Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4972392 times)

deha0002

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3325 on: 2016-04-16 05:20:06 »
So the battle script for Netzech, how does it work? Sometimes he does one magitek bomb, sometimes 3 in a row even without his minions up (guess what, 3 in a row mostly kills my casters even with Wall up, wierd huh?). Same with the other abilities, what triggers all of it?

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3326 on: 2016-04-16 06:10:22 »
The trick to a successful train run (and this applies to the other difficulty mods as well) is trying to find a way to cut down on the enemy's turns. Every enemy on the NT Corel Train is weak to a status that lends itself to this:

Spoiler: show

Gas Ducters: Slow, Stop, Instant KO, Petrify (quite weak with 7000HP, so just normal damage might be better here.)

Wolfmeister: Slow, Berserk, Dual-Drain
The Berserk status will stop him using attacks with an animation, like Big Guard and Atomic Ray, assuming you can handle the hits. He has high physical defence but very little magic defence, so sticking with Bolt3 might be faster over physical attacks here.

Eagle Gun: Slow, Stop
Getting Stop onto Eagle Gun will make the fight much faster; you can get Stop on either with Time + Added Effect or the Stop spell/Hourglass item. Note that Stop lasts longer if the enemy is also afflicted with Slow.

X-ATM: Slow, Dual
Considering his HP, Neo-Bahamut might be your best choice to inflict Dual-Drain and get him whittled down quickly. If you do use Dual, avoid using Slow and instead give him Haste to make it even more efficient. If you decide not to use Dual, then Slow is essential for cutting down on his turns, which have sluggish animations.

Train Driver: Slow, Poison
Getting Poison on early is a smart move, because he takes double-damage from the ticks as well as the element itself. A Dirty Bomb can inflict Poison 100% of the time, or Bio3 if you have that. He'll likely go down quickly once this status is on, but again Slow will reduce the rate at which ticks come off while Haste will increase it.


Hope that helps.
Additional Advice:
Spoiler: show

Wolfmeister:
He's also weak to Slow-Numb and Petrify, The Titan Summon has a chance to instantly Petrify him and let you move on to the next match but it's not guaranteed. Another alternative is to chuck a Vagyrisk Claw or Hero Drink II at him and then cast haste on him so the 30 units of time until Petrify go by quicker.

Eagle Gun:
While Stop will help you not take any damage from him, he's susceptible to Gravity and castings of Demi spells and Laser will help significantly chop his health away.

X-ATM:
As previously mentioned, Neo-Bahamut to inflict Dual-Drain is probably the best method for dealing with X-ATM quickly, as well as casting haste on him make sure you have your ATB set to active so that the Dual-Drain effect doesn't get interrupted as much. It helps alot.

Train Driver:
Gravity will once again shine here along with Poison, Demi and Laser can rip through his HP nicely, L5 Suicide may also deal significant damage (needs confirmation, I think it worked when I did it).

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3327 on: 2016-04-16 06:11:36 »
In the Shinra Mansion, when you read the note that gives you the hints for the Safe Combination. There's a 5th row which says The fifth row has been blank and underneath it is written (melody). I assume you need to play something on the broken piano but past that I don't have a clue.

-----

I completed the Sidequest for Tifa's L4 Limit Break. As far as I know Vargas starts with extremely high defensive stats and they drop as you perform each of Tifa's Limit Breaks on him, it's a cool mechanic however... He has a very large Health Pool (Not always fun by the way) but the fight is heavily trivialised by his vulnerability to Poison (Ticks 9999's), Gravity doing sizeable damage even with just the standard Demi Spell and L5 Suicide hitting him for 9999's for most of the fight.

Is he supposed to be relatively simple because I saw that Tifa said "So much for that" upon defeating him? It does seem that Vargas is a bit soft in the head. Furthermore he's a big fella, how did he fit through the door of Tifa's Room to leave that note?

-----

Since I've reached the bottom of the North Cave I'm now doing sidequests for L4 Limits and stuff, as part of the Limit Break Kills grinding process I decided to head down to Mideel with Precious Watches (Triple AP) and use the Flash command for some instant kills. Now the whole hit and miss deal with Flash wouldn't normally be an issue however I found that using Flash + Restore Rod (Aeris Weapon, 255% Acc) means you pretty much instant kill everything in the area without missing (except for the Hippogriffs).

