacersIn general I would like you to allow boss model replacers like diamond, guard scorpion & rollerball to be made working with your mod, air buster was also done as well but it does not appear to be in 7th heaven currently, I realise you may have re coloured them, and you have artistic leeway, but I well that the hard work made by the model replacer artist is so great I’d much rather see that.
Skipping the Nibelheim flashback cutscenes:For this scene, given its importance to the story, I would prefer it be summed up in a few lines of dialogue when choosing to skip the cutscenes, this would be a significant improvement, it would also flow much better with the script that happens after the flashback.
here is an example of what could be said:
"After the war it was SOLDIER's duty to put down any resistance against the Shinra."
"...........that was 5 years ago."
"I was 16........"
- Nibelheim
1. original Nibelheim flashback scene (45 minutes long)
2 '...i don’t feel like the long version' - 2 paragraph roundup.
Option 2 selected;
"Sephiroth and I went to my hometown to take care of the malfuctioning reactor & dispose of any creatures that were produced as a result of that malfunctioning'
'Tifa was our guide, we made it to the reactor and saw that monsters were being produced, the name JENOVA was on the main chamber of the room, Sephiroth said his mother’s name was JENOVA, we then retired back to town.'
'Sephiroth began reading up on JENOVA research in Nibelheim’s Shinra mansion, in Gasts note it was said that 'an organism found in a 2000 year old geological stratum was called Jenova, it was confirmed to be an ancient, the JENOVA project was then approved and mako production began'
'After spending many days in the Shinra mansion, Sephiroth began to act strangely, he said “Long ago, disaster struck this planet, The Planet was saved by sacrificing the Cetra. An Ancient named Jenova was found 2000 years ago, The Jenova Project was founded with the goal to produce people with the powers of the Ancients, Professor Gast, leader of the Jenova Project , produced me from that project.
he then burned down the village, made his way to the reactor, I went after him, I engaged him in battle and...
{Script continues as normal}
....and that's the end of my story.
Something like that would be so great, it would be very much appreciated, as usual the above is merely placeholder sample text, it can be rewritten to sound better.
Merchant addition to Myrith MineA merchant should be added at the very start of myrith mine, after the midgar zolom section, but before the turks fight, the situation is that you dismount the Chocobo, then save on the map, but have no way to recover yourself or stock up on items, if you try to backtrack to kalm for an inn or shopkeeper, you will fight the midgar zolom and he will warp you at the cave entrance, so you really are stuck here and could potentially have a broken save file, this is a new issue created due to the new boss fight added.
alternatively you could change the midgar zolom script so that when you backtrack from myrith mines the zolom warps you to the start of the marsh instead, to me this make much more sense, and I think it's something you should do anyway even if this issue was not present, but since it is present I highly suggest this be done.
Added boss fight: turks in myrith mines: I don't think the turks music fits well in a battle scene, that’s just how I feel.
I understand that rude likes Tifa, and so when he has a chance so harm her he instead goes '.....' when tifa is the only party member left, but I Think the fact that he ignores her about 30 times then strikes once is misleading to the gamer as they will likely think he will never strike her until he does and it’s too late, maybe that can be reworked so the player doesn’t abuse that, or misreads that like he will never hit her, something like him damaging her with a lot less damage than usual, or something cooler.
Once Elena is defeated the battle becomes way too easy, it shifts the power too much, instead make it so he changes tactics when Elena decides not to fight, I believe his last red cure makes him go berserk? if so then that’s good, maybe he could cast haste at the same time? so with that the gamer will think 'oh now it will be an easy fight now that I defeated Elena, ...oh he’s doing another red cure...oh wait its berserking him...and now haste...oooh better pay attention now'.
As far as defeating him first, I’m not sure what she should do, but it should be something to keep the difficulty up, I never did it that way so I don’t know what would happen.
Item/weapon shop in under junon incorrect text:at the town in under junon the item shop guys says 'if you want a weapon you better buy it', then it goes to the item shop selection, when pressing the menu button it claims I am in a weapon store, so there is inconsistency there.
