Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4971982 times)

IvoryValor

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3450 on: 2016-04-26 16:59:32 »
What seems to be the issues you are having? Is it down to dealing damage to it or surviving it's attacks.

...Yes. Both damaging and surviving... I had the most success with Cloud, Tifa, and Barret. Barret was my main damage dealer with Elemental-Bolt in his weapon, but... I dunno, I almost feel like I'm grossly underpowered.

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3451 on: 2016-04-26 17:24:11 »
...Yes. Both damaging and surviving... I had the most success with Cloud, Tifa, and Barret. Barret was my main damage dealer with Elemental-Bolt in his weapon, but... I dunno, I almost feel like I'm grossly underpowered.
I would suggest using Choco/Mog + Elemental in Barret's Weapon as Illuyankas is also Weak to Wind and that can let you put Bolt on a character with a much higher Magic stat (Preferably Cloud or Aeris) then ideally you can kill the Aquapolo's in 1 hit whenever they imprison a charcter. If you want to keep dealing Physical damage to the boss, have both Barret and Yuffie in your party as they are the only 2 long range characters you have at this point.

For surviving since Illuyankas can only be hit by magic and long range weapons, all of your characters should be in the back row so the take 50% less damage from Physical attacks, having all your characters with Sadness will mean they all take about 30.86% less Damage from both Physical and Magical attacks aswell. It's slightly riskier but putting Barret in the front row means he can gain a damage buff upon being hit if you're able to keep him alive.

magictrufflez

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3452 on: 2016-04-26 17:29:36 »
...Yes. Both damaging and surviving... I had the most success with Cloud, Tifa, and Barret. Barret was my main damage dealer with Elemental-Bolt in his weapon, but... I dunno, I almost feel like I'm grossly underpowered.

Yeah, I'd go in with at least one magic-heavy character to spam bolt magic and Choco-Mog, a long-range fighter with bolt attached to their weapon, and one person dedicated to buffs and healing, with a bolt materia too in case they get a free turn.

This setup worked pretty well for me--I didn't have much of a problem.

IvoryValor

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3453 on: 2016-04-26 17:30:29 »
I would suggest using Choco/Mog + Elemental in Barret's Weapon as Illuyankas is also Weak to Wind and that can let you put Bolt on a character with a much higher Magic stat (Preferably Cloud or Aeris) then ideally you can kill the Aquapolo's in 1 hit whenever they imprison a charcter. If you want to keep dealing Physical damage to the boss, have both Barret and Yuffie in your party as they are the only 2 long range characters you have at this point.

For surviving since Illuyankas can only be hit by magic and long range weapons, all of your characters should be in the back row so the take 50% less damage from Physical attacks, having all your characters with Sadness will mean they all take about 30.86% less Damage from both Physical and Magical attacks aswell. It's slightly riskier but putting Barret in the front row means he can gain a damage buff upon being hit if you're able to keep him alive.

...How do I keep forgetting about the Back row...? Alright, I'll give it another go...

EDIT: Killed him and survived, but Barret died right at the end. may as well not even have been part of the battle.
« Last Edit: 2016-04-26 18:15:12 by IvoryValor »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3454 on: 2016-04-26 19:35:59 »
Thanks. You've made a great mod, very challenging. Like I messaged you when i first started, you gave me more game overs in just the first reactor than ive ever had in all my other years playing it combined.

As for the idea of boss fights in the crystal....maybe you could make it like a gauntlet mode with souped up bosses....bosses from disk 1 with up to 20 times their normal stats. And maybe you get a prize for beating them all one after another....?

See, I'd like to avoid just doing more fights but if it comes down to it could make the boss fight menu return for one of the Materia to support every boss in the game but with a var boosting their stats up. That leaves three Materia to figure out a function for, though.

Don't worry, it was quite nice to figure out what was broken and fixing it myself.

In that case I'll be sure to include many more broken script puzzles for you to enjoy in the future.

exactly, boring is the right word to describe it compared to the interresting passives we have to play with :)

Alright, then; I'll sort it out.

...How do I keep forgetting about the Back row...? Alright, I'll give it another go...

