Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4971204 times)

magictrufflez

  • *
  • Posts: 53
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #2950 on: 2016-03-27 02:27:12 »
So, I just got to this mod in my playlist--although I only have v1.35.

Question:  Is v1.4 playable or are there a lot of bugs people are noticing so far?  I only ask because I'd really love to start playing this, but I'd rather not have to restart later if there's a bunch of bugs that still need working out.

Also, is 1.35 worth playing through, or are there serious overhauls to 1.4?  I tried reading through the changelog but there didn't seem to be many mentions about what was different between 1.35 and 1.4 (at least from what I saw).

Thanks!

selius

  • *
  • Posts: 126
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #2951 on: 2016-03-27 02:47:02 »
i liked 1.35 better. 1.4 is playable but i dont like most of the changes.

there's plenty of bugs but nothing that is game stopping

the rude/elena fight in mythril mines has to be cheesed through but the 2nd time you fight him he's not immune to berserk so it's fine

make sure you have a shriveler item (you can buy em in gongaga i think) or a transformation materia on at least 2 characters for when you go to nibel, there is a level debug enemy before you fight the soldiers to get into the mansion. mini him and heal your people back up, then run away

the yin/yang mob in nibel basement should be run away from immediately.

magictrufflez

  • *
  • Posts: 53
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #2952 on: 2016-03-27 03:08:55 »
Thanks for the quick feedback!  I was mostly worried about the Rank-Up stuff being overhauled a bit between 1.35 and 1.4.  I really like the concept, but I don't want to play with a sub-par version of the system is all!

Also, the 1-time materia (summons, plus-materia, etc) are still in 1.35?  Or was that all something implemented in 1.4?

Sorry to be a bit needy, I'll probably end up waiting for SegaChief to come back and patch everything anyways, but i'm kinda curious

selius

  • *
  • Posts: 126
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #2953 on: 2016-03-27 04:36:57 »
do you enjoy hard games or easy ones

1.4 is much much harder than 1.35.

Quote
But as far as strategy and set-ups go, there's hundreds of effective strategies that have emerged from
players gunning through the mod so far. There's no 'correct' way to play, and the NT Mod was never
billed as being a 'Hard-type' mod. It was designed to present a fun and reasonable challenge to both
experienced players and newcomers alike,

this is a lie. im more or less what you'd call a semi-pro of ff7. i know ff7. and 1.4 is ferning hard until you assemble broken setups. a newcomer to the game would probably find the patch overly frustrating. unless they're a masochist. then they'd love it.
« Last Edit: 2016-03-27 04:39:18 by selius »

aquecoucou

  • *
  • Posts: 77
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #2954 on: 2016-03-27 08:34:40 »
do you enjoy hard games or easy ones

1.4 is much much harder than 1.35.

this is a lie. im more or less what you'd call a semi-pro of ff7. i know ff7. and 1.4 is ferning hard until you assemble broken setups. a newcomer to the game would probably find the patch overly frustrating. unless they're a masochist. then they'd love it.

This isn't a lie. You can actually beat the game using any team given any set of stats. The only thing which will differ is the strategy used and the time needed.

You don't like the actual mod because a setup is broken ? Play with another setup, anyway in the end any setup can be overpowered.

Mobs are actually way more easier than in 1.35 (comparing to the Arrange mod), bosses are a bit easier but more strategy dependent.

deha0002

  • *
  • Posts: 72
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #2955 on: 2016-03-27 09:16:56 »
Is there a cheap way to beat the Corel train chase? Since i am playing a low lvl run, i cant seem to keep up with dmg and healing to beat it under 10 min. I get to the last dude just about when the time runs out. Tactics i have tried;

*I have Cid with lightning elemental on weapon and lots of STR/LUK for dmg. MP Turbo + Lightning and Enemy skill ( Lazer for a few mobs at the start of the train) on Yuffie. Aerith with Demi for the first few mobs and Earth + healing for sustain.

*Barret with the unfocused weapon + Lightning element. Vincent with a few support spells and lightning element to weapon and ofc Cid with the same setup as above. All of them have Bolt accessories so that Barret can heal the party when he attacks.