While I can understand not wanting too much grind in a game this does seem somewhat broken for anything without immunity to Sudden Death. Personally I would recommend if possible, to cap the Accuracy on Flash so it doesn't hit every time with Max Acc Weapons (Restore Rod, God's Hand, Sniper CR etc.), I'd rather not suggest making everything immune to Sudden Death since while I don't want to have this as a universal solution, I also don't want it to be useless either otherwise there's no point of having it in the game.

-----

What on earth is up with the Goldberry fight (Firstly why are there 6 of the bastards)? I go into the cave and pick up the Mime Materia which triggers the fight. There are 6 Goldberries and they start the fight by making you absorb the Restorative element (Dying and then being revived via Phoenix doesn't get rid of it). It is safe to say I haven't discovered a suitable strategy for this fight, among the Max HP Formula attacks (Not Gravity), Current HP Formula attacks (Not Gravity), Dual etc. it's painful to say the least.

There are some other issues with the fight, such as my characters growing to ridiculous sizes (all hail the 30 Feet Tall Vincent). I also tried to see if Aeris' Pulse of Life Limit Break would ignore the whole Restorative Element thing and... It said Recovery but it just meant my character was lying dead on the floor with full HP (4575/4575 HP and Red HP Bar).

I also somehow ended up with all my characters dead on the floor but with two of them they had 263 and 148 HP remaining. The game does not go to Game Over and the Goldberries just stand there staring at the corpses of my Party Members.

GrieverVIII

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3328 on: 2016-04-16 07:13:47 »
After the events in Mideel, when Cloud is talking to the party in the Operation Room, he says that all members of SOLDIER are injected with Jenova cells. If this is a change you've just chosen to make then fair enough, but I think SOLDIER is just made with Make showers and training, and the wiki didn't mention anything about SOLDIER having Jenova cells. Just thought I'd mention it.

aquecoucou

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3329 on: 2016-04-16 07:27:34 »

While I can understand not wanting too much grind in a game this does seem somewhat broken for anything without immunity to Sudden Death. Personally I would recommend if possible, to cap the Accuracy on Flash so it doesn't hit every time with Max Acc Weapons (Restore Rod, God's Hand, Sniper CR etc.), I'd rather not suggest making everything immune to Sudden Death since while I don't want to have this as a universal solution, I also don't want it to be useless either otherwise there's no point of having it in the game.

-----

What on earth is up with the Goldberry fight (Firstly why are there 6 of the bastards)? I go into the cave and pick up the Mime Materia which triggers the fight. There are 6 Goldberries and they start the fight by making you absorb the Restorative element (Dying and then being revived via Phoenix doesn't get rid of it). It is safe to say I haven't discovered a suitable strategy for this fight, among the Max HP Formula attacks (Not Gravity), Current HP Formula attacks (Not Gravity), Dual etc. it's painful to say the least.

There are some other issues with the fight, such as my characters growing to ridiculous sizes (all hail the 30 Feet Tall Vincent). I also tried to see if Aeris' Pulse of Life Limit Break would ignore the whole Restorative Element thing and... It said Recovery but it just meant my character was lying dead on the floor with full HP (4575/4575 HP and Red HP Bar).

I also somehow ended up with all my characters dead on the floor but with two of them they had 263 and 148 HP remaining. The game does not go to Game Over and the Goldberries just stand there staring at the corpses of my Party Members.

Would capping accuracy be that useful since there's still a lot of other ways to instant kill, like Odin for example ? (fight would be a bit longer tho).

I wonder if there's a way to avoid the status preventing the use of restorative. I'm not at this point yet, but so far the only idea I have is that you could try a "Sneak attack" = "Heal" to cast resist on your party. It might not work if the AI is the same as the Curator (Curator will hit first, you will use sneak attack, curator will do his second attack before anyone can play a turn). The other solution would be to shield your team but it would be again useless if they have non-elemental, non-physical damage.

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3330 on: 2016-04-16 08:53:43 »
Would capping accuracy be that useful since there's still a lot of other ways to instant kill, like Odin for example ? (fight would be a bit longer tho).

