Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4971895 times)

deha0002

  • *
  • Posts: 72
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3000 on: 2016-03-28 19:15:46 »
Sounds a bit FFXIII to me, which is never a good thing :o Perhaps the current system is best in the limited options your working with.

To be fair, that part of FF13 was not really the problem with the game. Dont let the bad memories of the game cloud your opinions on different systems/mechanics. I for one want difficulty that is tightly balanced (at least in Arrange mode) where pre battle is just as important as mid fight.

Just randomly engaging fights and "managing" to beat it with no regards to setup isnt something i want in a game i have completed multiple times.

Bowser9

  • *
  • Posts: 161
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3001 on: 2016-03-28 20:53:44 »
If you make the grinding completely irrelevant for the sake of "tight" balance, then you'll end up with Paper Mario Sticker Star. Sure, that game might be more fun for YOU, but for a majority of people that liked the Thousand Year Door, who'd explore all the options and do all the things, it was a big slap in the face.

As I understand it, the goal of NT isn't to only service that narrow group of individuals that plays FF7 once or twice EVERY YEAR since the original release of the game, or that always goes for low-level runs with optimal strategy. It's also meant as an acceptable mod for first time players and people new to JRPGs, and that's why I like NT. It's what makes this mod special compared to all the other difficulty mods for FF7 (and JRPGs in general), and it always fills me with joy to find all the tactics Sega Chief has implemented in order to teach new players how to play a game that was originally "hold X to win"; all with that signature humor of his.

As long as there's a counterbalance in the system, like with the experimental Arrange materia values, equipment penalties, and element/status affinities, there's already plenty in place to consider before level and SP comes into play. So hopefully, if SP must be addressed, it will be easy to find a happy balance.
« Last Edit: 2016-03-28 20:58:05 by Bowser9 »

cheffdonty

  • *
  • Posts: 8
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3002 on: 2016-03-28 21:20:28 »
I don't really understand all this "SP" or "rank" stuff, but...

It seems to me that there's some kind of penalty to the late game for grinding in the early game, at that doesn't seem right. One of the coolest things about this mod is how it enhances mob strength and AI and just generally makes normal encounters more interesting. The mod makes grinding fun! Don't take it out on poor Cid.

lex9227

  • *
  • Posts: 2
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3003 on: 2016-03-28 22:03:45 »
hey Sega Chief I want to say thank you for that amazing mod you have made

and when I got the tiny bronco the seaship and they show me how to used it the game freeze there, I do not know if I am the only one with that glitch
help!!!

magictrufflez

  • *
  • Posts: 53
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3004 on: 2016-03-28 22:17:57 »
I'd like to vote for SP being gained in random battles along with the static amounts given at various events.  I think it's highly reasonable to adjust the random battle SP in a away that does not break things, while still allowing those of us who play in an old school way (ie me) can still get some benefit from grinding.

I'm sure if you manage the static event awards, players won't lose much, if anything at all, from the stat balance.  Just please don't make it like Crystareum (sp?) where you get rank ups only after set events---I really, really hated that nonsense.  Having control over my characters' stat growth is one of the reasons I was drawn to this mod...

Bowser9

  • *
  • Posts: 161
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3005 on: 2016-03-28 23:04:54 »
@Sega Chief
Thanks for the latest patch. There ain't no gettin' off this Japanese bullet train.

Miacis

  • *
  • Posts: 15
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3006 on: 2016-03-28 23:23:21 »
@Sega Chief: The Fort Condor QoL changes are wonderful and you are a wonderful person for having those.

@SP/Rank talk:
I'm one of dem casuals and while I'd find a nice balance of event SP + (lesser) combat SP to be the most aesthetically pleasing, I can get behind either extremes as well.
Even if SP is purely event-based, grinding rewards you with HP, items, money and limits. Even if SP is purely combat based, progression unlocks materias, equipment and characters.

Really, as long as Cid doesn't get into a position where he's noticeably behind, the way SP is gained doesn't seem that big of a problem to me.

EQ2Alyza

  • 7th Heaven Crew
  • Global moderator
  • *
  • Posts: 3193
  • Dilly-Dally Shilly-Shally
    • View Profile
    • EQ2Alyza - YouTube Channel
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3007 on: 2016-03-29 05:23:10 »
Some sleeping at Inns is mentioned here: http://forums.qhimm.com/index.php?topic=14938.msg239108#msg239108

If you're using 7H over top of the main installer, than I'd strongly recommend waiting until we get the final patches together. After that, it 'll be updated to the Catalog. 7H is only tested to be played on clean, unmodded games, so I have my suspicions that 7H is overwriting files in the game folder that are from the main installer which are needed for NT to function.

