Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4996802 times)

Yuffie1983

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3200 on: 2016-04-05 22:43:52 »
Hello Mr Chief, I was wondering the NT IRO packaged with the 4th of April update say it is 1.35 is that just a mistake. Also I take it other gameplay mods in 7th heaven need to be turned off. And one more thing does it need to be put in alphabetical order the mod, in the load order described in the tutorial.

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3201 on: 2016-04-05 22:58:20 »
Now in the process of hunting down Ultimate Weapon for some Reflect Rings (Ground) and Circlets (Aerial). Ultima Beam doesn't appear to be Hidden Elemental in this mod but on the plus side he'll use Shadow Flare in every battle except the first one at Mideel meaning I can learn the Enemy Skill without too much difficulty. Shadow Flare is also Hidden Elemental so reflecting it back at him does alot of damage since WEAPONS are weak to Hidden, as such I'm expecting him to have more HP than Heinz.

Off Topic: What's up with the spawn mechanics for Ziegfried? Been looking for him in Forests so I can get the MP Plus Materia but haven't had any luck finding him, I figured he'd have same spawn rates as Mystery Ninja but even in the Rocket Town area forests he just doesn't want to show.

aquecoucou

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3202 on: 2016-04-05 23:09:20 »
Off Topic: What's up with the spawn mechanics for Ziegfried? Been looking for him in Forests so I can get the MP Plus Materia but haven't had any luck finding him, I figured he'd have same spawn rates as Mystery Ninja but even in the Rocket Town area forests he just doesn't want to show.
In both 1.35 and 1.4 I got him to spawn at the very tiny forest a bit after Fort Condor (going to Junon). In both 1.35 and 1.4 he spawned the first fight in the forest, didn't try to encounter him more than once.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3203 on: 2016-04-06 06:29:10 »
Thanks. Thank you Sega Chief, tonight I learned an important life lesson ... : NOTHING IS OFF LIMITS

If ever a truer word was said, I've not heard it.

Ok, this guy is a TANK. I'm guessing he's weak to Earth and possibly Hidden but most of my attacks barely tickle him. If his Health is anything like Keelhaul Armor (178000 Total, 78000 Body, 50000 x 2 Arms) then this is going to be extremely painful. It looks like he's immune to most status effects, I tried casting Slow on him but he seemed to counter that with his multi-target laser twice in quick succession.

I thought this guy was originally Topaz Weapon in the NT mod? I'm guessing alot changed in 1.4

He's a hefty dude. I changed the colour scheme because it was a bit garish; the new one looks a lot cleaner. He'll randomly counter Magic when his chest is closed with Pearl Raze, and randomly counter physical damage when his chest is open. He does indeed open his chest at 25% thresholds; it's a slightly modified version of Demon Gate's AI that I used.

Hello Mr Chief, I was wondering the NT IRO packaged with the 4th of April update say it is 1.35 is that just a mistake. Also I take it other gameplay mods in 7th heaven need to be turned off. And one more thing does it need to be put in alphabetical order the mod, in the load order described in the tutorial.

Prob a mistake, I compiled it with 1.4 files so should be good to go. If the new game text mentions 1.4 then it's fine, otherwise let me know. As for load order, I think it's based on type. Gameplay mods should be last/lowest priority so that graphical mods can go on top.

Now in the process of hunting down Ultimate Weapon for some Reflect Rings (Ground) and Circlets (Aerial). Ultima Beam doesn't appear to be Hidden Elemental in this mod but on the plus side he'll use Shadow Flare in every battle except the first one at Mideel meaning I can learn the Enemy Skill without too much difficulty. Shadow Flare is also Hidden Elemental so reflecting it back at him does alot of damage since WEAPONS are weak to Hidden, as such I'm expecting him to have more HP than Heinz.

Off Topic: What's up with the spawn mechanics for Ziegfried? Been looking for him in Forests so I can get the MP Plus Materia but haven't had any luck finding him, I figured he'd have same spawn rates as Mystery Ninja but even in the Rocket Town area forests he just doesn't want to show.

He should only spawn once, but the spawn-rate reportedly increases as you progress through the game. If he's not appearing for you at all, then I wonder if this is related to that other bug report where the guy said Ziegfried was showing up repeatedly. I'll check the trigger, but it wasn't touched for this build.

aquecoucou

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3204 on: 2016-04-06 10:15:36 »
Spoiler incoming, just to be sure I'm not missing something.

Spoiler: show

After beating Curator, you get back keycard to 66th and 68th floor, yet you still can't go back to 68th floor. I know it's intended in the Vanilla game, but you didn't add anything in 68th floor right ? Or you simply forgot to re-open the door ? I really have a doubt since you get both of these keycards.