I wonder if there's a way to avoid the status preventing the use of restorative. I'm not at this point yet, but so far the only idea I have is that you could try a "Sneak attack" = "Heal" to cast resist on your party. It might not work if the AI is the same as the Curator (Curator will hit first, you will use sneak attack, curator will do his second attack before anyone can play a turn). The other solution would be to shield your team but it would be again useless if they have non-elemental, non-physical damage.
Part of it is the whole cost/time part of things. Odin has a rather long animation and like all summons cost a significant amount of MP, where with Flash and a 255% Acc Weapon, it's extremely quick and costs 0 MP. Out of the things that can inflict instant death it absolutely stomps on everything else in terms of effectiveness, speed and cost.

Heal + Sneak Attack doesn't work, the AI is indeed the same as Curator in that it gets the move in before anyone can Sneak Attack. I think all their attacks are Non-Elemental and some use both Current HP and Max HP Formulae. Not to mention they can inflict Dual-Drain and some of them get Peerless under conditions I'm not too sure of.

deha0002

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3331 on: 2016-04-16 11:20:51 »
So the battle script for Netzech, how does it work? Sometimes he does one magitek bomb, sometimes 3 in a row even without his minions up (guess what, 3 in a row mostly kills my casters even with Wall up, wierd huh?). Same with the other abilities, what triggers all of it?

It looks like i got to take a break from NT for a while, Netzechariah made me so mad. After countless of strats and tries i manage to find a rhythm to fight him (involving wasting a lot of megaelixirs, luck and whatnot). Around 30 min later with "intense" combat i manage to beat him.....but wait there is more. The last challenge showed itself just as i though i was dealing the final blow.

The secret ability that the boss hasn't shown up until then was a last resort attack that was sure to put a kink in my plans.No matter the preparation i could have not prepared myself for the ultimate ability called.....wait for it.....

Spoiler: show
"Soft-Lock" of Mechanical Doom!!!


Any tactics i can use to beat this hidden deadly attack?  ;)
« Last Edit: 2016-04-16 14:03:00 by deha0002 »

Bowser9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3332 on: 2016-04-16 12:17:24 »
After the events in Mideel, when Cloud is talking to the party in the Operation Room, he says that all members of SOLDIER are injected with Jenova cells. If this is a change you've just chosen to make then fair enough, but I think SOLDIER is just made with Make showers and training, and the wiki didn't mention anything about SOLDIER having Jenova cells. Just thought I'd mention it.

That's in the vanilla. If it bothers you, you'll have to stick with Reunion, though I'm not sure how different that line is. I've been playing nothing but NT and so Reunion is just sitting on my backlog.

aquecoucou

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3333 on: 2016-04-16 12:56:35 »
Heal + Sneak Attack doesn't work, the AI is indeed the same as Curator in that it gets the move in before anyone can Sneak Attack. I think all their attacks are Non-Elemental and some use both Current HP and Max HP Formulae. Not to mention they can inflict Dual-Drain and some of them get Peerless under conditions I'm not too sure of.

The fight might be broken. I can only reach a 25% winrate depending on RNG. The only way I can actually beat them is using Cloud Omnislash with his ultimate weapon + Cid Highwind with masamune and finally have Yuffie with Conformer doing a slash-all to finish (will deal 9999 to all).

I did some tries to test stuff around :
-They are pretty slow to reach you in melee, and will only use a technique that will petrify once timer is done (not a big threat at all)
-Their counter attacks will apply on each hit if you're using a multi-hit command (slash-all, added-cut = mug, double cut,..) except on multi-hit limit breaks (each one will only attack once)
-Their pool of counter attacks is the following (all are single target):
*Very low damage + a lot of statuses (poison, mini, confu, ..)
*2/3 of your CURRENT HP (not totally sure about the rate, but can't kill you)
*1/2 of your MAX HP (not sure, according  to the tool it might depend of the number of escape)
*Removing few MP + casts reflect on the character targeted

-The peerless status seems totally random (have seen it only twice) but can't be dispelled
-Using an All = Dispel on them (and even though there is nothing to dispel) will make all counter attack
-Shield is useless
-Magic is useless (high M def and will trigger counter attacks)
-They are immune to all negative statuses except fury.