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3008 on: 2016-03-29 07:00:27 »
I don't really understand all this "SP" or "rank" stuff, but...

It seems to me that there's some kind of penalty to the late game for grinding in the early game, at that doesn't seem right. One of the coolest things about this mod is how it enhances mob strength and AI and just generally makes normal encounters more interesting. The mod makes grinding fun! Don't take it out on poor Cid.

That wasn't the intention, but you might be right. And I just want Cid to be co-current with the rest of the party so he's a viable pick off the bat.

hey Sega Chief I want to say thank you for that amazing mod you have made

and when I got the tiny bronco the seaship and they show me how to used it the game freeze there, I do not know if I am the only one with that glitch
help!!!

NT doesn't adjust the World Map file, so this might be due to either another mod that affects the world map or it might be the annoying Steam crash that can sometimes happen whenever the window loses focus/clicking away from the game to the desktop. Do you use 7H with NT or is it just on its own?

I'd like to vote for SP being gained in random battles along with the static amounts given at various events.  I think it's highly reasonable to adjust the random battle SP in a away that does not break things, while still allowing those of us who play in an old school way (ie me) can still get some benefit from grinding.

I'm sure if you manage the static event awards, players won't lose much, if anything at all, from the stat balance.  Just please don't make it like Crystareum (sp?) where you get rank ups only after set events---I really, really hated that nonsense.  Having control over my characters' stat growth is one of the reasons I was drawn to this mod...

A hybrid of both is likely the best way forward.

@Sega Chief: The Fort Condor QoL changes are wonderful and you are a wonderful person for having those.

@SP/Rank talk:
I'm one of dem casuals and while I'd find a nice balance of event SP + (lesser) combat SP to be the most aesthetically pleasing, I can get behind either extremes as well.
Even if SP is purely event-based, grinding rewards you with HP, items, money and limits. Even if SP is purely combat based, progression unlocks materias, equipment and characters.

Really, as long as Cid doesn't get into a position where he's noticeably behind, the way SP is gained doesn't seem that big of a problem to me.

I'll figure something out.

Hey SegaChief, not sure if you caught this when I mentioned this earlier but for some reason the game freezes everytime I goto sleep. Fades to black, song plays, then it just stays black and nothing happens.

I couldn't replicate the problem; I'd suspect a 7H clash if you're using that, something to do with game audio. Some processes use the audio to complete certain events (chocobo dance at the ranch, for instance) and interfering with them can cause problems. Do you have any audio mods installed?

HeaN

  • *
  • Posts: 29
  • Do small steps...
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3009 on: 2016-03-29 12:15:28 »
I just saw 1.4 got released and I was like "THIS IS CHRISTMAS". I was waiting for 1.4 since december and now I can finally play the dream ;)

I'am really excited to start playing it. And tonight it will happen, live on stream :D (twitch.tv/heanforce)

SegaChief you got my full respect for doing all this work. More people should donate you, because you deserve the work!

Sorry for my bad english :)

selius

  • *
  • Posts: 126
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3010 on: 2016-03-29 13:23:45 »
anybody else getting crashes on mideel area world map random encounters?

post cloud recovery

yeah, i think one of the encounters for grass area is bugged. i can get into some battles, but crashes at some point
« Last Edit: 2016-03-29 13:25:43 by selius »

aquecoucou

  • *
  • Posts: 77
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3011 on: 2016-03-29 13:59:03 »
Brass dragon fight is stil bugged. I'll explain it in a spoiler, so don't click it if you never did it in New Threat.

Spoiler: show


The fight is actually the same than in 1.35 (might be a bit longer tho). After some turns, Scorpion appears and help you but .. once the fight is won, you get to the xp/gil screens and right after these screens a new fight begin immediatly featuring Brass Dragon & Scorpion (already spawned at the first turn). I'm not sure what happens if you win the second fight since I ran out of softs.

Edit; Won the second fight, earned again xp/gil, no third fight.

I also noticed two other things:
-Healing Scope of Scorpion also ressurects dead characters (not sure if intended)
-You can steal infinite number of Megaelixirs / Ribbons doing the following method : 1- Steal Brass dragon once Scorpion appears 2- Die 3- Do not reload but choose the retry option 4- Repeat whole process

What happens when you retry is that your characters are put back to full life but keeps what they stole during the fight. (I didn't check but I guess it also means they lose what was used during fight such curatives.)


