Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 4972065 times)

boozek

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« Reply #10125 on: 2020-08-10 16:46:13 »
what is rotten elixir for?

Schrödinger

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« Reply #10126 on: 2020-08-10 17:10:03 »
Type B: Low-Junon after defeating Bottomswell. If you talk to Tifa there's an errata "A big loud parade for his inaugration. He really is just like his father."

hg8000

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« Reply #10127 on: 2020-08-10 17:13:52 »
In the North Crater Hatchery Area, a.k.a. the place for magic pots, there is a pincer attack encounter with two Ahrimans, which feels like it always presents a possible game-over while AP grinding there. They use Lv.4 Death, which is avoidable, but also counter with Lv.3 Flare which seems to do max(?) damage, and possibly makes the fight undoable on a Lvl99 party, if you don't have Exit/Smoke Bombs. Also, I think I never encountered Movers in that area, though they might be a bit rare.

Berub

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« Reply #10128 on: 2020-08-10 18:19:34 »
Trying to rotate my characters this time (minus Cait Sith as screw him) to get their limits unlocked instead of just having a min party.  :)

Cait is my MVP, infinite mp for everyone. His limits suck though.

Metsys

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« Reply #10129 on: 2020-08-10 18:59:51 »
Question
Spoiler: show
i cant seem to find the 1/35 soldier in the sister ray, where is it? or at least give me confirmation that it is in the sister ray section where you walk with tifa, i guess it is hidden

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« Reply #10130 on: 2020-08-10 19:32:08 »
Question
Spoiler: show
i cant seem to find the 1/35 soldier in the sister ray, where is it? or at least give me confirmation that it is in the sister ray section where you walk with tifa, i guess it is hidden


its not hidden. prob same as me.

Sega ChiefToday at 18:01
Checked, seems to be bugged; the init has combined with the main at some point during saving
[18:01]
so the two scripts have been joined into each other


EternalLykaios

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« Reply #10131 on: 2020-08-10 20:12:29 »
Not sure if this has been mentioned, but after getting get Sector 5 key and going back to Wallmarket, going into the Don's place causes Cloud to dress up. Which triggers the Don choice scene, but the animations halt before he chooses, so you can move and go into his room, then leaving it makes everything go back to normal.

And is there any way to get back up to the Shinra building on Game Type B?

Update: Upon leaving Midgar, the leaving scene happens which causes the game to softlock.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« Reply #10132 on: 2020-08-10 21:14:00 »
Not sure if this has been mentioned, but after getting get Sector 5 key and going back to Wallmarket, going into the Don's place causes Cloud to dress up. Which triggers the Don choice scene, but the animations halt before he chooses, so you can move and go into his room, then leaving it makes everything go back to normal.

And is there any way to get back up to the Shinra building on Game Type B?

Update: Upon leaving Midgar, the leaving scene happens which causes the game to softlock.

Your game moment value has probably been set low again due to that corneo scene triggering, which is why the leaving scene happened when you went back to the sector perimeter gate. I'll have another look at the vars handling corneo's mansion and get them toggled.

El Grillo

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« Reply #10133 on: 2020-08-10 22:52:42 »
Spoiler: show
I just finished up the Huge Materia sequence and decided to try the Materia Cave bosses with the Guidebook-for-Gold Chocobo trade. For the 4x Quadrangea fight, Sense says that they're weak to a bunch of elements, but then they absorbed elemental attacks instead. Is this supposed to indicate that they absorb twice as much? Oddly, when I casted Phoenix as a desperate Life2, that damage did go through and helped a bunch.

After a quick defeat on my first attempt, I ended up going with a defense-oriented Laser-spamming approach with Great Gospel to buy time and it worked, at the cost of all of my X-Potions and my first Megalixir (thanks Fort Condor). There was probably a more elegant solution, but it was a fun fight in any case.

I feel a touch under-leveled at level 45-50, but I figured they're available now so why not at least try them?