Edit: KotR might be the only 100% solution success since they have low HP. But according to deha0002 we can't have the materia due to the current softlock problem :D
« Last Edit: 2016-04-16 13:17:38 by aquecoucou »

GrieverVIII

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3334 on: 2016-04-16 13:25:34 »
That's in the vanilla. If it bothers you, you'll have to stick with Reunion, though I'm not sure how different that line is. I've been playing nothing but NT and so Reunion is just sitting on my backlog.

Is it really? Well, my mistake. I haven't played the vanilla in quite a while and the line just seemed wrong to me, so I assumed it was changed. Perhaps it was later reconned out of the story? I'm not sure. Perhaps I'm just wrong and all SOLDIERs do have Jenova cells.

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3335 on: 2016-04-16 13:36:30 »
The fight might be broken. I can only reach a 25% winrate depending on RNG. The only way I can actually beat them is using Cloud Omnislash with his ultimate weapon + Cid Highwind with masamune and finally have Yuffie with Conformer doing a slash-all to finish (will deal 9999 to all).

I did some tries to test stuff around :
-They are pretty slow to reach you in melee, and will only use a technique that will petrify once timer is done (not a big threat at all)
-Their counter attacks will apply on each hit if you're using a multi-hit command (slash-all, added-cut = mug, double cut,..) except on multi-hit limit breaks (each one will only attack once)
-Their pool of counter attacks is the following (all are single target):
*Very low damage + a lot of statuses (poison, mini, confu, ..)
*2/3 of your CURRENT HP (not totally sure about the rate, but can't kill you)
*1/2 of your MAX HP (not sure, according  to the tool it might depend of the number of escape)
*Removing few MP + casts reflect on the character targeted

-The peerless status seems totally random (have seen it only twice) but can't be dispelled
-Using an All = Dispel on them (and even though there is nothing to dispel) will make all counter attack
-Shield is useless
-Magic is useless (high M def and will trigger counter attacks)
-They are immune to all negative statuses except fury.

Edit: KotR might be the only 100% solution success since they have low HP. But according to deha0002 we can't have the materia due to the current softlock problem :D
How much HP does each Goldberry have? I'd like to test a couple of things out on these guys and knowing how much HP they have will let me know if it's worthwhile or not.

Now I've been doing a No-Rank up run of the game so I'm not sure what kind of stat defecit I have at this point. I imagine most other people wll have significantly stronger characters.

deha0002

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3336 on: 2016-04-16 14:07:35 »
How much HP does each Goldberry have? I'd like to test a couple of things out on these guys and knowing how much HP they have will let me know if it's worthwhile or not.

Now I've been doing a No-Rank up run of the game so I'm not sure what kind of stat defecit I have at this point. I imagine most other people wll have significantly stronger characters.

52 000 each.
A tip is to get ProudClod.exe and you can check the stats and drops of all enemies.

IvoryValor

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3337 on: 2016-04-16 14:40:13 »
Hello, I'm really interested in trying this mod. I have the steam version of FF7 and have been trying to get the patcher to work. I've tried, and it just doesn't run, I just get my cursor with the circle next to it until I close the folder. I've tried running it in compatibility mode, as well as an administrator(Crashes Windows Explorer entirely.)

Could someone please help me?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3338 on: 2016-04-16 16:25:41 »
So the battle script for Netzech, how does it work? Sometimes he does one magitek bomb, sometimes 3 in a row even without his minions up (guess what, 3 in a row mostly kills my casters even with Wall up, wierd huh?). Same with the other abilities, what triggers all of it?

It should be similar to Jenova Birth's/Vector's AI; I did not know that Tail Laser/Magitek Bomb could be used three times though, I thought the max was two. What I could try and do is remove the random checks in there and leave it with the 'one per party member' check for the single-target attacks and 1 Magitek Bomb.

Additional Advice:

I always forget about Gravity.

In the Shinra Mansion, when you read the note that gives you the hints for the Safe Combination. There's a 5th row which says The fifth row has been blank and underneath it is written (melody). I assume you need to play something on the broken piano but past that I don't have a clue.

