Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4972019 times)

hg8000

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
« Reply #10050 on: 2020-08-06 20:17:20 »
Type B seems to replace the Demon Wall fight with two Hect-Eyes.
Closest Save: https://mega.nz/file/qYoURQzJ#EzH-Jtn7tlYwdtdO2L_k0ZHtTtws4e---kg-WPCNxiU

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
« Reply #10051 on: 2020-08-06 20:22:01 »
Oh yeah, will there be further script/event changes in the future of Game Type B? The changes prior to Wall Market were really solid (and were exceptionally refreshing after having done the Reactor Bombings several times lol), and I really hope there are more event changes like that in later versions of 2.0 Type B.

I'll see what I can do.

Type B seems to replace the Demon Wall fight with two Hect-Eyes.
Closest Save: https://mega.nz/file/qYoURQzJ#EzH-Jtn7tlYwdtdO2L_k0ZHtTtws4e---kg-WPCNxiU

I probably set the wrong ID, will correct tonight.

Kurne

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
« Reply #10052 on: 2020-08-06 22:02:39 »
Hm.  After facing the type b version of the motor ball everything has felt super vanilla.   About to enter the golden saucer, haven't really noticed any other differences from game type a.  Intended?  Any way I can verify that it's still running type b over type a?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
« Reply #10053 on: 2020-08-06 23:25:55 »
Hm.  After facing the type b version of the motor ball everything has felt super vanilla.   About to enter the golden saucer, haven't really noticed any other differences from game type a.  Intended?  Any way I can verify that it's still running type b over type a?

Spoiler: show

Gongaga should have a different event at the Reactor, with no Turks.

Aerodynamics

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.7)
« Reply #10054 on: 2020-08-07 01:42:41 »
There is no midcore difficulty, just normal mode and an optional hard mode; Type A and Type B may be harder/easier than each other in places depending on the situation. Midcore is the term I use to describe the mod's intended level of difficulty as a whole; the aim is for a middleground. I had this aim for both 1.5 and the 2.0 rebuild.


Very interesting! Btw, is there any option to configure hard mode? I would like to configure hard mode in order for it to increase enemy levels by 1.5x but not reduce exp or gil.

Kurne

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
« Reply #10055 on: 2020-08-07 03:06:04 »
Psh I would crank that hard mode setting up to 2x if given opportunity in trade for regular exp and gil

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
« Reply #10056 on: 2020-08-07 03:46:03 »
Very interesting! Btw, is there any option to configure hard mode? I would like to configure hard mode in order for it to increase enemy levels by 1.5x but not reduce exp or gil.

Psh I would crank that hard mode setting up to 2x if given opportunity in trade for regular exp and gil

I'll review the Hard mode setup for a 2.1 update in the future.
***
Patch is up:

v2.0.9 - 7/08/2020
*) PC Button Prompts added alongside the Controller button prompts.
*) Yuffie: Fixed issue where Throwlette would only trigger if she was Defending prior to its charge.
*) Updated innate text for Yuffie and Red XIII.
*) Mt. Nibel: Some field models intended for later were visible during the flashback.
*) Oversight where Hard Mode and Standard Mode were flipped at the start.
*) Weapon Raid: Type B continuity corrected.
*) Beginner's Hall: Menu Selection had extra blank options set.
*) Kalm Traveller: W-Attack was being given instead of W-Magic.
*) Nibelheim Flashback: Mt. Nibel music was playing earlier than intended.
*) Sephiroth: Changed Odin to Bahamut in Flashback.

The crash that can happen on the Turks field for the Mythril Mines is proving difficult to replicate. I tried retracing a user's steps (they mentioned losing audio for fights during the Flashback which I thought may be the culprit as these carry through until reset, like a game reload) but was unable to replicate the loss of audio in the flashback and when I reached the Mythril Mines the field loaded as normal. If a user reading this encounters a crash on the Turks field of the Mythril Mines using Reunion or 7th Heaven then a copy of their app log would be appreciated.
« Last Edit: 2020-08-07 04:18:06 by Sega Chief »

Doll

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« Reply #10057 on: 2020-08-07 07:45:45 »
really liking this release. All the new stuff on the B route is great so far. I also feel like the hard mode feels kind of weird. probably good to restrict people from buying 900000 high potions or whatever, just feels weird. wonder how hard it's going to make stealing in the future. the replacement for airbuster felt really good though.