Schrödinger

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« Reply #10134 on: 2020-08-10 22:56:40 »
Bug report: Type B. Junon. Respectable Inn. Innates not updated.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« Reply #10135 on: 2020-08-10 23:22:15 »
Spoiler: show
I just finished up the Huge Materia sequence and decided to try the Materia Cave bosses with the Guidebook-for-Gold Chocobo trade. For the 4x Quadrangea fight, Sense says that they're weak to a bunch of elements, but then they absorbed elemental attacks instead. Is this supposed to indicate that they absorb twice as much? Oddly, when I casted Phoenix as a desperate Life2, that damage did go through and helped a bunch.

After a quick defeat on my first attempt, I ended up going with a defense-oriented Laser-spamming approach with Great Gospel to buy time and it worked, at the cost of all of my X-Potions and my first Megalixir (thanks Fort Condor). There was probably a more elegant solution, but it was a fun fight in any case.

I feel a touch under-leveled at level 45-50, but I figured they're available now so why not at least try them?


Sense is misleading in that fight, as they're set to be weak to every element but will then set resistances based on the attack-set they get allocated. The trick to it is to use the element of the attacks back at them, but this can be difficult to ascertain at first due to there being four of them each using their own attack-set. If you see a water, fire, wind, and earth attack being used then work through those elements until one lands then stick with that until the form you're on dies. Non-elemental attacks also work, but some will prompt a counter like Comet or Ultima.

Bug report: Type B. Junon. Respectable Inn. Innates not updated.

All right, I'll sort that.

El Grillo

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« Reply #10136 on: 2020-08-11 00:15:02 »
Spoiler: show
So I got a bit carried away and did the other 3 Materia Caves in the following order:

Mimic: fairly straightforward, my standard setup was enough to grind through to victory.
6 Heroes: first set wasn't too bad, but I was caught by surprise by the second set and misplayed horribly. For example, not realizing that Green Hero's Dragonsong was applying mass Regen... came better prepared to set up for the second half of the fight and it wasn't too bad.
Omega and Shinryu: Somehow won on first attempt. I knew about Omega's Stop vulnerability, and managed to keep it out of the fight for the most part. Encircle was nasty, but hit support-tank Cloud so it wasn't a huge deal. However, something weird happened at the end: Shinryu used Zombie Breath and Cloud was subsequently KO'ed, and I got the pop-up when I revived him with Life2. In the same turn, without zombie-Cloud ever getting a full ATB bar, I finished off Shinryu. When Shinryu used its final attack counter Almagest, Cloud took no damage while the other two party members died (Tifa lived with Grit), and the game recorded that as a victory. Cloud got EXP and AP as well.

Great Gospel was key in all of these fights, I made sure to start with access to it, and usually managed to fire off another during the encounter. I had somehow forgotten about Comet during the Quadrangea fight and swapped to it afterward as my primary damage source, along with Tifa's Deathblow+Added Cut and limits chipping in (I couldn't use the Curse Ring/Powersoul combo though, I found it too fragile).

Fun fights and a good level of challenge. I had to use a handful of Megalixirs which likely could've been avoided with cleaner play or higher levels and better preparation, and while the bosses were very threatening it all felt mostly fair, with counter-play available.

Aquarii

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« Reply #10137 on: 2020-08-11 13:02:10 »
Hi,

Nice work Sega. You've really succeeded with the content. But i have one problem. I can't continue the game at this rate.
After Cids recruiting, I made my way to Battle Square. When I enter Dio's museum for the black materia, I have only a black screen. Music keeps playing, otherwise nothing works. I can't even quit the game in full screen, only a PC restart will help. I use v2.0.10.

Maybe someone know what the problem is in my case :(

Pruntarious

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« Reply #10138 on: 2020-08-11 13:55:06 »
Hi,

Nice work Sega. You've really succeeded with the content. But i have one problem. I can't continue the game at this rate.
After Cids recruiting, I made my way to Battle Square. When I enter Dio's museum for the black materia, I have only a black screen. Music keeps playing, otherwise nothing works. I can't even quit the game in full screen, only a PC restart will help. I use v2.0.10.