-----

I completed the Sidequest for Tifa's L4 Limit Break. As far as I know Vargas starts with extremely high defensive stats and they drop as you perform each of Tifa's Limit Breaks on him, it's a cool mechanic however... He has a very large Health Pool (Not always fun by the way) but the fight is heavily trivialised by his vulnerability to Poison (Ticks 9999's), Gravity doing sizeable damage even with just the standard Demi Spell and L5 Suicide hitting him for 9999's for most of the fight.

Is he supposed to be relatively simple because I saw that Tifa said "So much for that" upon defeating him? It does seem that Vargas is a bit soft in the head. Furthermore he's a big fella, how did he fit through the door of Tifa's Room to leave that note?

-----

Since I've reached the bottom of the North Cave I'm now doing sidequests for L4 Limits and stuff, as part of the Limit Break Kills grinding process I decided to head down to Mideel with Precious Watches (Triple AP) and use the Flash command for some instant kills. Now the whole hit and miss deal with Flash wouldn't normally be an issue however I found that using Flash + Restore Rod (Aeris Weapon, 255% Acc) means you pretty much instant kill everything in the area without missing (except for the Hippogriffs).

While I can understand not wanting too much grind in a game this does seem somewhat broken for anything without immunity to Sudden Death. Personally I would recommend if possible, to cap the Accuracy on Flash so it doesn't hit every time with Max Acc Weapons (Restore Rod, God's Hand, Sniper CR etc.), I'd rather not suggest making everything immune to Sudden Death since while I don't want to have this as a universal solution, I also don't want it to be useless either otherwise there's no point of having it in the game.

-----

What on earth is up with the Goldberry fight (Firstly why are there 6 of the bastards)? I go into the cave and pick up the Mime Materia which triggers the fight. There are 6 Goldberries and they start the fight by making you absorb the Restorative element (Dying and then being revived via Phoenix doesn't get rid of it). It is safe to say I haven't discovered a suitable strategy for this fight, among the Max HP Formula attacks (Not Gravity), Current HP Formula attacks (Not Gravity), Dual etc. it's painful to say the least.

There are some other issues with the fight, such as my characters growing to ridiculous sizes (all hail the 30 Feet Tall Vincent). I also tried to see if Aeris' Pulse of Life Limit Break would ignore the whole Restorative Element thing and... It said Recovery but it just meant my character was lying dead on the floor with full HP (4575/4575 HP and Red HP Bar).

I also somehow ended up with all my characters dead on the floor but with two of them they had 263 and 148 HP remaining. The game does not go to Game Over and the Goldberries just stand there staring at the corpses of my Party Members.

One of life's mysteries I guess.

Vargas was put together last minute; the idea was to lower his defence with a Limit (in FF6, you beat Vargas using one of Sabin's Blitzes) but the other idea was to have a high HP pool that needs a combination of Poison + high-damage attacks to whittle down (9999 ticks means you can have more than the usual 16 or 32 ticks for the fight) but I guess it doesn't mesh. I'll be looking to improve on it at some point, and I also need to fix up the Magnade AI in general; I think a sword flies out when he uses Dropkick? That's an animation error enemies use when they can't find a proper animation ID for the attack.

Flash I think uses the weapon accuracy and if it has it's own accuracy then it'll be in the .EXE somewhere, like Deathblow. As Flash is a very late command (later Disc 2 or so and needs a lot of AP?) and most North Crater enemies (should) be immune to Death, I don't mind enemies in the other areas being farmed quite so much; they've ran their course by that point.

That sounds interesting with the Goldberries; I remember a test where I found you could make a character 'immortal' by having them be at 0HP but with the Death status removed (but not their MaxHP, otherwise it caused a crash; it was a prototype that ended up being the MaxMP reducing Spirit Needles). One of the attacks does increase the size of the party member slightly, but doesn't actually have any other effect. If it's possible to create a situation where the game is soft-locked, though, then I might need to revise the fight again.

After the events in Mideel, when Cloud is talking to the party in the Operation Room, he says that all members of SOLDIER are injected with Jenova cells. If this is a change you've just chosen to make then fair enough, but I think SOLDIER is just made with Make showers and training, and the wiki didn't mention anything about SOLDIER having Jenova cells. Just thought I'd mention it.