Edit : Grosspanzer enemy is bugged (can be found in the screen after Proud Clod boss). It's a multi staged one, Grosspanzer.Big must be defeated, then Grosspanzer.Small A can be damaged. Once Grosspanzer.Small A is defeated, none of Grosspanzer.Small B and Grosspanzer.Mobile can be damaged, even with their weakness elements (water, lightning). The only way to end the fight is either to escape or to die.

Edit 2 & 3: Is 'Alpha" enemy skill base power correct ? It feels like a really weak spell being the only "Holy" one. I mean it costs more MP than Trine or Beta and will do less damage on an enemy weak to Holy than a Bolt 3 (enemy having neutral resistance to lightning). I was quite surprised during the Hojo fight, him being weak to holy/wind (contain not yet available) and absorbing gravity made it a bit boring when he was immune to physical. Alpha was hitting for 1.2k while Bolt 3 would hit for 2.5-3k.
Also got a question regarding Highwind NPC, isn't the captain supposed to let you rebattle Disc 2 bosses ? I'm at Disc 3 and he still sleeps.

Edit 4 :
Spoiler: show
Cid's third fight (Snuffle) have a weird behavior when using "Drake Salvo". I'm not sure what happened but it seems to have two salves, the first one killed two full life characters while missing a lot on the third, second salve seemed to heal but the characters were already dead and somehow Cid was dead but still standing. Not sure if intended or if anything has gone wrong.

Also got a last question, is there anything to do in order to trigger the craft of final weapons ? The NPC still have the dialogues saying he was a master and such.
« Last Edit: 2016-04-06 14:07:36 by aquecoucou »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3205 on: 2016-04-06 15:08:32 »
Spoiler incoming, just to be sure I'm not missing something.

Spoiler: show

After beating Curator, you get back keycard to 66th and 68th floor, yet you still can't go back to 68th floor. I know it's intended in the Vanilla game, but you didn't add anything in 68th floor right ? Or you simply forgot to re-open the door ? I really have a doubt since you get both of these keycards.


Edit : Grosspanzer enemy is bugged (can be found in the screen after Proud Clod boss). It's a multi staged one, Grosspanzer.Big must be defeated, then Grosspanzer.Small A can be damaged. Once Grosspanzer.Small A is defeated, none of Grosspanzer.Small B and Grosspanzer.Mobile can be damaged, even with their weakness elements (water, lightning). The only way to end the fight is either to escape or to die.

Edit 2 & 3: Is 'Alpha" enemy skill base power correct ? It feels like a really weak spell being the only "Holy" one. I mean it costs more MP than Trine or Beta and will do less damage on an enemy weak to Holy than a Bolt 3 (enemy having neutral resistance to lightning). I was quite surprised during the Hojo fight, him being weak to holy/wind (contain not yet available) and absorbing gravity made it a bit boring when he was immune to physical. Alpha was hitting for 1.2k while Bolt 3 would hit for 2.5-3k.
Also got a question regarding Highwind NPC, isn't the captain supposed to let you rebattle Disc 2 bosses ? I'm at Disc 3 and he still sleeps.

Edit 4 :
Spoiler: show
Cid's third fight (Snuffle) have a weird behavior when using "Drake Salvo". I'm not sure what happened but it seems to have two salves, the first one killed two full life characters while missing a lot on the third, second salve seemed to heal but the characters were already dead and somehow Cid was dead but still standing. Not sure if intended or if anything has gone wrong.

Also got a last question, is there anything to do in order to trigger the craft of final weapons ? The NPC still have the dialogues saying he was a master and such.


I'll adjust the flags for Grosspanzer. As for Alpha, I adjusted down the base power for the unholy trinity of Beta, Aqualung, and Trine for this version which meant Alpha went down as well. I could just put that back up to it's old base power of 50-ish. As for the Boss Rematch thing, I took that out; it was stopping me from putting one-time drops on them. I'll check that attack; if it's too buggy, then it'll need to be replaced.

As for the ult weapon crafting, that's on the same trigger as before; try going to the bottom of the North Crater, getting the phone call confirming game moment = 1998, and then heading back.

aquecoucou

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3206 on: 2016-04-06 15:38:22 »

As for the ult weapon crafting, that's on the same trigger as before; try going to the bottom of the North Crater, getting the phone call confirming game moment = 1998, and then heading back.