EDIT: Killed him and survived, but Barret died right at the end. may as well not even have been part of the battle.

Cargo Ship of dreams ahoy.

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3455 on: 2016-04-26 19:41:50 »
In the Gold Saucer Battle Square on Disc 3. Is the Mystery Prize for 32000 BP always the same thing or can it be different things?

Spoiler: show

Upon spending 32000 BP I received the following:

Yellow Wave x3
Lucky Pill x3
Gospel Spark x3
Oversoul Shard x3

If it's a fixed reward then I may be spending a significant amount of time at the Battle Square (along with Chocobo Square to top up GP). I have a suitable strategy for obtaining BP and I am starting to get good at being able to select the handicap I want on the slots.

Side Note: During my time at the Battle Square, had a slight jaw drop moment as an enemy just happens to land on 7777 HP and wipe me instantly. I don't want to know what the odds of that happening are.
« Last Edit: 2016-04-26 19:44:14 by Skirmish »

deha0002

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3456 on: 2016-04-26 20:03:04 »

Alright, then; I'll sort it out.


I mean, activating it in the last Hojo fight would be cool. The whole party dies and the Cloud gets his innate + revs party. This might give you a cool way of "fixing" the Hojo fight. He may add reflect or something when everyone rezzes to force dispels and whatnot. Another way could be in new game + or something.

I actually like that it's hidden and that it can be unlocked on the 3rd disc. Not a big fan of learning it right before you beat the game (if that is the case atm).

Jessen

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3457 on: 2016-04-26 20:41:49 »
Alright, then; I'll sort it out.

awesome :) only finger i could put on the mod so far.

also, thx for creating this mod and letting us enjoy the game with a fresh touch  :D

IvoryValor

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3458 on: 2016-04-26 21:09:48 »
Cargo Ship of dreams ahoy.

DID THE CARGO SHIP. Didn't game over, but I had to basically cherry-tap Jenova-VECTOR to death with a hasted Yuffie and a slowed VECTOR.
Methinks I need to level. big time

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3459 on: 2016-04-26 21:24:47 »
DID THE CARGO SHIP. Didn't game over, but I had to basically cherry-tap Jenova-VECTOR to death with a hasted Yuffie and a slowed VECTOR.
Methinks I need to level. big time
Part of it may be how levelling works in this mod. When your character levels up only their HP/MP stats increase, your stats like Strength, Vitality, Magic, Spirit, Dexterity and Luck don't actually increase. You increase those by using the "Rank Up" Sega-Chief has placed into the game where you use Sources to boost your stats after gaining enough SP. SP is gained from defeating enemies as you progress through the game.

I've been playing the game without using the Rank Up system and it's forced me to think outside the box for certain battles. Keep in mind that Weapons/Armour/Accessories have been reworked to have more of an impact on your party members.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3460 on: 2016-04-26 23:53:44 »
In the Gold Saucer Battle Square on Disc 3. Is the Mystery Prize for 32000 BP always the same thing or can it be different things?

Spoiler: show

Upon spending 32000 BP I received the following:

Yellow Wave x3
Lucky Pill x3
Gospel Spark x3
Oversoul Shard x3

If it's a fixed reward then I may be spending a significant amount of time at the Battle Square (along with Chocobo Square to top up GP). I have a suitable strategy for obtaining BP and I am starting to get good at being able to select the handicap I want on the slots.

Side Note: During my time at the Battle Square, had a slight jaw drop moment as an enemy just happens to land on 7777 HP and wipe me instantly. I don't want to know what the odds of that happening are.

It used to be a random pick of four sets, but people weren't happy about trying to get the Dio Set so I just made that the only set.

DID THE CARGO SHIP. Didn't game over, but I had to basically cherry-tap Jenova-VECTOR to death with a hasted Yuffie and a slowed VECTOR.
Methinks I need to level. big time

Jenova's elemental weaknesses aren't immediately apparent, and one of them is often missed as an option because few people would actually notice it. It's a large enemy, so Earth works well while Wind is halved but the other thing is that all Jenova/Demon monsters are weak against Holy and for NT I put the Holy element onto Restore, Heal, and Revive (some others too) so you can get this element onto your attacks. Remember that Sense can spot elemental weaknesses for you.