I think early in the game they say it's just Mako and surgery, but later on Cloud reveals the truth about it (from the original PSX script):

Cloud
         "You see, someone in SOLDIER isn't simply exposed to Mako energy."
         "Their bodies are actually injected with Jenova cells......"
         "For better or for worse, only the strong can enter SOLDIER."
         "It has nothing to do with the Jenova Reunion."
         "But weak people...... like me, get lost in the whole thing."

Would capping accuracy be that useful since there's still a lot of other ways to instant kill, like Odin for example ? (fight would be a bit longer tho).

I wonder if there's a way to avoid the status preventing the use of restorative. I'm not at this point yet, but so far the only idea I have is that you could try a "Sneak attack" = "Heal" to cast resist on your party. It might not work if the AI is the same as the Curator (Curator will hit first, you will use sneak attack, curator will do his second attack before anyone can play a turn). The other solution would be to shield your team but it would be again useless if they have non-elemental, non-physical damage.

It's set with a flag, so resistances won't work. However, you can heal using any element so long as you absorb it; so if you all absorb Fire then you  could use Flare/fire-element physical attacks to heal. Problem is that the player party's defences are treated as doubled in-battle so you might need to stick with something that ignores defence.

Part of it is the whole cost/time part of things. Odin has a rather long animation and like all summons cost a significant amount of MP, where with Flash and a 255% Acc Weapon, it's extremely quick and costs 0 MP. Out of the things that can inflict instant death it absolutely stomps on everything else in terms of effectiveness, speed and cost.

Heal + Sneak Attack doesn't work, the AI is indeed the same as Curator in that it gets the move in before anyone can Sneak Attack. I think all their attacks are Non-Elemental and some use both Current HP and Max HP Formulae. Not to mention they can inflict Dual-Drain and some of them get Peerless under conditions I'm not too sure of.

They gain Peerless or Reflect depending on if they move Left or Right. These two statuses are removed if they move forward. However, in both cases the enemy isn't visually updated with the Peerless status until they're attacked, so you gotta remember....

It looks like i got to take a break from NT for a while, Netzechariah made me so mad. After countless of strats and tries i manage to find a rhythm to fight him (involving wasting a lot of megaelixirs, luck and whatnot). Around 30 min later with "intense" combat i manage to beat him.....but wait there is more. The last challenge showed itself just as i though i was dealing the final blow.

The secret ability that the boss hasn't shown up until then was a last resort attack that was sure to put a kink in my plans.No matter the preparation i could have not prepared myself for the ultimate ability called.....wait for it.....

Spoiler: show
"Soft-Lock" of Mechanical Doom!!!


Any tactics i can use to beat this hidden deadly attack?  ;)


That's really disappointing that it broke; might be the adds not being cleaned up properly or maybe an attack that wasn't set. I could set up a secret backdoor so you can get the KOTR Materia rather than fight it again? I'll get it fixed ASAP in any case.

Hello, I'm really interested in trying this mod. I have the steam version of FF7 and have been trying to get the patcher to work. I've tried, and it just doesn't run, I just get my cursor with the circle next to it until I close the folder. I've tried running it in compatibility mode, as well as an administrator(Crashes Windows Explorer entirely.)

Could someone please help me?

What version of Windows is it? Might be that the patcher program is either too old, or that there's some kind of security issue at play. I'll arrange an alternative either way.

IvoryValor

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3339 on: 2016-04-16 17:14:44 »
What version of Windows is it? Might be that the patcher program is either too old, or that there's some kind of security issue at play. I'll arrange an alternative either way.

I'm running Windows 10, and I tried compatibility for 7 and 8. Also, Thank you.

Tavarcio

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3340 on: 2016-04-16 22:13:35 »
Hey SC, I was wondering, does Aerith gets revived in the mod? Since apparantely you don't get Great Gospel the normal way, maybe you get it down the line? for that she would have to be alive which feels like heresy to me lol

Bowser9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3341 on: 2016-04-16 22:15:52 »
@Tavarcio
Nah, you'll discover the truth soon. No refunds.

aquecoucou

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3342 on: 2016-04-16 22:19:03 »
Wow, I really had a bad freeze during the
Spoiler: show
Master materia fight


One of my character was counter attacking and the gaming literally froze. No music, no fps, rain not falling anymore, kill signals not working (ctrl+q / alt+f4). I'll give it another try tomorrow, I have no idea if the game just messed up or if it's because of the fight. Never happened during my 160 hours on steam (vanilla or NT).

magictrufflez

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3343 on: 2016-04-16 22:57:29 »
SC--I think this might be some kind of graphical glitch, but the Griffons in the Cosmo Canyon area move REALLY slow.  Their graphics move even slower in battle than most slowed monsters, and there is a significant lag in any battle they're in when they act.  It also doesn't seem like they're actually slowed, because they seem to take a normal amount of turns.