Maybe someone know what the problem is in my case :(

I've literally just hit the same issue. :( I've turned off all Mods except New Threat 2.0 and still a black screen.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« Reply #10139 on: 2020-08-11 14:15:37 »
Hi,

Nice work Sega. You've really succeeded with the content. But i have one problem. I can't continue the game at this rate.
After Cids recruiting, I made my way to Battle Square. When I enter Dio's museum for the black materia, I have only a black screen. Music keeps playing, otherwise nothing works. I can't even quit the game in full screen, only a PC restart will help. I use v2.0.10.

Maybe someone know what the problem is in my case :(

I've literally just hit the same issue. :( I've turned off all Mods except New Threat 2.0 and still a black screen.

Yeah I've just fixed it; there's a bug in the version of the Makou Reactor tool I use where it will place a label at the top of an init script, then redirect all the jumps to it, creating an infinite loop (which means the field can never finish initialisation). I'll upload a patch just now.

Also, the pattern for versioning doesn't play nice with 7h's auto-update going into .10, so I'll need to alter the numbering to something like .91-99.
« Last Edit: 2020-08-11 14:20:35 by Sega Chief »

Pruntarious

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« Reply #10140 on: 2020-08-11 14:20:22 »
Yeah I've just fixed it; there's a bug in the version of the Makou Reactor tool I use where it will place a label at the top of an init script, then redirect all the jumps to it, creating an infinite loop (which means the field can never finish initialisation). I'll upload a patch just now.

Unreal. Thanks lad!

Shin

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« Reply #10141 on: 2020-08-11 14:23:22 »
Hello Sega Chief.
1st post and at first thank you for creating the amazing mod.
I once played the old version, and now really enjoying ver 2.0.
I have one query,
I reached the bottom of North Crater in Disk3 and visited the Utai for Yuffie's side quest (GODO tower),
but since I didn't defeat Chehof by Disk2, at the 3rd floor Chehof's dialog comes up and she won't let me go up next floor. (But Chehof is invisible, so it's stuck)
Could you fix it?
Pass the previous quest or I'd rather continue from the previous quest.

Thanks, regards

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« Reply #10142 on: 2020-08-11 14:30:08 »
Hello Sega Chief.
1st post and at first thank you for creating the amazing mod.
I once played the old version, and now really enjoying ver 2.0.
I have one query,
I reached the bottom of North Crater in Disk3 and visited the Utai for Yuffie's side quest (GODO tower),
but since I didn't defeat Chehof by Disk2, at the 3rd floor Chehof's dialog comes up and she won't let me go up next floor. (But Chehof is invisible, so it's stuck)
Could you fix it?
Pass the previous quest or I'd rather continue from the previous quest.

Thanks, regards


Could I get a copy of your save file? I've been looking for one to test a fix against.

***
Patch for the Battle Square Museum issue is up. Not a lot else in there, but story-blocking bugs like that take priority for a new patch.

v2.0.11 - 11/08/2020
*) 1/35 Soldier on Sister Ray was incorrectly placed
*) Battle Square Museum; bug during editing prevented the field from loading.
*) Adjusted positioning for Type B Boss in Temple of the Ancients.

Edit: Scratch that, I left a battle on the Highwind save point. I'll need to redo them.

Edit2: Now the patches are up.
« Last Edit: 2020-08-11 14:50:36 by Sega Chief »

Metsys

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.11)
« Reply #10143 on: 2020-08-11 17:56:01 »
Question
Spoiler: show
Wheres the 1/35 soldier in Da chao? ive checked the entire mountain but i cant seem to find it. I havent checked the cave since i dont have the leviathan scales yet, is it there? playing with tifa right now in between finding cloud/getting the highwind

Schrödinger

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.11)
« Reply #10144 on: 2020-08-11 18:22:03 »
Typo. Type B. In the elevator from Corel Prison to Gold Saucer, Esther: "But most of Chocobos I have are quite mellow, so you won't won't have that problem here!"