Dirty bomb addition:Can only assume dirty bomb is your doing? I just thought I’d Remind you I hate FF7’s magic system anyway, and would prefer to use items to inflict poison, or even slow an enemy rather than use materia, but anyway in the game you equip bio so you can inflict poison, the downside to that is that it takes away your strength/H and it takes up ATB time to cast in battle, whereas items do not, this is as designed, from now on I discarded bio materia and use this dirty bomb in its place.
Also for some reason this dirty bomb almost never appears again in item shops, it should always appear in items shops from now on, it doesn’t prove anything to have to backtrack in order to stock up on more of them.
Overall I would like to not have to have bio, demi, and slow as magic but as items instead, towards the end of this article I will offer my advice on what magic should be there and not there, should you decide to do some magic controlling in your mod.
Tifa limit Break targeting: bottomswell bosswhen using Tifa’s limit break, one of the auto targets is one of those ‘aquapolo ‘ balls the boss puts on you, not the best as it’s immune to physical attacks, I realise Tifa’s targeting is as designed, but I think changing it may be a good idea, you would have to think it over as a possible thing to do.
This becomes a far bigger issue that relates directly to your mod on the brass dragon boss, as she starts targeting your guest fighters, but it’s mentioned here in a slightly different context.
Bottomswell Boss illuya wave warningI would like a better and longer clue as to when he will do illuya wave, if a special animation can’t be done, something like a simple battle message stating ‘preparing..’ can be shown, then 4 seconds later in ATB time he does the illuya wave move, currently I see no clue when he will do it.
Rework or skip the CPR mini-gameReworking the CPR mini game with Priscilla would be nice, making it like Tidus’s limit break could be one starting point to making it decent, but skipping it all together would also be very acceptable and overall better than the original game.
For skipping it, it can be easily scripted as
"Just take a deep breath, hold it in. Then breathe into her."
"Hurry up and do it!"
Screen darkens
(Cloud gives Priscilla mouth to mouth resuscitation.)
{Script continues as normal}
Priscilla "Uh... ugh..."
"Hey hey! Priscilla, are you alright?"
Materia shop in under junon:
in under junon I would like to have a materia shop, after finding out Bottomswell weakness was bolt I only had one bolt materia and gave myself bolt via a save editor, a materia shop would also help me confirm that barrier is a non-common materia at this point, which It was.
Note that this point may be invalid, there may be a materia shop here after all, I can’t check easily now.
Hi potions appearing too early in under junon:in under junon the shopkeeper sells Hi-potions, this is a far too early point in the game to be selling them, this is implied further by the fact that the next shops do not sell hi potions(the ship merchant, north corel etc.) they don't go on sale again until Nibelheim, which seems the perfect time to introduce them.
Jenova birth weakness to holy:If the party cannot obtain holy magic, is there any point to it being shown as a weakness when sensing, or I take it this is more for story than it is battle, if so maybe this weakness should be removed anyway.
Chocobo boss in Mt. CorelWhen fighting him it kept petrifying me, but I had no items or bracelets to fix that at that current point in the game, in fact you only get the cures for petrify in North Corel JUST after that boss, meaning you have to backtrack again to fight it
Also the game doesn’t let you backtrack and try to fight the boss fight, it’s a one-time only opportunity, I would also prefer all boss fights to be forced and scaled to the level of the party at that time.
My solution for both of these is to provide petrify curative items in under Junon, if you offered remedy at an earlier point in the game that would solve it, I have a separate request for that further down in this article. And you can script the boss fight to be forced quite simply by A party member saying a single line of text, something like ‘hey, what’s that over there’ then the game taking control of cloud and moving up.
barrets flashback skipping cutscene:sadly skipping this scene provides issues with the script that happens after the cutscene, given that the cutscene only lasts 90 seconds I’m thinking the best way would be to not give the gamer the option to skip the cutscene, both cids rocket flight attempt and cloud/tifas promise are longer at 4 minutes, but even when skipping it works in the game quite well given what cloud and Shera say afterwards.
I think the point of skipping these cutscenes is to make the game go a bit smoother as you said, however in this case the cutscene only being 90 seconds, coupled with the mismatched dialogue afterword’s, it may be best to leave it in.
