Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4971844 times)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3250 on: 2016-04-10 17:00:29 »
Random question, how the heck do you guys beat Love Buster in NT 1.4? My chars all deal 2 dmg:
Tried to dispel the effect of Romance bomber but to no avail. Help?

You can hit him with Gravity attacks; try using Laser, Demi2/3, or gravity items like T/S Bombs when conventional damage starts to become too low. Defence-ignoring attacks like Summons will also still work.

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3251 on: 2016-04-10 17:08:44 »
hey sega cheif

can you add in the option to always do 9999 damage on your mod so people can that option on or off please

and can you also add in always do limit break on or off option as well please

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3252 on: 2016-04-10 18:21:20 »
I wouldn't know how to do that, to be honest.

Yuffie1983

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3253 on: 2016-04-10 18:41:31 »
I've followed the install guide, and when I go to open game via 7th Heaven it keeps saying "plz insert game disk 1, 2 and 3"
I copy&paste game from steam to my SSD to call it FF7DISC1. I can open the game via FF7_Lanucher.exe (NOT MODDED) but not thru 7th Heaven. (NOT MODDED meaning I launch game thru the modded files but its not modded if you get what i mean LOL)


~Steam version of the game, NEVER used any modding tools before this


You need to down load the ghost ISO, and mount it with something like Daemon tools, the download is in the 7th heaven tutorial guide.

eXistenZe

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3254 on: 2016-04-10 19:03:41 »
Game crashing at the beguining when they have to press the three buttons at the same time. After I try and miss the first time, no message appears...

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3255 on: 2016-04-10 23:36:36 »
I know what's caused that; I'll repair it.

Edit: That's it patched; there was a serious problem there where game moment and a var were being set.
« Last Edit: 2016-04-11 00:18:53 by Sega Chief »

Lynx_7

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3256 on: 2016-04-11 06:07:49 »
Right now the only thing stopping me from picking this up is the lack of compatibility with the Reunion (mostly the Beacause translation) and the whole "Aerith lives" business which I'm not a big fan of. I believe you said you weren't planning on making the former happen until NT reaches its final version, but as for the latter, is there any possibility of making a version where that specific plot point is kept intact? If so, can we expect it anytime soon?
And just as a suggestion, if it isn't too much trouble (it probably is, so feel free to just ignore this lol), maybe you could release the next revision (or another future one that you're relatively happy with) to be compatible with the ReunionR04C and keep that as an alternative for people that want to experience both NT and Reunion together until you release the final version of your own mod. That way you could keep updating it as you are now while still offering a compromised alternative for folks like me :P

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3257 on: 2016-04-11 07:52:12 »
Hojo never seems to go down well. I'll see what I can do.
Got past the fight and now making my way through the Northern Cave. As for feedback regarding Hojo:

First Form:

- Why does Poodler Prime take Poison damage where Bad Rap Prime Absorbs it? Seems to be none of them should be vulnerable to Poison.
- When either Bad Rap or Poodler is out of the way, Hojo exclusively uses ?? ?? Vial which is Hidden Elemental. As such he can be rendered harmless until the next phase with Escort Guard or Materia=Elemental Combinations in armour.

Second Form:

- Prophetic Hojo exclusively uses Mako Spit once Right Arm is dead. This means with Poison protection on all your characters you have another harmless phase while you chop down his Left Arm or main body. The loss of Right Arm removes 75% of his moveset (He no longer uses his Physical attack as expected but he also stops using Transmute Gas and Rabid Gale).
- Physical attacks from Right Arm seem to fluctuate alot regarding Critical Hits.

Final Form:

- Physical attacks such as Combo and his unnamed Life Steal attack seem to have abnormally high crit rates.
- Cellular Guard and Cellular MGuard seem a bit funny about how they work, is it number of hits or damage dealt that makes Hojo decide which one to switch to? Do Limit Breaks also affect it? He seems to be biased towards Cellular Guard over Cellular MGuard, despite damage or number of hits.
- Phantasm is a hard hitting Hidden Elemental attack which if you're protecting from it like with ?? ?? vial poses little threat, however he has enough other attacks that can pose a threat that this isn't an issue. It's still heavily punishing for anyone not protecting from Hidden.