Shin

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.10)
« Reply #10145 on: 2020-08-11 18:25:31 »
Could I get a copy of your save file? I've been looking for one to test a fix against.


Hi, Sega Chief,
Thank you for quick reply,
Could you check the following save file?

https://mega.nz/file/XqJVgaYa#20a45Exvg91Wj0EhlhFuZHl_dEMI4UxS2fkF6qgQs8g

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.11)
« Reply #10146 on: 2020-08-11 19:59:34 »
Question
Spoiler: show
Wheres the 1/35 soldier in Da chao? ive checked the entire mountain but i cant seem to find it. I havent checked the cave since i dont have the leviathan scales yet, is it there? playing with tifa right now in between finding cloud/getting the highwind


Seems misplaced as well, was intended to be the very top screen. Will check all of them now to be sure.

Typo. Type B. In the elevator from Corel Prison to Gold Saucer, Esther: "But most of Chocobos I have are quite mellow, so you won't won't have that problem here!"

I try to balance lines where possible, must have been juggling 'won't' between lines at the time.

Hi, Sega Chief,
Thank you for quick reply,
Could you check the following save file?

https://mega.nz/file/XqJVgaYa#20a45Exvg91Wj0EhlhFuZHl_dEMI4UxS2fkF6qgQs8g


Thanks for that, I was able to set up a state where visiting the Pagoda on Disc 3 sets it up to be finished even if it wasn't done on Disc 2/3. I think that after finishing it, if the player didn't get Leviathan, going back up and talking to Godo should get you that as well.

Patch will go up tonight.

Metsys

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.11)
« Reply #10147 on: 2020-08-11 20:23:44 »
About the nibelheim flashback in the shinra mansion
Spoiler: show
It was pretty good. After it ended however, they give the option to rename cloud. I thought it was a detail like "oh wow now cloud finally accepted himself and names himself cloud and all" like symbolic, but then it gives me the option to rename cait sith and i was like...what? i guess this is a bug.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.11)
« Reply #10148 on: 2020-08-11 21:31:40 »
About the nibelheim flashback in the shinra mansion
Spoiler: show
It was pretty good. After it ended however, they give the option to rename cloud. I thought it was a detail like "oh wow now cloud finally accepted himself and names himself cloud and all" like symbolic, but then it gives me the option to rename cait sith and i was like...what? i guess this is a bug.


It's not a bug, the issue is that when Cloud is renamed it also renames 'Young Cloud' (who is Cait Sith at that point) so I was forced to add a seemingly out of nowhere rename screen for him as well.

***
Patches are up, you'll notice that version has went from 2.0.11 to 2.0.91; this is because 7h uses decimal for version tracking where I was using semantic versioning. When we hit 2.099, it'll go to 2.0991 and so on until a content update is made which pushes it to 2.1, then I'll be able to follow a decimal system properly from the get-go.

Spoiler: show

v2.0.91
*) 7h IRO: Added chunks that handle the triggers for gateways etc. allowing access to Save Point in Icicle Inn.
*) Da Chao: 1/35 Soldier was misplaced.
*) Wutai Pagoda: Issue where Disc 3 Pagoda couldn't be completed if not finished on Disc 1/2.
*) 3 typos with Ester's lines when explaining Chocobo controls.
« Last Edit: 2020-08-11 22:54:42 by Sega Chief »

Aquarii

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.91)
« Reply #10149 on: 2020-08-12 00:42:18 »
Thanks Sega. New Patched solved the black screen problem.

Have another Question: is it the intention to fight 2 satan gates in the temple of the ancients in type b? Because I can't win this fight with an lvl 25-28 group without Tifa :D
Because I didn't had any problems before, but I don't have a chance against them because they practically put me down with one or two hits.