EternalLykaios

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« Reply #10058 on: 2020-08-07 11:13:24 »
I've just defeated the boss at Mt Nibelheim and got the second SP upgrade. However, the boss stayed there, and I went to check if it actually was and I triggered the boss fight again and this time the boss disappeared. In doing so I just noticed I got a third SP upgrade, which I'm guessing I shouldn't have.

flacidapplebottoms

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« Reply #10059 on: 2020-08-07 14:42:51 »
When the Sand Worm runs out of MP in the Corel Prison Desert, it starts targeting itself with Earthquake until it dies. Not sure if this is a vanilla bug or what.

Kurne

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« Reply #10060 on: 2020-08-07 16:43:35 »
Silly question.  Type B is aeris only supposed to have 2 sp upgrades?  Should I be worried o.o....

Berub

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« Reply #10061 on: 2020-08-07 17:00:39 »
Could the Enemy Lure materia receive the same treatment as Enemy Away? Like really boost encounter rates. Grinding with it doesn't do much (and it gives no stat).
« Last Edit: 2020-08-07 17:24:51 by Berub »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« Reply #10062 on: 2020-08-07 19:05:42 »
I've just defeated the boss at Mt Nibelheim and got the second SP upgrade. However, the boss stayed there, and I went to check if it actually was and I triggered the boss fight again and this time the boss disappeared. In doing so I just noticed I got a third SP upgrade, which I'm guessing I shouldn't have.

I'll have a second shot at it.

When the Sand Worm runs out of MP in the Corel Prison Desert, it starts targeting itself with Earthquake until it dies. Not sure if this is a vanilla bug or what.

Seems the target flag is off, I'll adjust it. Seems to be Grand Slam that's not doing what it should be.

Silly question.  Type B is aeris only supposed to have 2 sp upgrades?  Should I be worried o.o....

Nah, shouldn't be worried.

Could the Enemy Lure materia receive the same treatment as Enemy Away? Like really boost encounter rates. Grinding with it doesn't do much (and it gives no stat).

I'll see if increasing it does the trick.

boozek

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« Reply #10063 on: 2020-08-07 20:31:42 »
Any missable content related to Tifa Piano playing or all can be done on Discs2/3?

The Lost Number Boss - you can steal an item form him in 2nd form, is it different item depending on which form he is in or its always aurora rod?
« Last Edit: 2020-08-07 20:40:36 by boozek »

jdhayward

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« Reply #10064 on: 2020-08-07 20:58:40 »
I'm trying to update to 2.09 and none of my mod catalogs are working including segas.

Says remote server is unavailable.

Anyone else having issues today?

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« Reply #10065 on: 2020-08-07 21:13:17 »
Any missable content related to Tifa Piano playing or all can be done on Discs2/3?

The Lost Number Boss - you can steal an item form him in 2nd form, is it different item depending on which form he is in or its always aurora rod?

Don't think there is for Tifa's piano, the elemental Materia you could get on Disc 2 by playing it while she's party lead isn't there now.

The two forms of Lost Number have different steals from each other, and have four each. They all have the same base chance but as they're checked for in descending order it means that the first listed item has a better chance than the last as the last item needs the previous 3 checks to fail before it is considered.

I'm trying to update to 2.09 and none of my mod catalogs are working including segas.

Says remote server is unavailable.

Anyone else having issues today?


Seems to be OK on my end when I download other IROs from the other catalogs + the ones from my own. I have a direct download for the IRO on the first page of this thread if that helps.
« Last Edit: 2020-08-07 21:15:15 by Sega Chief »

DefMettle

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« Reply #10066 on: 2020-08-07 21:19:26 »
Quote
*) Mt. Nibel: Some field models intended for later were visible during the flashback.

Spoiler: show
In Clouds Past section before you enter MtNibel Reactor there is a sequence where Cloud and Seph are walking where there is a GScorpion and 2 Guards. I assume these are the models you removed...

I was Excited and confused for a second, "this is cool, Boss fight in Clouds past. why would it be against ShinRa though hmmm" the characters walk straight through them and i figured, "Okay that was a mistake they are for later obviously". I went back to previous screen to check them out, and I got stuck and couldn't progress any further.  :cry:


playing on 2.0.6


PokeFaize

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« Reply #10067 on: 2020-08-07 21:49:44 »
Aerith's healing rods that apply Barrier or MBarrier aren't giving their respective Barrier buffs. Is this a percent chance thing to happen? or are they just not working as intended?

jdhayward

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« Reply #10068 on: 2020-08-07 22:24:44 »
Don't think there is for Tifa's piano, the elemental Materia you could get on Disc 2 by playing it while she's party lead isn't there now.