Anymore ideas would be appreciated since i want to try with as low level as possible. Might just have to go grind for bolt 3 or something otherwise =).

selius

  • *
  • Posts: 126
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #2956 on: 2016-03-27 09:28:44 »
you can buy the bolt3 items in wutai

maybe try that if you got some cash to burn

protip: the 4 mandy battle outside of the chocobo ranch gives a very small amount of exp and 128 ap. if you're tryin to keep your levels super low and still have decent materia

Alex Zender

  • *
  • Posts: 18
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #2957 on: 2016-03-27 10:45:55 »
Even in FF7 vanilla, tifa is broken imo.
« Last Edit: 2016-03-27 11:13:40 by Alex Zender »

BertShadow

  • *
  • Posts: 36
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #2958 on: 2016-03-27 17:21:32 »
For everyone who can't go through the shinra mansion in Nibelheim:

1. Run for your life in the first battle.

2. DON'T, just don't poison the captain, he will be bugged and you can't win.

This patch is a little bit harder in terms of bosses, but, the mobs are easy easy. You have more HP and PM so you can even summon in random fights. The proof is that I can win the first Square Battle without any problem when in 1.35 I can't even passed the third round.

Another example: Godo's boss Fight.

I thought that he only casts you confuse, so I gear myself in order to counter that, but, I have been rekt by his Frog song, slow and aqualungs attack. Then, I crashed to another wall in form of counter attack for the enemy part when he is about 6.000HP where he heals up about 1200 HP. So my strategy was: Big guard in order to reflect him all the slow and frog stuff, and when the boss was about 6000HP, summon Titan to reduces his counter healing attack, in the end I defeated it.

In the 1.35 version the boss don't cast you Aqualung, slow or frog song, only Trino which is walled by Magic Barrier. Ah, his physicall attacks fails always and the healing is not so much in comparation of the damage you deal. So, the 1.35 is easier, but only because he didn't need any strategy.

So, if the game is harder but only because you have to think means that it's well designed.

Cheers!
« Last Edit: 2016-03-27 17:41:49 by BertShadow »

aquecoucou

  • *
  • Posts: 77
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #2959 on: 2016-03-27 17:38:42 »
Adding some more feedback for when Sega will be back :

- Cid's innate is actually unclear :

According to the readme,
Quote
\\Character Innate: Luck Boost//

Cid's Luck stat will slowly increase over the course of a battle, helping his critical hit rate and his Lucky Dodge rate.

while in game, the text box says Cid gains luck when attacked up to 510. The readme is correct for each other innate, so was Cid forgotten ?

- There is two (or three?) blank text box right after the explanation of Cid's innate. It could be missing dialogues.

- Wutai is way too easy. Without over-leveling, Rapps was defeated in few dozen of seconds. He just used Aero 2 once during whole fight. Pagoda is also way more easier than in 1.35, especially the second, third and last fight. I needed 2 turns for the second fight (deathblow), 4 turns for third fight (deathblow + one cure), and last fight was just bio  and then deathblow for 10 turns :/

Also, capping max SP to 255 is a bit annoying because when you recruit Cid, he is already capped to 255 which means he can only get two ranks at this point, while other characters already have  3 or 4 ranks.

BertShadow

  • *
  • Posts: 36
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #2960 on: 2016-03-27 17:44:07 »


Also, capping max SP to 255 is a bit annoying because when you recruit Cid, he is already capped to 255 which means he can only get two ranks at this point, while other characters already have  3 or 4 ranks.

The thing is, not kill the Powersoul keeper before Cid. That is because the boss gives you 100 SP when is defeated. All of us failed in the same way I see.

Cheers!

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #2961 on: 2016-03-27 19:37:40 »
I'm back from holiday!

*checks thread*

Oh dear.

Anyhoo, I'll be looking to get a patch together by Monday evening. Seems that some of these issues are very dire, but probably not difficult to fix in most cases; my worry is the damage done to playthroughs, like the EXP debug encounter popping up. Haven't looked through it all properly yet, there's a lot of pages :I

deha0002

  • *
  • Posts: 72
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #2962 on: 2016-03-27 19:49:38 »
I'm back from holiday!

*checks thread*

Oh dear.

Anyhoo, I'll be looking to get a patch together by Monday evening. Seems that some of these issues are very dire, but probably not difficult to fix in most cases; my worry is the damage done to playthroughs, like the EXP debug encounter popping up. Haven't looked through it all properly yet, there's a lot of pages :I

Ohh ye, the savior is back! Hope you had fun. A question, i have a lot ( and i mean alot) of feedback, how do you want it if at all Sega? Pm i guess?