Summary:

The first two forms are a drawn out prelude to the final form which poses the only real threat. Periods of harmlessness from bosses coupled with high HP pools result in a rather mind-numbing chop down of the first two forms. Once you reach the final form you have the fustration of the inconsistencies of Cellular Guard and Cellular MGuard. The attacks themselves in the final form are fine except for the feeling of RNG screwing you over regarding the Critical Hit chance of his Physical attacks.

Recommendations:

- Give first form Hojo something other than ?? ?? Vial to deal damage to the party. Perhaps a couple different elemental and status vials to keep us on our toes. First Form Hojo and his pets HP Pools are fine as they are as L5 Suicide can efficiently deal with them.
- When Right Arm dies, keep it's ability to use Transmute Gas and Rabid Gale. You'd obviously expect his Physical attack to be disabled but with only Mako Spit to attack us once that arm dies, a party of Poison protected characters render this form harmless. Consider reducing the HP pool to counterbalance the ability to maintain himself as a threat throughout the form.
- During the Final Form, make the use of Cellular Guard and MGuard a bit more consistent about when they are used. It should hopefully make the fight less fustrating, if Cellular Guard and MGuard were based on how much damage of a certain type taken then it could potentially work as a means of determining the Boss HP without Sense.

-----------

Off Topic: Noticed this in the Extra Battle: Gold Match but it appears that even if your Level is a multiple of 5, L5 Death doesn't seem to work at all. I also think you can still access matches which are not unlocked.


eXistenZe

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3258 on: 2016-04-11 07:56:24 »
Also there is a problem reported a while back that is not fixed. There is an extended menu part that shows when cloud climbs the latter at the second reactor after the save point near where jessie explains the card problem.

aquecoucou

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3259 on: 2016-04-11 10:36:22 »
So, I'm farming in crater to craft the ultimate weapons. I must say it's not fun at all. The fights are fine, AI is fine, stats are fine; but having to morph enemies between 103k and 150k HP which cannot be sensed when your higher STR char will do 100 damage when using morph + elemental weakness (it also means you can't use counter attack materias, else you might kill it before morphing) is a real pain. Even more when you have to count any single damage done to not overkill :\. Going with Yuffie's conformer would ease these fights, but you also have to morph an enemy to get her weapons :\

Adding the morph item as a drop would be a fine soluton, or maybe swap a steal item with a morph item (preferably accessory/armor such poison ring & dragon armlet since these are the rare steals of crater). Saying that reminds me due to the "new" steal formula based on the level and crater mobs being 90+, it's really hard to steal. Haven't tried with the glove yet tho

Edit :

Code: [Select]

LVdifference = 40 + User's LV - Target's LV

LV Factor = 512 x LV Difference
    -------------------
   100

Chance = Itemchance x LV Factor
----------------------
   256
Is this formula still correct ? After calculating, my team being ~85 and Crater Dragon being 93, I should have 20.48% chance to steal a common item (10.24 for the rare, 5.12 very rare). Cid used at least 20 mugs (maybe 22, I'm pretty sure since I counted the damage) and stole nothing.
« Last Edit: 2016-04-11 10:54:35 by aquecoucou »

biggs223

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3260 on: 2016-04-11 11:49:01 »
Hello, so i began to play the mod and everything is fine but for some reason the save point between the train station and the sector 7 of the slum (the one right near the pillar) teleport me to the end of the game where i am asked to create a ng+ save. Hope i was clear enough, english isn't my primary language.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3261 on: 2016-04-11 15:42:45 »
Hello, so i began to play the mod and everything is fine but for some reason the save point between the train station and the sector 7 of the slum (the one right near the pillar) teleport me to the end of the game where i am asked to create a ng+ save. Hope i was clear enough, english isn't my primary language.

That's a debug routine that's snuck its way in. I'll remove it immediately.

Also there is a problem reported a while back that is not fixed. There is an extended menu part that shows when cloud climbs the latter at the second reactor after the save point near where jessie explains the card problem.