Ah yeah I forgot we needed the call. I just went down to the first screen. Thanks ! :)

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3207 on: 2016-04-06 20:52:46 »
He's a hefty dude. I changed the colour scheme because it was a bit garish; the new one looks a lot cleaner. He'll randomly counter Magic when his chest is closed with Pearl Raze, and randomly counter physical damage when his chest is open. He does indeed open his chest at 25% thresholds; it's a slightly modified version of Demon Gate's AI that I used.
I will agree that Pearl Weapon looks alot more aesthetically pleasing. I didn't see him dealing that many counters since Operation: Furious Dice meant I was mostly dealing Physical attacks that ignored VIT. I guess it also explains why I got Counter-Attacked when slowing him down (Is Pearl Raze the multi-target laser attack).

When his chest opens, is damage against him multiplied or does he suffer a drop in VIT and SPR. I'd like to know if I do another run through to see if it's worth saving Summons for that point (No point holding back if it's only a VIT/SPR drop since Summons ignore MDef).

I think it might be worth pushing foward to the North Crater section of the game so I can get some Ribbons. Don't have nearly enough Status protecting items for some of the sidequests I'd like to do.

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3208 on: 2016-04-07 06:17:38 »
I will agree that Pearl Weapon looks alot more aesthetically pleasing. I didn't see him dealing that many counters since Operation: Furious Dice meant I was mostly dealing Physical attacks that ignored VIT. I guess it also explains why I got Counter-Attacked when slowing him down (Is Pearl Raze the multi-target laser attack).

When his chest opens, is damage against him multiplied or does he suffer a drop in VIT and SPR. I'd like to know if I do another run through to see if it's worth saving Summons for that point (No point holding back if it's only a VIT/SPR drop since Summons ignore MDef).

I think it might be worth pushing foward to the North Crater section of the game so I can get some Ribbons. Don't have nearly enough Status protecting items for some of the sidequests I'd like to do.

It's a drop in defensive stats, so Summons won't afford extra damage there.

Yuffie1983

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3209 on: 2016-04-07 16:23:52 »
Hello Mr Chief, I reinstalled 7TH heaven yesterday and all the mods. I downloaded the 3RD of April update for NT in it, placed the IRO in the library folder of 7th Heaven set everything else up. Here is the problem start the game with just the new NT IRO and have all other gameplay mods turned off. The game is in vanilla mode not NT, so I tried again but this time with game mods set to NT in the drop down with the new NT mod still in the library and I get the 1.35 version of the mod. Am I doing something wrong  ???

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3210 on: 2016-04-07 16:27:30 »
Maybe I put the wrong files into the IRO? I'll check.

Alex Zender

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3211 on: 2016-04-07 18:14:04 »
So i was playing 1.35 in the second difficulty, quite challenging and really really interesting ! ( i'm before teh attack on midgard to stop Hojo).

I start 1.4 today and my god the game is SO EASY :O
Event the Mecha soldier was a challenge before

I think i will stay on 1.35 for now

HeaN

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3212 on: 2016-04-07 18:30:59 »
Hey dude. I'm just asking myself why the heck in some fights I lose HP like its "ANTI-Regen" or smthing. This sh1t is really pissing me off. And I don't know how I could fix this. If all my party members got this status, im literally fcked.


Thanks in advance, hean

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3213 on: 2016-04-07 18:46:25 »
Hey dude. I'm just asking myself why the heck in some fights I lose HP like its "ANTI-Regen" or smthing. This sh1t is really pissing me off. And I don't know how I could fix this. If all my party members got this status, im literally fcked.


Thanks in advance, hean
It's a Status effect known as Dual or Dual-Drain and as you said works like a Reverse Regen. In this Mod, Antidotes now cure both Poison/Dual (Shops seem lacking in Antidotes in places, Sega Chief is speaking to the manufacturers about it) and I think Esuna cures it aswell. As far as I know the only thing that stops enemies inflicting Dual on you is Resist (Unconfirmed) and the Relic Ring but that causes you to Absorb the Restorative Element (Behave like undead enemies and take damage from healing items/magic, you'll need another means of healing).

On the plus side you can inflict this on enemies aswell. The Neo-Bahamut Summon and Flare spell (Contain Materia) have a chance to inflict Dual as do items called Synthesis Cells.

deha0002

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3214 on: 2016-04-07 19:37:05 »
Not to sound pressuring, am simply wondering, how is the Dark cave quest coming along? ( As well as the Arrange mod and exe patch)?


aquecoucou

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3215 on: 2016-04-07 20:44:18 »
It's a Status effect known as Dual or Dual-Drain and as you said works like a Reverse Regen. In this Mod, Antidotes now cure both Poison/Dual (Shops seem lacking in Antidotes in places, Sega Chief is speaking to the manufacturers about it) and I think Esuna cures it aswell. As far as I know the only thing that stops enemies inflicting Dual on you is Resist (Unconfirmed) and the Relic Ring but that causes you to Absorb the Restorative Element (Behave like undead enemies and take damage from healing items/magic, you'll need another means of healing).