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #2963 on: 2016-03-27 19:55:28 »
PMs can help break up the posts if it's a lot of text (I've got a lot of backlog to check through at the moment for all the reported bugs); but if it's just a paragraph or two then feel free to post it in the thread.

deha0002

  • *
  • Posts: 72
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #2964 on: 2016-03-27 19:57:08 »
Ohh i have a lot to report! =)

Both bugs and opinions on different aspect of the mod. But ill make sure to write it properly in a PM in a few days, and if you find time to check it out, please do =).

aquecoucou

  • *
  • Posts: 77
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #2965 on: 2016-03-27 21:39:02 »
I'm back from holiday!

*checks thread*

Oh dear.

Anyhoo, I'll be looking to get a patch together by Monday evening. Seems that some of these issues are very dire, but probably not difficult to fix in most cases; my worry is the damage done to playthroughs, like the EXP debug encounter popping up. Haven't looked through it all properly yet, there's a lot of pages :I

Welcome back :) I was wondering if Yuffie's innate is working as intended because magical buffs seems to remove physical stacks and add a magical one. Barrier, haste, .. The problem is using these buffs her magic evasion can be easily boosted, so when it comes to a magical boss, Yuffie is over god tier.
« Last Edit: 2016-03-27 21:42:26 by aquecoucou »

selius

  • *
  • Posts: 126
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #2966 on: 2016-03-27 22:46:30 »
but she loses it all once the boss hits her with a physical attack

aquecoucou

  • *
  • Posts: 77
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #2967 on: 2016-03-27 22:50:24 »
but she loses it all once the boss hits her with a physical attack

There are few bosses who use more magic than physical (and don't have a physical AoE)

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #2968 on: 2016-03-28 01:15:51 »
I've checked through all the posts and made a list of bugs to fix + notes on balance suggestions people have made; I've just finished reading everything posted here since my last post a week ago, and big thanks to everyone taking the time to report bugs + feedback and the kind words.

The Turks fight in Mythril Mines is definitely not functioning as intended and was probably caused by my tampering with the AI right before release when I was making Turk scripts consistent between each encounter. The giant enemy crab is also not supposed to pop up unannounced and it is very unfortunate that the last experiment I set it up for was to test the limits of EXP gain from enemies :c

Welcome back :) I was wondering if Yuffie's innate is working as intended because magical buffs seems to remove physical stacks and add a magical one. Barrier, haste, .. The problem is using these buffs her magic evasion can be easily boosted, so when it comes to a magical boss, Yuffie is over god tier.

I would have thought it'd be the other way around; it was originally the physical evasion that was an issue over the magical one due to Dexterity (which she has a lot of) adding onto the p.evasion stat. You can do the same thing with Barret's stacks as well and get them to trigger through beneficial spells from your party; the problem is that the counter scripts for characters aren't fussy with who it came from and coming up with a solution would be put more strain on the already cramped space for Character AI in the Kernel.

The thing is, not kill the Powersoul keeper before Cid. That is because the boss gives you 100 SP when is defeated.

100 SP is definitely not normal, it should be the same as the other bosses. Might be a debug thing, but I set SP to 100 directly rather than added it on when I was testing different rank strengths vs. bosses. I'll see when I look at the field screen. Either way, I need to make adjustments so that most are reaching Cid with less than 255.

Adding some more feedback for when Sega will be back :

- Cid's innate is actually unclear :

According to the readme,
while in game, the text box says Cid gains luck when attacked up to 510. The readme is correct for each other innate, so was Cid forgotten ?

- There is two (or three?) blank text box right after the explanation of Cid's innate. It could be missing dialogues.

- Wutai is way too easy. Without over-leveling, Rapps was defeated in few dozen of seconds. He just used Aero 2 once during whole fight. Pagoda is also way more easier than in 1.35, especially the second, third and last fight. I needed 2 turns for the second fight (deathblow), 4 turns for third fight (deathblow + one cure), and last fight was just bio  and then deathblow for 10 turns :/

Also, capping max SP to 255 is a bit annoying because when you recruit Cid, he is already capped to 255 which means he can only get two ranks at this point, while other characters already have  3 or 4 ranks.