I'll give it another try but I think it will lead to the same result.

Edit : check the spoiler for the edit.
« Last Edit: 2016-03-29 14:33:27 by aquecoucou »

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3012 on: 2016-03-29 14:34:05 »
I just saw 1.4 got released and I was like "THIS IS CHRISTMAS". I was waiting for 1.4 since december and now I can finally play the dream ;)

I'am really excited to start playing it. And tonight it will happen, live on stream :D (twitch.tv/heanforce)

SegaChief you got my full respect for doing all this work. More people should donate you, because you deserve the work!

Sorry for my bad english :)

Good luck with your stream, bud.

anybody else getting crashes on mideel area world map random encounters?

post cloud recovery

yeah, i think one of the encounters for grass area is bugged. i can get into some battles, but crashes at some point

I'll check them out.

Brass dragon fight is stil bugged. I'll explain it in a spoiler, so don't click it if you never did it in New Threat.

That's a pain; I'll take a second look at it.

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3013 on: 2016-03-29 17:10:43 »
Next set of patches are up, dated for 29th March. These fix the Brass Dragon battle, a broken AI script on a Mideel encounter, and some other things. The IRO was also updated within the Main Installer folder.

Edit: I forgot about the old sleeping man near Junon. He's still got that debug encounter on him.

Edit2: And apparently the Zero thief enemy near Gongaga can cause a crash if he manages to successfully escape from the battle and the player opens their Menu afterward (not unlike the Mystery Ninja problem in vanilla FF7 PC if she ever manages to actually escape).
« Last Edit: 2016-03-29 17:22:02 by Sega Chief »

aquecoucou

  • *
  • Posts: 77
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3014 on: 2016-03-29 19:05:36 »

Edit2: And apparently the Zero thief enemy near Gongaga can cause a crash if he manages to successfully escape from the battle and the player opens their Menu afterward (not unlike the Mystery Ninja problem in vanilla FF7 PC if she ever manages to actually escape).

I can't find one, is that a rare/special encounter ?

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3015 on: 2016-03-29 22:53:12 »
I can't find one, is that a rare/special encounter ?

Uncommon, I guess. They appear in the grassy areas around Gongaga.

HeaN

  • *
  • Posts: 29
  • Do small steps...
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3016 on: 2016-03-30 01:01:24 »
SegaChief. While playing i found a bug in the sewers! :P

I don't know how or why but I cannot access "Rank Up" and "Check Stats"...tried everything? Is that normal?

https://i.gyazo.com/f6d98341d756071b8a426957fb19b07e.png

thanks in advance

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3017 on: 2016-03-30 01:06:45 »
Rank Up isn't supposed to be accessible until you reach the Mythril Mines; if you have the patch applied then I guess this down to me not changing the text on this save point to the greyed out ???? like the other Midgar save points have. If you were able to access rank up through midgar save points, though, then make sure the latest flevel hotfix patch (and scene hotfix) are applied).

HeaN

  • *
  • Posts: 29
  • Do small steps...
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3018 on: 2016-03-30 01:58:27 »
I was not able to. It was the only save point where it was "visible". All others are greyed out. I couldn't even access it. So it's all fine. Just visual ;)

Sega Chief

  • Moderator
  • *
  • Posts: 4088
  • These guys is sick
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3019 on: 2016-03-30 02:31:35 »
I was not able to. It was the only save point where it was "visible". All others are greyed out. I couldn't even access it. So it's all fine. Just visual ;)

No worries, then.

\\NT News//

So now that we've got the first round of patching out of the way, it's time to get some things done. I'll be working through the following in (roughly) this order over the next couple of weeks.

-) Dark Cave sidequest
I need to restructure this and get it available again. It was slapped together originally but the revised one will be a bit more cohesive. I've already started on this one and everything's already there, so won't take too long. This is a Disc 3 piece of content so it's unmissable; don't worry about finishing a playthrough before it's available.

-) Custom .EXE Patch + Arrange Mode
I'll be looking to release these together as people have tended to use both in the past. The .EXE will change Materia Equip bonuses/penalties and Limit Breaks as before, but this time to better suit 1.4 and avoid making the mistakes of older .EXE patches (bad limit damage, stats dropping to 0, etc.) As for Arrange Mode, I'm dropping the idea of it being 'alternate' and just making it a hard mode; it'll buff enemies and do absolutely nothing else out of the ordinary at all.