Cait Sith bribe:Making Cait Sith giving you 100GP to convince cloud to join with him is a good idea, may I suggest more text be added so that it makes it more believable, the original script of the game was really bad for this.
Dyne boss fight:
He was way too easy, just casting bio then defending and basic curing, he needs reworked.
yuffie banish all spellI tried to get Yuffie at this point, she cast some spell which ejected me out of the battle, is that spell something to do with my party level not being powerful enough like what midgar zolom does, overall I don’t really like that spell as it took me out of the fight, and I have to circle round the forest until I can find her again.
But I know you are planning on forcing Yuffie at some point, which is something I 100% agree with, turning her into a more challenging boss fight as well would be very smart, I have provided my own ideas for that at the very bottom of this artical.
reno and rude at gogondo 1st opportunityI found this battle way too hard at this point, I did complete it later when I got the tiny bronco, but I would have preferred the battle to be specked out as if it had to be done there and then as a forced battle, the original game was pretty bad for this boss fight as you could do it at various points in the game when you have different party levels.
Stinger’s weakness to Molotov grenades:the 'stinger' mini boss in the Cave of the Gi within Cosmo Canyon is far too weak to those molotov grenades, it almost seemed like a cheat, like how you could killed undead boss's with phoenix down (I'm looking at you FF6 &
.
For a this boss I would suggest raising it’s magic defense so that molotov grenades deals half the damage it currently does, it dealt 700 for me each time, you will likely have to look into other things to rebalance the fight, but it would be hard to balance the fight for parties with and for parties without those grenades, to fix that providing those grenades after the previously forced boss encounter would be a smart move.
Materia/Power Soul Keeper boss:Can you make this boss fight a forced boss fight like the original game was?
Assuming you fight the boss at this point in the game, which I would recommend:
The boss needs 20% less HP and a greater time between power soul charge and blast, with these two things done this would be one of the best boss fights in the Final Fantasy series, keep in mind by that point I didn't have haste and only had one party member with barrier materia, so that is standard playthrough,.
Overall i couldn't kill him at that point in the game, but that is only due to his HP and the time between the power blast move.
I noticed in rocket town you got haste and barrier materia becomes common, but then again that means only 1 Materia has mbarrier as that’s level 2, but that is the issue with FF7's magic system.
I later found out it was in Gogondo that you got haste, so if you rebalance the turk fight there, and it becomes forced, and I get haste there, then maybe this boss fight may be more doable, but I'd still like lower HP.
For this boss fight I used save editor to give myself 2x barrier level 2 magic, I think I may have over specked myself in that regard, but that is what I needed to survive this boss fight to almost defeat him.
Palmer boss fight:after looking at a video playthrough I found out that using debarrier got rid of his force field, I totally didn't get that, I don't know if there is a more intuitive way to tell the player to do that, as it's not really a standard shield as it has very odd properties such as draining poison and summons, but maybe this is something you can look into maybe?
Gogondo turks Boss Fight Retry:heading back to the gold saucer I decided to give the Turks in Gogondo another go, I would advise NOT being able to target the 'incapacitated' member as that may confuse some gamers, and they may try to cure that party member somehow, when using all with barrier it doesn’t target that member, so you really shouldn't be able to target items on that person, basically it’s the same thing as what ruby weapon does with banishing someone, it just looks different visually, while what the Turks does looks cool, gamers tend to think if it looks different it must be different to a banish, and thus must be curable, but it is in fact identical, if you made it something that lasted, say, 30 rounds then it would actually be different, and kind of cool new move in the world of final fantasy.
However this boss fights is specked out for 2 party members, and I’m happy with that.
Anyway I defeated them easily now, it’s too hard the first chance you get to fight them, but then it’s a bit too easy the second chance you get to fight them,
As mentioned previously I would advise having it forced, and on the first chance, then rebalancing it accordingly, but keep the same strategy, this would also allow access to haste at an earlier and better point in the game.
Extra boss fight – titan:in Gogondo when you 'reach' for the titan Materia it would be good to have a boss fight, I was half expecting it after the chocobo boss fight for the treasure in mt. corel in conjunction with the ‘will you reach for it yet/no’ prompt.