In most cases, it'll be the documentation that's wrong because I'm most actively working with the game's files rather than the text/dialogue. It was changed to be an increment that can go no higher than 255; this'll likely need to be changed so that it's more active and useful.

I'm finding Rapps tricky to get right, it seems; I'll take a second look at him.

Even in FF7 vanilla, tifa is broken imo.

I dunno about that (unless you're using Powersoul) but Tifa comes up a lot as being OP in NT. The grit innate is probably not helping as it can cancel out a Death Sentence which lends itself very well to Powersoul's mechanics (and is just useful in general).

Is there a cheap way to beat the Corel train chase? Since i am playing a low lvl run, i cant seem to keep up with dmg and healing to beat it under 10 min. I get to the last dude just about when the time runs out. Tactics i have tried;

*I have Cid with lightning elemental on weapon and lots of STR/LUK for dmg. MP Turbo + Lightning and Enemy skill ( Lazer for a few mobs at the start of the train) on Yuffie. Aerith with Demi for the first few mobs and Earth + healing for sustain.

*Barret with the unfocused weapon + Lightning element. Vincent with a few support spells and lightning element to weapon and ofc Cid with the same setup as above. All of them have Bolt accessories so that Barret can heal the party when he attacks.

Anymore ideas would be appreciated since i want to try with as low level as possible. Might just have to go grind for bolt 3 or something otherwise =).

That's a tricky one, because 1.4's Disc 2 was essentially set up to try and level you up as fast as possible. Enemies all start dishing out exponentially higher EXP than they do on Disc 1 (starting from Temple of the Ancients and onwards) with the goal being to try and have you at roughly Lv.70 with all your essential spells mastered out or well on their way to avoid grinding on Disc 3 and have a more natural transition into
Disc 3 content. There's status ailments you can use on each enemy that should simplify things; the Gas Ducters at the start can be hit with Instant KO, Wolfmeister can be hit with Petrify/Slow-Numb if you use Titan + Fast ATB, Eagle Gunner can be hit with Stop (for a more uninterrupted battle; try using Added Effect + Time on someone's weapon ), ???? can be heavily damaged/killed using Neo-Bahamut to inflict Dual-Drain, and the Train Driver has the usual Poison weakness for a fast fight.

@Damned
Getting it compatible with Reunion's relocalisation seems to be the big thing, and there's challenges to that but it's not impossible. It's looking though like it'll need to be done the hard way in which case the best thing for that is to wait until both mods are complete before attempting it. I think Beacause (the name of Reunion's relocalisation) is pretty much finished now, but NT still has a little way to go. As far as SFX goes, I've not been a big fan of what I've heard on that front so far; but because the SFX are a very specific part of the game's files, it would be fairly easy either through 7H or through a separate installer to combine that with NT, Reunion, or any other mod.
« Last Edit: 2016-03-28 01:33:39 by Sega Chief »

Bowser9

  • *
  • Posts: 161
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #2969 on: 2016-03-28 01:29:43 »
@Sega Chief
It's good to have you back. Looking forward to the 1.4 era of this thread. We're already off to a great start. ;D

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #2970 on: 2016-03-28 01:34:02 »
@Sega Chief
It's good to have you back. Looking forward to the 1.4 era of this thread. We're already off to a great start. ;D

Oh, yes. The greatest of starts.

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #2971 on: 2016-03-28 02:40:00 »
Just a quick heads-up to make sure I've got everything reported so far:

\\Bugs//
Sweeper: HP still debug value

NPC dialogue in Beginner's Hall, still mentions 70 level cap when asking about Character Innates (other text boxes also incomplete); Barret's animation when Cloud is explaining things also needs to be changed :l

Menu box pre-rufus fight didn't disappear for fight (?)

Save Problem with Rubicante has reappeared (?)

Rude's Turk Cure doesn't inflict Berserk on him/will cast it even when dead, Elena has same problem

Check Inns at Aeris House + Wall Market, locks
   -Might be due to conflicting mods, like audio, according to another user; problem doesn't seem to be common

Brass Dragon fight didn't trigger (debug routine; was removed to test Continue function for fight)

Fort Condor Teleport NPC is obstructive when visiting on foot, prevents leaving, etc.