-) Optional Aeris
It'll be relatively easy to do by swapping some scripts about with Yuffie to put that now defunct 'if X exists' to good use without having to adjust the entire thing. I didn't think I'd be listing 'dead Aeris' as a feature but here we are.

magictrufflez

  • *
  • Posts: 53
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3020 on: 2016-03-30 03:37:14 »
Not a huge thing SC, but during the battle on the bridge with the Plasma-robot boss (sorry, the name escapes me--its the one where your party surrounds it though) the bosses graphics are goofed up.

The backside (ie its weakpoint) was actually the front and vice versa.  I don't know why it's displaying like this, but it led to a very glitchy-looking fight.  Everything functioned the way it was supposed to other than which way the boss was facing when it was not in action.  Everything else ahs looked goo so far once I figured out how to get my controller setup correctly!

Not sure how worth your time it is, but it's there!

One other question too--as far as leveling and SP gains, is overleveling in Midgar going to massively impact my SP after leaving?  I only ask because I played like I normally do an fought all the random battles I encountered, which eventually led to me passing the first stopgap of level gains by Wall market (level 12, after which my exp required returned to roughly the level I'd expect).  I'm generally keeping off random battles now, but will this be an issue for me?

penetrice

  • *
  • Posts: 6
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3021 on: 2016-03-30 04:02:10 »
Hey there!  Not really sure why but I keep freezing at the bomb king.  Four attempts and there doesn't seem to be a rhyme or reason as to why he's freezing the battle, but it won't continue.  The actual game doesn't freeze though, the atb just stops.  I can still try and run away and it says that i cant flee.  Any help would be greatly appreciated, and otherwise awesome mod!

Chronoseth

  • *
  • Posts: 17
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3022 on: 2016-03-30 09:01:43 »
This is a weird one: moving across the tracks on Mt. Corel, I ended up fighting a bomb which I managed to morph into a fire ring. When I got to the bridge just outside the town, though, the bombs there gave the usual fire fangs as their morph. I tried going back to the tracks to morph another bomb to make sure I'm not crazy, but I can't seem to get that battle now. ???

Someone else mentioned this a while ago, but is the Striking Staff supposed to cause Barrier on hit? It did that in 1.35 as well, but it's counterintuitive for a weapon with very high attack and a name which implies it's for hitting things to give enemies a buff which halves the damage.


Regarding balance, magic feels ridiculously strong compared to physical attacks in the early parts of the game (I've just now gotten to North Corel, so I can't judge late-game magic yet). Keeping MP topped off is a non-issue with a few Heal materia and tents, and magic has huge advantages from the many All materia you can find and sitting in the back row. It doesn't help that all of Cloud's early weapons have mediocre attack. Tifa and Red XIII can be made into very strong physical hitters with the right equipment, but that still doesn't beat the AoE nukes and adaptability that magic gives you.

Unrelatedly, Kalm Fangs are assholes. Getting back attacked by them immediately after leaving Midgar is a great way to suddenly game over and lose progress. >:( Levrikons are similarly much more dangerous than every other enemy in the area.

And about a certain angry Cokatolis...
Spoiler: show
The Mamatolis really ought to be immune to sleep. Using the spell makes the battle very long, boring, and more or less impossible to lose.

aquecoucou

  • *
  • Posts: 77
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3023 on: 2016-03-30 09:07:46 »

Someone else mentioned this a while ago, but is the Striking Staff supposed to cause Barrier on hit? It did that in 1.35 as well, but it's counterintuitive for a weapon with very high attack and a name which implies it's for hitting things to give enemies a buff which halves the damage.

It should be the Prism staff. I'll check it as soon as I can. The VIT Staff (Prism) should cause barrier (but doesn't seem to be 100% on each hit) while the SPR Staff (Aurora rod) should cause MBarrier (was 100% when I used it, not sure if I was lucky). So I guess if the Striking staff is causing barrier, it's not intended, but let's wait SC before concluding :)

Edit: Yup, Prism = barrier, Aurora = MBarrier.

Also, I got a question regarding Jenova at the end of Disc 1 (possible bug) :
Spoiler: show
When Jenova use her undead skill (Ishtar curse) at the very beginning of the fight, it seems to only affect Cloud since I still can heal Yuffie / Cid. When she uses it again, it affects all characters. Is that intended ? Because the skill visual effect seems to hit whole party.
« Last Edit: 2016-03-30 09:22:13 by aquecoucou »

eXistenZe

  • *
  • Posts: 260
    • View Profile
Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3024 on: 2016-03-30 10:19:24 »
How does aerith behave after the revival? Is she a silent npc all the way or had some scripts added in the scenes where other chars comment something or dialog?