Other monsters sharing the same template don't seem to be graphically slowing down like this, so I assume it's something specific to this monster?

EDIT:  Also, the major plot change at the end of disc 1 was pretty bad.  I understand why you did it SC, and I even applaud your super obscure reference to that related internet rumor, but I really, really hope you overhaul that portion of things.
« Last Edit: 2016-04-17 03:11:09 by magictrufflez »

Bowser9

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3344 on: 2016-04-16 23:21:25 »
Yeah, I had to haste Griffon if it ever took to the air.

NeoDraconis

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3345 on: 2016-04-17 04:02:52 »
Also, the major plot change at the end of disc 1 was pretty bad.  I understand why you did it SC, and I even applaud your super obscure reference to that related internet rumor, but I really, really hope you overhaul that portion of things.

Are you referring to the Aeris bit? I believe its eventually going to be optional whether she survives or not. To be honest I doubt I will ever return to Vanilla once New Threat is complete, specifically because of the fact of that choice.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3346 on: 2016-04-17 06:41:04 »
I'm running Windows 10, and I tried compatibility for 7 and 8. Also, Thank you.

Okay, I've got a temporary solution in mind that I'll PM to you later tonight when I've got the next update done; it'll take time to find a solution but I think there are people who have tested the NT installer on Windows 10 and got it to work so there must be a way. That or I'll look for a new patcher that's a bit more modern.

One of my character was counter attacking and the gaming literally froze. No music, no fps, rain not falling anymore, kill signals not working (ctrl+q / alt+f4). I'll give it another try tomorrow, I have no idea if the game just messed up or if it's because of the fight. Never happened during my 160 hours on steam (vanilla or NT).

Sounds different to the usual ones, did you lose focus on the game window at all/click away? That can sometimes cause the game to freeze. I'll check over the enemies to see if there's anything amiss. Maybe something there disagrees with counter-attacking? I'll test it and see.

SC--I think this might be some kind of graphical glitch, but the Griffons in the Cosmo Canyon area move REALLY slow.  Their graphics move even slower in battle than most slowed monsters, and there is a significant lag in any battle they're in when they act.  It also doesn't seem like they're actually slowed, because they seem to take a normal amount of turns.

Other monsters sharing the same template don't seem to be graphically slowing down like this, so I assume it's something specific to this monster?

EDIT:  Also, the major plot change at the end of disc 1 was pretty bad.  I understand why you did it SC, and I even applaud your super obscure reference to that related internet rumor, but I really, really hope you overhaul that portion of things.

Griffons had a change before 1.4 released to do with a modelling error of some kind that I grabbed from someone (Kald or DLPB, something to do with the tail feathers) and then I changed the texture thingies on them to fix a transparency issue. I didn't notice anything wrong with the enemy during the test run, but it might be that I made this change afterwards and missed it. I'll encounter the enemy in any case and see what's up.

Regarding 'that', it wasn't really done at the time for plot reasons. When I was first making NT, I got to that point of the game and started thinking about whether it would be worthwhile to try and have a 9th character be available with those unique healing-based limits. What it essentially boils down to is that I didn't have any feedback/input at the time (the mod hadn't been released), I thought it would be interesting to have that 9th character there + a challenge to help me get better at field scripting (I could do very little of it at the time), and I guess there was a pinch of mischief there as well if we're being honest. It wasn't in the release notes or feature list when I put the mod out, I figured it'd be a nice surprise.

When feedback came in, some were happy about it, some weren't. What I hadn't thought of at the time was that people would be playing the game for the story and only have the mod there to add an edge for the battle side of things. I'd been doing challenge runs of the game beforehand, like Low Level and things like that, so the story wasn't really in my mind that much anymore. But now's the time to implement something that'll suit everyone; after I've refurbished the dark cave sidequest and got Arrange Mode finished, that'll be most of the major scriptwork done so I can start bumping some scripts about and make this an optional feature instead of a mandatory one.