Fort Condor NPC in Temple of Ancients non-operational

North crater bugged (prob bosses there), check triangles

Extra Battle bugged, check flags

Debug monster fight when talking to soldiers

Aps sewer save point still has rank scripts :I

Softlock on soldier fight when poisoned, check Esuna on Captain

Powersoul Keeper gives 100SP when killed; is definitely wrong if this is the case

Fix Aeris problem with getting stuck due to having no attacks (was supposed to do this before release)

Long/max names using more than one capital letter can cause soft-locks on AskQuestion text boxes, notably the F68 scene when picking character for Sample HO fight.


\\Balance//
Iron Bangle, too much defence?
Guard Captain seems weak compared to 1.35
Get Huge Materia functioning again
Replace Enemy Away prize in Junon
Bring back source-set names...maybe
Sidequest/Use for locked chests in Kalm
Change Bomb's Morph into something better
Tifa nerf?
Boost up Rapps; check power of Da Chao enemies
255 SP cap before Cid; 3-4 ranks reported number, may be due to Powersoul Keeper
1.4 enemies choke out niche set-ups in favour of power set-ups?

selius

  • *
  • Posts: 126
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #2972 on: 2016-03-28 03:33:55 »
Just a quick heads-up to make sure I've got everything reported so far:

\\Balance//
Iron Bangle, too much defence?
Guard Captain seems weak compared to 1.35
Replace Enemy Away prize in Junon
Change Bomb's Morph into something better
Tifa nerf?
Boost up Rapps; check power of Da Chao enemies
1.4 enemies choke out niche set-ups in favour of power set-ups?

1. it's fine. 2 UNLINKED materia slots is enough of a penalty, seriously.
2. 3 lasers and he dies. i didnt find the fight overly difficult, but it can go bad really quick with the insane damage dual does
3. jem ring would be nice for all the petrify shit you have to deal with when getting off the ship
4. doesnt have to be better, but it's just a pain in the ass to morph for a measly fire fang
5. work glove is already the lowest powered no slots wep. morphing things without it sucks. please dont nerf it too bad. powersoul is not why she's broken. work glove is
6. rapps has seriously bad defense relative to most bosses
7. enemies all hit too god damn hard. it makes most setups extremely subpar when killing them off becomes the best way to deal with overwhelming damage income

Damned

  • *
  • Posts: 23
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #2973 on: 2016-03-28 04:09:16 »
Getting it compatible with Reunion's relocalisation seems to be the big thing, and there's challenges to that but it's not impossible. It's looking though like it'll need to be done the hard way in which case the best thing for that is to wait until both mods are complete before attempting it.

Understood. I agree it would be best to wait until your last version of New Threat. Beacause is huge, and I would imagine it would be a headache making it work constantly every time you update your own mod.

Mithrain

  • *
  • Posts: 130
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #2974 on: 2016-03-28 09:32:44 »
Welcome back, Segabro. I have few bugs that hasn't been mentioned so far. :)

I'll just copy/paste from my notepad document that I made, so there will be a few things mentioned already.

Spoiler: show
- Aerith still appearing in kalm, after the temple
-Bloodsicle not immune to death mechanics (Odin, for example), only listing this as the normal icicles are, might be intentional?
- Brass dragon fight did not occur, at all.
- Sephiroth (disc 2) still has a raresteal, despite being a boss.(as did several
bosses after that (storywise)).
- W-item found in midgar once more
- Save point outside Shinra HQ seems a bit bigger than normal.
- Another savepoint on floor 64 has the same issue.
-Invisible walls left behind each of the pathway bosses in the crater.
- The caitsith tank @ Silver match in the Gold saucer, has 2 parts that are unkillable. Looking through Ochu for the enemy stats, it seems that the unkillable pieces has taken (?) -94000 and -104000 damage respectively (at the start of the fight). This means the other fights are impossible to access.
- Tseng still using his red suit (at least the field model does, can't remember if he does in battle).
- Fort condor NPC in City of the ancients does not work.
- Possible bug? Tseng seems kind of odd @ Rocket Town. Spam-reviving his buddies, unless both die close to each in other timewise, and if that's done, he will spam life/revive on himself (I think it was, been a few days)
- Possible bug? Think I saw a white screen kind of thing, in the scene after defeating Pearl weapon. Not sure.