Part of it may be how levelling works in this mod. When your character levels up only their HP/MP stats increase, your stats like Strength, Vitality, Magic, Spirit, Dexterity and Luck don't actually increase. You increase those by using the "Rank Up" Sega-Chief has placed into the game where you use Sources to boost your stats after gaining enough SP. SP is gained from defeating enemies as you progress through the game.

I've been playing the game without using the Rank Up system and it's forced me to think outside the box for certain battles. Keep in mind that Weapons/Armour/Accessories have been reworked to have more of an impact on your party members.

As far as higher levels go, you gain a damage boost for physical and magical attacks (until Lv.44 for balance reasons regarding the physical attack formula) along with higher HP/MP. Stats have to be raised using SP or equipment.

magictrufflez

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3461 on: 2016-04-27 01:58:28 »
SC--A few graphical glitches for you during the Diamond Weapon fight:

Quake 3 seems to sometimes get its textures jacked up for some reason.  Every once in awhile, instead of the rock/earth look to it, its all a jumble of letters/numbers/shapes.  It seems to be specific to this battle, because I've never seem it happen before.

Also, after the battle, I think DW's shadow passes over the party, but in my case it was a blank white screen that went over instead.

Just thought I'd mention them if no one else had yet--nothing game breaking for sure, but they're there.

pearpoke

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3462 on: 2016-04-27 03:01:01 »
apologies if this has been answered somewhere, but are some bosses morphable? i know about one (or more?) battle square bosses being morphable, but as far as one-time events should i even try my luck?

Jessen

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3463 on: 2016-04-27 05:25:32 »
I mean, activating it in the last Hojo fight would be cool. The whole party dies and the Cloud gets his innate + revs party. This might give you a cool way of "fixing" the Hojo fight. He may add reflect or something when everyone rezzes to force dispels and whatnot. Another way could be in new game + or something.

Another option is to have it unlock once the different clouds merge in his subconscious and he regains his memory. Easy i know but could make sence. This could be combined with cloud having a lesser passive from start until he awakens his "true" passive

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3464 on: 2016-04-27 05:31:49 »
SC--A few graphical glitches for you during the Diamond Weapon fight:

Quake 3 seems to sometimes get its textures jacked up for some reason.  Every once in awhile, instead of the rock/earth look to it, its all a jumble of letters/numbers/shapes.  It seems to be specific to this battle, because I've never seem it happen before.

Also, after the battle, I think DW's shadow passes over the party, but in my case it was a blank white screen that went over instead.

Just thought I'd mention them if no one else had yet--nothing game breaking for sure, but they're there.

Yeah, that happens with the default game too; not sure if it's PC-specific or Aali's Driver, but the game seems to have a problem when it loads certain spell effects (ones with transparencies?) more than once during a battle. Quake3 will grab textures from the menu it seems like, while Atomic Ray, Oil Shot, Ultima Beam, and maybe others will gradually fade out with each use and change in appearance.

The white fade thing is a problem that's carried over from the 1998 flevel; I built NT on the original game's files, not sure if FF7 Steam had been released yet. Been meaning to get round to importing a Steam field for that screen (there's also a similar problem that occurs on the screen just after falling post-Jenova Synthesis battle).

apologies if this has been answered somewhere, but are some bosses morphable? i know about one (or more?) battle square bosses being morphable, but as far as one-time events should i even try my luck?

Some bosses are morphable, but it's mostly the repeatable ones and not the story ones.

Another option is to have it unlock once the different clouds merge in his subconscious and he regains his memory. Easy i know but could make sence. This could be combined with cloud having a lesser passive from start until he awakens his "true" passive

Seems good to me. Might do that.

Skirmish

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3465 on: 2016-04-27 08:37:09 »
Decided to give Netzechariah a proper attempt and it was going well up until the point where Mammon Machine just absolutely wrecked my party. Do I have to somehow survive Mammon Machine, stop it from happening or kill it before Mammon Machine can be used?