I've had a look at it but I'm not sure what's causing it. I'll have a shot at it later.

Right now the only thing stopping me from picking this up is the lack of compatibility with the Reunion (mostly the Beacause translation) and the whole "Aerith lives" business which I'm not a big fan of. I believe you said you weren't planning on making the former happen until NT reaches its final version, but as for the latter, is there any possibility of making a version where that specific plot point is kept intact? If so, can we expect it anytime soon?
And just as a suggestion, if it isn't too much trouble (it probably is, so feel free to just ignore this lol), maybe you could release the next revision (or another future one that you're relatively happy with) to be compatible with the ReunionR04C and keep that as an alternative for people that want to experience both NT and Reunion together until you release the final version of your own mod. That way you could keep updating it as you are now while still offering a compromised alternative for folks like me :P

The plan is to make it so that it uses flags that were originally reserved for Yuffie and Vincent being optional characters, that way there doesn't need to be an alternate version; it can handle both. That's coming in after I've finished this sidequest + Arrange Mode.

As for Reunion, I can't just make NT work with it; I need to sink in a lot of time to make all the changes manually.

Got past the fight and now making my way through the Northern Cave. As for feedback regarding Hojo:

First Form:

- Why does Poodler Prime take Poison damage where Bad Rap Prime Absorbs it? Seems to be none of them should be vulnerable to Poison.
- When either Bad Rap or Poodler is out of the way, Hojo exclusively uses ?? ?? Vial which is Hidden Elemental. As such he can be rendered harmless until the next phase with Escort Guard or Materia=Elemental Combinations in armour.

Second Form:

- Prophetic Hojo exclusively uses Mako Spit once Right Arm is dead. This means with Poison protection on all your characters you have another harmless phase while you chop down his Left Arm or main body. The loss of Right Arm removes 75% of his moveset (He no longer uses his Physical attack as expected but he also stops using Transmute Gas and Rabid Gale).
- Physical attacks from Right Arm seem to fluctuate alot regarding Critical Hits.

Final Form:

- Physical attacks such as Combo and his unnamed Life Steal attack seem to have abnormally high crit rates.
- Cellular Guard and Cellular MGuard seem a bit funny about how they work, is it number of hits or damage dealt that makes Hojo decide which one to switch to? Do Limit Breaks also affect it? He seems to be biased towards Cellular Guard over Cellular MGuard, despite damage or number of hits.
- Phantasm is a hard hitting Hidden Elemental attack which if you're protecting from it like with ?? ?? vial poses little threat, however he has enough other attacks that can pose a threat that this isn't an issue. It's still heavily punishing for anyone not protecting from Hidden.


Summary:

The first two forms are a drawn out prelude to the final form which poses the only real threat. Periods of harmlessness from bosses coupled with high HP pools result in a rather mind-numbing chop down of the first two forms. Once you reach the final form you have the fustration of the inconsistencies of Cellular Guard and Cellular MGuard. The attacks themselves in the final form are fine except for the feeling of RNG screwing you over regarding the Critical Hit chance of his Physical attacks.

Recommendations:

- Give first form Hojo something other than ?? ?? Vial to deal damage to the party. Perhaps a couple different elemental and status vials to keep us on our toes. First Form Hojo and his pets HP Pools are fine as they are as L5 Suicide can efficiently deal with them.
- When Right Arm dies, keep it's ability to use Transmute Gas and Rabid Gale. You'd obviously expect his Physical attack to be disabled but with only Mako Spit to attack us once that arm dies, a party of Poison protected characters render this form harmless. Consider reducing the HP pool to counterbalance the ability to maintain himself as a threat throughout the form.
- During the Final Form, make the use of Cellular Guard and MGuard a bit more consistent about when they are used. It should hopefully make the fight less fustrating, if Cellular Guard and MGuard were based on how much damage of a certain type taken then it could potentially work as a means of determining the Boss HP without Sense.

-----------

Off Topic: Noticed this in the Extra Battle: Gold Match but it appears that even if your Level is a multiple of 5, L5 Death doesn't seem to work at all. I also think you can still access matches which are not unlocked.