I was thinking maybe fighting Titan himself, this would be similar to other Final Fantasy’s, maybe he can say 'you have to prove your worth if you wish me to join you', the only issue with that is that it isn’t really consistent with the rest of the Final Fantasy VII world, but in either case I thought I’d throw out that idea in case you wanted to add another boss fight in there.
Skip date option:it would be nice to have the option to skip the gold saucer date, you can choose between the two options when asked for a date.
Person:
‘are you ready?’
Cloud:
'yeah we have the time' (original) – 6 minutes
'okay, but make it a short one' (skip cutscenes)
And if you select the second one as soon as you jump into the station area you see Cait Sith, and the game takes it from there.
Brass Dragon Boss battle:I decided to give myself bolt2 via a save file editor at this point, I think the boss was specked out for me to have level 2 magic at this point, I was level 21 as well.
if barrier has 'all' to it and I target my guest it also gives it to the dragon boss, same for summons & even tifas limit brake (yes she will attack my guest!), I don't think this is correct.
During the battle it would be cool if Cloud said something more meaningful about ATM's guest appearance, something like 'hey, looks like Shinra left something to help us out', that would explain its presence as when it turned up I had no idea why it was there until I thought about it for a bit.
If I give my guest an elixir, does it fully recover its MP? because if so that may change the balance of the boss fight quite a bit, I did notice that x-potions worked as well, but I don't see that as being too much of an issue, if the elixir’s do recover it's MP, you would have to double check that's how you designed it to play out, or if you think it makes it too easy, because I really liked the idea of it losing its MP and then becoming weaker during the last 3rd of the battle, then it was up to me to finish him with bolt2, as up until this point i was concentrating on keeping my guest alive, If you don't want to allow elixers or ethers on him I’m not sure how you would do it, but I would prefer it to not be doable.
Maybe you could come up with a news spell just for this boss, called reflact, and it ‘bounces’ items from party members onto the opposite target, so it’s basically like reflect but for items, it’s the only way I can see ethers and elixir’s not being used on the guest in this fight.
Demon’s gates boss battle – FAR TOO HARD:I had major problems with this boss fight, it was FAR too difficult, and he needs seriously rebalanced.
I actually grinded for a full hour fighting encounters in this area, in doing so from 21 to 31, to give myself a better chance with him, there was absolutely no way to go beyond 31 with the EXP I was getting from these encounters.
I gave myself 3xCure2’s via a save file editor which I felt was fair as that is what you would naturally have at this point if you equip 3 cures on everyone from the start, what wasn’t natural is I also gave myself 3x mastered alls for this boss fight, even with that I still couldn’t defeat him.
I gave everyone a star pendant so I don't get that silence problem that the boss gives me, the game naturally had that accessory anyway
The furthest I got was Killing one of the demon gates, i died on the remaining one, it must have been about a 30 minute battle, bolt2 dealt 500 damage, clouds limit break does 300, a general physical attack is about 80, this may be due to back row, I can’t remember.
when one is left, it seems to have some sort of haste and high defence, i doubt I could dispel his haste like state, I never tried, but overall it was a good idea to put that in.
oddly enough when only one demons gate is left you need to hit him once with physical attack before magic deals any damage to him, seems a bit strange.
overall this boss is mega broke in terms of difficulty, and needs reworked significantly, reducing his level by 10 may solve it.
Side attack targeting for offensive magicin the demons gate fight in new threat mod I find it annoying that offensive magic targeting goes between the enemies and includes my party, I’d rather it didn't let me choose to cast fire onto my party, it’s just because I am trying to deal equal damage to both enemy targets, you could make it so that my party acts like it is on the far right of the screen, and the boss on my right is in the middle.
Although this is an issue in the original game, the problem doesn’t really show itself because no boss fight has any side attacks, so I am keeping this point here.
Jenova DECAY Boss in forgotten city:I used a save file editor to give 3 members quake 2 at this point.
I found this boss a bit too easy, not sure what you could do to buff it up, I guess his attacks are percentage based for the most part, there are rings for petrify and you have haste so it’s easy to deal with this boss, maybe you can think on something else that could add more difficulty to this.