On the plus side you can inflict this on enemies aswell. The Neo-Bahamut Summon and Flare spell (Contain Materia) have a chance to inflict Dual as do items called Synthesis Cells.

Quick correction, Esuna doesn't cure Dual sadly but is very useful for the "paralysed" status that you will often encounter. Neo bahamut + added effect in an armor should prevent the status as well. Remedy will remove it too but you'll prefer antidotes since it's cheaper.

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3216 on: 2016-04-07 20:47:49 »
So i was playing 1.35 in the second difficulty, quite challenging and really really interesting ! ( i'm before teh attack on midgard to stop Hojo).

I start 1.4 today and my god the game is SO EASY :O
Event the Mecha soldier was a challenge before

I think i will stay on 1.35 for now

No worries, I'll tempt you over when I've finished the new and improved Arrange Mode for 1.4.

Hey dude. I'm just asking myself why the heck in some fights I lose HP like its "ANTI-Regen" or smthing. This sh1t is really pissing me off. And I don't know how I could fix this. If all my party members got this status, im literally fcked.


Thanks in advance, hean

Dual-Drain (aka Anti-Regen/Seizure) can be stopped through several methods; you can use an Antidote to heal it off, or use Dispel to get rid of it. You can also use Regen to cancel it out in a pinch, or use Slow (even Stop) on the afflicted character to stop their HP ticking down so fast. There's also some accessories that can block the status. You could also prevent it altogether by using the Resist status from either the spell of the same name, or a Vaccine item.

Not to sound pressuring, am simply wondering, how is the Dark cave quest coming along? ( As well as the Arrange mod and exe patch)?

Getting there; Dark Cave will be first, followed by the .EXE patch and Arrange.

Meta

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3217 on: 2016-04-07 22:14:47 »
Question, why did all the limits explanations get replaced with target info?
I forget from time to time what do some limits do and this caused me a bit of trouble on my journey.
Also, what is "Mulit-hit" supposed to mean? ;D

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3218 on: 2016-04-07 22:58:52 »
I replaced them because the custom .EXE at the time changed some of the effects but having two kernels for two different explanations would have been very tricky. So instead I changed it to be target-info instead; multi-hit means it lands multiple attacks per use (Omnislash = 15 hits for instance). Multi-target means it affects more than one target, like an All effect.

Edit: Updated the Main Installer with some fixes like W-Magic and the wrong text in Junon Leagues (seems the correct prize was being dished out though). I also adjusted Omega's AI (again) and hopefully fixed Grosspanzer. I'm also hoping this is the last set of patches that need to be made before I can get Dark Cave finished.
« Last Edit: 2016-04-08 00:13:35 by Sega Chief »

Alex Zender

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3219 on: 2016-04-08 05:42:03 »
No worries, I'll tempt you over when I've finished the new and improved Arrange Mode for 1.4.

Oh i's shure you will, you'r work is amazing =)

Ps: Imo, all rpg should be as challenging as 1.35 arrange mod *-*

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3220 on: 2016-04-08 06:59:25 »
Quick correction, Esuna doesn't cure Dual sadly but is very useful for the "paralysed" status that you will often encounter. Neo bahamut + added effect in an armor should prevent the status as well. Remedy will remove it too but you'll prefer antidotes since it's cheaper.
I think Neo Bahamut + Added Effect doesn't actually work. I asked Sega Chief about it and I think he said that one of the flags needed to make it work is missing from the kernel editor. Unfortunately the most desirable things I would pair with Added Effect don't actually work, namely Dual and Paralysis (Ramuh + Added Effect doesn't work either).

Miacis

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3221 on: 2016-04-08 09:10:59 »
During the Gongaga Turks fight, is Reno supposed to counter even Rude's MBarrier with Turk Light?

I'm playing the 04/02 IRO version.

Bowser9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3222 on: 2016-04-08 11:28:50 »
@Miacis
It happens even in the latest installer, so it's not just the IRO.

I think it's hilarious.

Alex Zender

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3223 on: 2016-04-08 13:15:31 »
Heu guys, in 1.35 where did i can find the "Heaven's Cloud" weapon ? To craft the ultimate weapon of cloud =)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3224 on: 2016-04-08 15:34:08 »
During the Gongaga Turks fight, is Reno supposed to counter even Rude's MBarrier with Turk Light?

I'm playing the 04/02 IRO version.

Goddammit, Reno.

Heu guys, in 1.35 where did i can find the "Heaven's Cloud" weapon ? To craft the ultimate weapon of cloud =)

Heaven's Cloud is obtained in 1.35 by Morping Variablis in Extra Battle.