Although watching NT streams where chat is saying things like 'lol why doesn't he just use a phoenix down' and then seeing their reaction when he actually does use one is always gold :-D

aquecoucou

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3347 on: 2016-04-17 07:48:31 »

Sounds different to the usual ones, did you lose focus on the game window at all/click away? That can sometimes cause the game to freeze. I'll check over the enemies to see if there's anything amiss. Maybe something there disagrees with counter-attacking? I'll test it and see.


Froze again at the second turn while buffing my team. I highly suspect the rain is the problem, as before the main freeze locking the game, there are 2-3 small freezes where rain doesn't fall but music is still ongoing. Usually if I lose focus, alt/tab, click away I don't have any problem, when I have one, the game simply close with a message, nothing similar. (I didn't lose focus during the fight) but it will only happen when a fight/scene is loading, nothing to do with the current problem ^^.

Also noticed something weird that I didn't see yesterday : Once Carmine Weapon is defeated, as soon as you go back to Kalm traveller (and without talking to him), there will be a materia on the ground (purple), labelled as "W-summon". Checking my materias, it's a underwater one with some AP on it.

Edit: The materia has 0 AP, the one with AP on it is the one I used during the fight (it gained AP as you forgot to set it to "Master" as someone mentioned before. I'll post screenshots in a spoiler to not waste a lot of space on the forum page.

Spoiler: show



« Last Edit: 2016-04-17 07:56:46 by aquecoucou »

deha0002

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3348 on: 2016-04-17 13:35:52 »
Quote
That's really disappointing that it broke; might be the adds not being cleaned up properly or maybe an attack that wasn't set. I could set up a secret backdoor so you can get the KOTR Materia rather than fight it again? I'll get it fixed ASAP in any case.

Nah its fine, you don't need to do that, i'll just wait for Arrange + .Exe and start fresh when it arrives.
Have fun bug fixing and whatnot =)!

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3349 on: 2016-04-17 13:37:43 »
I wonder if there's a way to avoid the status preventing the use of restorative. I'm not at this point yet, but so far the only idea I have is that you could try a "Sneak attack" = "Heal" to cast resist on your party. It might not work if the AI is the same as the Curator (Curator will hit first, you will use sneak attack, curator will do his second attack before anyone can play a turn). The other solution would be to shield your team but it would be again useless if they have non-elemental, non-physical damage.
Just defeated the bastard things and there is a way to stop them from making your characters absorb Restorative...mostly.

When you begin the fight, only party members that are alive will be afflicted with Chef's Curse. Start the fight with 2 party members dead and you can then Revive them normally and heal them normally aswell, as for the Party Member that starts the fight alive they will only be reviveable via Phoenix, best give that to one of your other party members so they can Revive them if need be. As for your party member that absorbs Restorative, giving them the Relic Ring is a great idea as it prevents them from being afflicted with Dual-Drain.

As for dealing damage, Summon + Quadra Magic will help deal significant damage and allow you more casts (Quadra Magic charges exist seperately from the 1 standard Summon Charge per battle).

Vincent with Alexander (Reasonable Damage for Animation Time) + Quadra Magic along with Magic boosting gear (Outsider, Escort Guard/Crystal Bangle, Earring/Circlet) will allow for significant damage, I've been doing a No-Rank Up playthrough of the game and Vincent was hitting around 3400-3600 * 4 per cast. The Downside is that all of the Goldberries will then Counter-Attack and probably kill someone, but if you started the fight with him dead you can Revive him via normal methods. If you're not worried about Animation Times, consider using Bahamut ZERO + Quadra Magic for very high damage per turn. Goldberries have 52000 HP and high Magic Defence so using Summons to ignore that Magic Defence works very well.

Now the remaining issue is Golden Knife, it inflicts Slow-Numb and bypasses Status immunities, when the target becomes Petrified I'm not entirely sure it's curable either. It may require Dispel then Soft to work (I don't think I had Resist on my characters).
« Last Edit: 2016-04-17 13:48:02 by Skirmish »