The 2nd form's AI is a pain; I might try and rewrite it. I'll re-do all three fights actually.

So, I'm farming in crater to craft the ultimate weapons. I must say it's not fun at all. The fights are fine, AI is fine, stats are fine; but having to morph enemies between 103k and 150k HP which cannot be sensed when your higher STR char will do 100 damage when using morph + elemental weakness (it also means you can't use counter attack materias, else you might kill it before morphing) is a real pain. Even more when you have to count any single damage done to not overkill :\. Going with Yuffie's conformer would ease these fights, but you also have to morph an enemy to get her weapons :\

Adding the morph item as a drop would be a fine soluton, or maybe swap a steal item with a morph item (preferably accessory/armor such poison ring & dragon armlet since these are the rare steals of crater). Saying that reminds me due to the "new" steal formula based on the level and crater mobs being 90+, it's really hard to steal. Haven't tried with the glove yet tho

Edit :

Code: [Select]

LVdifference = 40 + User's LV - Target's LV

LV Factor = 512 x LV Difference
    -------------------
   100

Chance = Itemchance x LV Factor
----------------------
   256
Is this formula still correct ? After calculating, my team being ~85 and Crater Dragon being 93, I should have 20.48% chance to steal a common item (10.24 for the rare, 5.12 very rare). Cid used at least 20 mugs (maybe 22, I'm pretty sure since I counted the damage) and stole nothing.

It is still correct, but what I've not considered is the level synch vs. the enemy level; so it's actually Lv.44 you're trying to steal with vs. their Lv.90+. I'll need to reconsider the drop rates. As for Morphing, the Ancient weapons (Nail Bat etc.) are supposed to ignore the damage penalty from Morph. I'll try to get some kind of system together where the enemy will respond to the Morph command and help ease the process a bit.

aquecoucou

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3262 on: 2016-04-11 15:59:37 »

It is still correct, but what I've not considered is the level synch vs. the enemy level; so it's actually Lv.44 you're trying to steal with vs. their Lv.90+. I'll need to reconsider the drop rates. As for Morphing, the Ancient weapons (Nail Bat etc.) are supposed to ignore the damage penalty from Morph. I'll try to get some kind of system together where the enemy will respond to the Morph command and help ease the process a bit.

Ah yeah, forgot the level synch thing. I didn't know Ancient weapon could bypass the morph modifier, well I guess it's fine then. Thanks :)

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3263 on: 2016-04-11 16:36:21 »
I updated the patches + Main again; I try to avoid making updates so close together, but the two issues were quite serious.

Zara9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3264 on: 2016-04-11 16:48:51 »
hey sega chief

how many more days until the dark cave side quest is back on your mod

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3265 on: 2016-04-11 19:26:32 »
I dunno, still working on it.

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3266 on: 2016-04-11 20:40:54 »
Just reached the bottom of the Northern Crater, here's what I got regarding items from other party members, Cloud went Left/Down to begin:

Tifa - Gigas Armlet - Right
Cid - Elixir x5 - Left/Up
Barret - Protect Ring - Left/Up
Red XIII - MP Plus - Left/Up
Yuffie - MP Plus - Left/Up
Cait Sith - Unknown - Left/Down
Vincent - Unknown - Left/Down
Aeris - Unknown - Right

Can anyone fill in the blanks? I'm curious as to what some of the other items are.

iDerek759

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3267 on: 2016-04-12 02:04:14 »
I updated the patches + Main again; I try to avoid making updates so close together, but the two issues were quite serious.

Just curious Sega Chief, these patches/hotfixes that get rolled out, I'm assuming these are also being applied to the IRO version inside the main installer also correct?

Kilen

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3268 on: 2016-04-12 02:49:17 »
Just curious Sega Chief, these patches/hotfixes that get rolled out, I'm assuming these are also being applied to the IRO version inside the main installer also correct?

Looking at the timestamps on the files, it looks like he's updating the IRO files before the standalone patch.

Bowser9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3269 on: 2016-04-12 03:23:28 »
Fort Condor runner seems to not work at Cid's house.