Also is Deployment used upon reaching a certain HP Threshold or is it based on number of turns?

asierus

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3466 on: 2016-04-27 10:50:23 »
there is a black robo scorpion sitting on aeris flowers on church when you first time visit it
 lol xd it dissapears when camera changes to reno scene. this thing is following me !  :D im using lattest version new game and steam version of game.

JLOUTLAW

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3467 on: 2016-04-27 12:22:33 »
HOW
HOW DID YOU BEAT HIM
I can't do it. I've tried so many times, nothing I do is working, and the one time I DID beat him, he just Illuya Waved me and I died!

A few things. First I was around level 25 by the time I got there. Not sure if that means I'm overleveled or what but my guys were all pushing 1000 HP.  I had Barrett with a long range gun and elemental choco mog paired on his weapon. He was my main attacker. Tifa was a combo of damage maker and magic User. She either spammed bolt or used a four hit limit to deal some serious damage. Cloud was mostly magic support. He would use Haste to speed us all up, and then constantly heal and add the barriers as well as be the one to break the bubbles  around the main attackers with my 2nd Bolt materia. That's basically all he is good for because neither his normal attacks or limits can hit Illuyaskas and also his attack magic doesn't seem as strong as Tifa's. He also used sense so you can get a sense of how close to death Illuyaskas is. Keep your 2 type of barriers up. Once he's down to about 1000 HP, ease up a turn. Go into defend mode and give Tifa a hyper to give her fury. Once she gets her limit break, use tranquilizer on her re-up your barriers cure your fighters and let her blast Illuyaskas with her limit to end the battle!!!


« Last Edit: 2016-04-27 12:28:35 by JLOUTLAW »

Lopes

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3468 on: 2016-04-27 18:32:01 »
Can someone post the rank 1 (or zero? dont know) stats for each character please?
I might change the stats of my characters, i chose the first rank option for everyone but i guess i want to try other combinations.

Jessen

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3469 on: 2016-04-27 19:06:55 »
Can someone post the rank 1 (or zero? dont know) stats for each character please?
I might change the stats of my characters, i chose the first rank option for everyone but i guess i want to try other combinations.
in order: str - vit - mag - spr - dex - lck
Cloud: 33 - 28 - 27 - 32 - 16 - 14
Barret: 36 - 48 - 9 - 37 - 8 - 12
Tifa: 46 - 12 - 23 - 18 - 42 - 9
aeris: 22 - 11 - 42 - 32 - 13 - 25
Red XIII: 31 - 24 - 32 - 23 - 28 - 12
yuffie: 37 - 8 - 38 - 11 - 44 - 12
Cait sith: 16 - 36 - 13 - 36 - 11 - 33
vincent: 21 - 40 - 42 - 24 - 11 - 14
Cid: 42 - 36 - 8 - 12 - 9 - 43

Its also found in one of the documents when you download the mod :)

« Last Edit: 2016-04-27 19:12:12 by Jessen »

deha0002

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3470 on: 2016-04-27 19:08:56 »
Can someone post the rank 1 (or zero? dont know) stats for each character please?
I might change the stats of my characters, i chose the first rank option for everyone but i guess i want to try other combinations.

I have made an excel file for all char with indepth Rank up options, as well as the stats that weapons (+ ultimate weapons) provide, so that i can decide everything before i play Arrange mode for realz. If its possible to send it on here (or via google doc), i can do it if you like?.

Jessen

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3471 on: 2016-04-27 19:14:24 »
I have made an excel file for all char with indepth Rank up options, as well as the stats that weapons (+ ultimate weapons) provide, so that i can decide everything before i play Arrange mode for realz. If its possible to send it on here (or via google doc), i can do it if you like?.

would be great with the info about weapons :)

Lopes

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3472 on: 2016-04-27 19:18:41 »
Thank you for the info :)
I checked the documents but i guess i checked too fast :p
Well i guess you could upload them to some DL page like Mega, Mediafire etc

deha0002

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3473 on: 2016-04-27 20:03:46 »

Here you go, It might not be user friendly since i just did it for myself + a few number are written in swedish. But i think you can get a hang of it.


Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« Reply #3474 on: 2016-04-27 20:23:17 »
That's pretty cool; much more detailed than that notepad file I pitched together.