The two forms of Lost Number have different steals from each other, and have four each. They all have the same base chance but as they're checked for in descending order it means that the first listed item has a better chance than the last as the last item needs the previous 3 checks to fail before it is considered.

Seems to be OK on my end when I download other IROs from the other catalogs + the ones from my own. I have a direct download for the IRO on the first page of this thread if that helps.

Could I get a paste of your catalog links just to make sure nothing has changed? Thanks

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« Reply #10069 on: 2020-08-07 22:34:26 »
Spoiler: show
In Clouds Past section before you enter MtNibel Reactor there is a sequence where Cloud and Seph are walking where there is a GScorpion and 2 Guards. I assume these are the models you removed...

I was Excited and confused for a second, "this is cool, Boss fight in Clouds past. why would it be against ShinRa though hmmm" the characters walk straight through them and i figured, "Okay that was a mistake they are for later obviously". I went back to previous screen to check them out, and I got stuck and couldn't progress any further.  :cry:


playing on 2.0.6



Yep those are the ones.

Aerith's healing rods that apply Barrier or MBarrier aren't giving their respective Barrier buffs. Is this a percent chance thing to happen? or are they just not working as intended?

The chance is the same as added effect so about 12ish% The wiki says 20% but not sure if that's the legit value as I've gotten bad info from there in the past.

Could I get a paste of your catalog links just to make sure nothing has changed? Thanks

Strife's MOTR: iros://Url/http$pastebin.com/raw.php?i=QBGsgGK6
Qhimm: iros://Url/http$pastebin.com/raw.php?i=EpQBv5PL
Sega: iros://Url/http$pastebin.com/raw.php?i=vXc4PpBS

chimaerath

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« Reply #10070 on: 2020-08-07 23:40:34 »
The instructions for snowboarding from the NPC in Icicle Inn have pop-up windows that overlap. It's probably an issue with the base game, but is it possible to move the windows? Screenshot of overlapping windows: https://prnt.sc/tvzyi6

Thank you again!

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« Reply #10071 on: 2020-08-07 23:43:58 »
The instructions for snowboarding from the NPC in Icicle Inn have pop-up windows that overlap. It's probably an issue with the base game, but is it possible to move the windows? Screenshot of overlapping windows: https://prnt.sc/tvzyi6

Thank you again!

I can probably sort that out, wonder how it happened. Maybe I moved one of them at some point?

PokeFaize

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« Reply #10072 on: 2020-08-08 00:03:50 »
The chance is the same as added effect so about 12ish% The wiki says 20% but not sure if that's the legit value as I've gotten bad info from there in the past.
Huh. that's a pretty low chance to land it. Though it makes sense to be so low considering it's a free Barrier=Added Effect.

By the way, has Cait's Lv.1-3 Limit been removed? or was that another mislabeled "use Limit Lv.12-2" count to unlock it? Because I've used Cait's Transform limit a little over 10 times by now, and still no Lv.1-3 Limit.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9)
« Reply #10073 on: 2020-08-08 00:10:16 »
Huh. that's a pretty low chance to land it. Though it makes sense to be so low considering it's a free Barrier=Added Effect.

By the way, has Cait's Lv.1-3 Limit been removed? or was that another mislabeled "use Limit Lv.12-2" count to unlock it? Because I've used Cait's Transform limit a little over 10 times by now, and still no Lv.1-3 Limit.

The 1-3 was removed yeah, it broke Slots for some reason. I think the installer docs still mentioned it as being an available Limit, so that should be gone from next update.

Aerodynamics

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.8)
« Reply #10074 on: 2020-08-08 01:09:18 »
I'll review the Hard mode setup for a 2.1 update in the future.

Nice :) In terms of keeping the balance until the end of the game, increasing the enemy level probably makes sense. By decreasing the ammount of EXP, the lvl gap just keeps getting wider and wider. Hardcore players might enjoy that, but probably not most. No gil from enemies is interesting, but there would have to be some other way to earn it.

I believe the most simple option for 2.1 is to add "handicaps" instead of just a difficulty mode with predetermined conditions. Like this:
A toggle for 1.5x enemies.
A toggle for Half EXP.
A toggle for No Gil.

 So far enjoying the mod! Thank you so much for your dedication.