EDIT: Appears to affect the runner for every town but Junon. He says you need 4000 gil to hire troops and then nothing happens. This is after using the latest installer.
Also, it seems Cid needs a disproportionately large amount of exp compared to everyone else in order to gain levels.
« Last Edit: 2016-04-12 05:41:53 by Bowser9 »

iDerek759

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3270 on: 2016-04-12 03:35:06 »
Looking at the timestamps on the files, it looks like he's updating the IRO files before the standalone patch.

Oh nice, alright cool. I wasn't sure since I strictly use the IRO version to test with graphical mods inside 7th Heaven.

magictrufflez

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3271 on: 2016-04-12 03:42:45 »
SC---I just finished Rocket Town (seriously, I cannot thank you enough for the ability to turn off random battles).

I believe someone mentioned the scene-skip options being reversed in functionality already, but did anyone mention Cid's janky dialogue after you finish up and get the Tiny Bronco?  There are a lot of blank text boxes as well as some not-so-good-looking text editing (the last letter of a line being bumped to the next line).

For the record, I do not have the latest flevel hotfix added (this was the April 3rd one), but everything else should be up to date.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3272 on: 2016-04-12 06:11:33 »
Just reached the bottom of the Northern Crater, here's what I got regarding items from other party members, Cloud went Left/Down to begin:

Tifa - Gigas Armlet - Right
Cid - Elixir x5 - Left/Up
Barret - Protect Ring - Left/Up
Red XIII - MP Plus - Left/Up
Yuffie - MP Plus - Left/Up
Cait Sith - Unknown - Left/Down
Vincent - Unknown - Left/Down
Aeris - Unknown - Right

Can anyone fill in the blanks? I'm curious as to what some of the other items are.

I set it so that the items they find are always the same regardless of the path they took:
Cait Sith: Lucky Pill (gives one character 'Lucky Girl' status AKA auto-crits)
Vincent: Curse Ring
Aeris: Circlet

Just curious Sega Chief, these patches/hotfixes that get rolled out, I'm assuming these are also being applied to the IRO version inside the main installer also correct?

Yeah, I updated the IRO with this latest main installer. Some of the older ones didn't have an updated IRO but I'm making sure to do it from now on.

Fort Condor runner seems to not work at Cid's house.

EDIT: Appears to affect the runner for every town but Junon. He says you need 4000 gil to hire troops and then nothing happens. This is after using the latest installer.
Also, it seems Cid needs a disproportionately large amount of exp compared to everyone else in order to gain levels.

I'd better get to the bottom of this. It was working during the test run but I must have overlooked something that's causing this to happen.

SC---I just finished Rocket Town (seriously, I cannot thank you enough for the ability to turn off random battles).

I believe someone mentioned the scene-skip options being reversed in functionality already, but did anyone mention Cid's janky dialogue after you finish up and get the Tiny Bronco?  There are a lot of blank text boxes as well as some not-so-good-looking text editing (the last letter of a line being bumped to the next line).

For the record, I do not have the latest flevel hotfix added (this was the April 3rd one), but everything else should be up to date.

I keep forgetting to finish that text; I think I was going to change Cid's innate at the time so I left off the text but never got around to it.

iDerek759

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3273 on: 2016-04-12 06:56:36 »
So with this new IRO that's being included in the main installer, should I report any bugs/glitches I find in it?

GrieverVIII

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3274 on: 2016-04-12 07:54:49 »
The 8 Eyes in the Temple of the Ancients. Oh my god how do you kill them. I'm assuming they must be bugged because the blue light move deal 50% MAX HP, whereas videos I've seen on youtube (of previous versions) have that attack only doing 50% current HP. Makes them incredibly brutal to fight especially seeing as they don't seem to die instantly to Poison as they allegedly do in the base game (according to the wiki).

Edit: Naturally as soon as I post this I figure out how to do it: Demi 2 twice followed by a Laser, spamming Cure 2/All every turn to make sure everyone lives.
« Last Edit: 2016-04-12 07:59:58 by GrieverVIII »