Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.99994)  (Read 5388878 times)

Saberfrost

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11400 on: 2022-11-05 16:45:22 »
you can also get from elsewhere. just outside midgar, then much later deathclaw still has that eskill alongside the other tank type looking enemies after junon raid, there is a few other enemies which has that eskill as well, can't remember locations off top of head.

One of the robots have it. Went off to collect after I'd gotten Highwind.

Aerodynamics

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11401 on: 2022-11-06 01:19:23 »
Yeah, the gil thing hasn't been too popular so will probably be shelved; although will be working on a stand-alone hard-mode mod next year at some point.

About the key, this is one of those things where I'm kind of having to figure out what's been done here as I've completely forgotten; from the script, it looks like Vincent was made mandatory by having the basement key 'unlock' the lab part of the basement instead, meaning he has to be talked to in order to advance (with his own room now unlocked by default). The key used to be in a chest I think in older builds so that Vincent wasn't tied behind unlocking the safe.

If you've not recruited Vincent, I think it should be fine; his conditional checks in the script should all still be intact but if you do encounter problems I'd nip back and grab him.

Hello Sega Chief,

I tried the mod last year, liked it at hard difficulty, but the gil mechanic just forced me to go into battles in grind mode for morph, which isn't really fun imo. So i've just waited for a fix to the gil issue.
I deeply apreciate the work you've done and i'm eager to play it, is there going to be a fix soon? Not sure if it's easy or fast to fix, i'm just wondering.

Cheers 8-)

Damy

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11402 on: 2022-11-06 12:04:57 »
Oh I just remembered about something a few months ago but forgot to report here. The teleportation guy to Condor's battle doesn't appear in all triggers. I think there was 1 or 2 times he didn't appear and I had to go the long way instead. Maybe you should double check it.

Thanks.

Saberfrost

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11403 on: 2022-11-10 07:08:51 »
Hello Sega Chief,

I tried the mod last year, liked it at hard difficulty, but the gil mechanic just forced me to go into battles in grind mode for morph, which isn't really fun imo. So i've just waited for a fix to the gil issue.
I deeply apreciate the work you've done and i'm eager to play it, is there going to be a fix soon? Not sure if it's easy or fast to fix, i'm just wondering.

Cheers 8-)

Yeeeaaaah, no gil is kinda silly. I found myself turning that mode off knowing I'd be hyper-inflated with gil at end-game anyways and items are very essential with how much magic costs. Some spells just absolutely chunk the MP pool (some understandably so, looking at you Comet) so I had to wrestle between "well, I can give up weapons, but, I need a healthy stock of ethers and potions." Since gil is plentiful regardless of where you're at in the game without it enabled I was intending to just immediately bump it back on once I've gotten to the Northern Crater.

Someone earlier said it but I'ma parrot it here too.... Comet is too strong to NOT rely on as soon as it's obtainable. Bosses like Carry Armor are a bit frustrating to deal with without Defense Ignoring attacks.

Saberfrost

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11404 on: 2022-11-12 03:07:39 »
Got to Northern Crater. New Threats NPC on the Highwind that talks about the added content says you can change party leaders after reaching the bottom of the Northern Crater. This is false, I changed to Cid immediately after entering disc 3. Using Cid as Party Lead to enter the Northern Crater causes the first screen of the crater to load in, briefly, but it then yeets you and loads in the chocobo stable on the Highwind instead. Loading Cid outside the room. He's stuck unless you wiggle around a bit and worm yourself back into the doorway which causes you to enter the load-zone to exit the stable. Swapping back to Cloud seems to have fixed it, or prevented it from continuing to happen anyways. Dunno what will happen if I use Tifa as party lead in this manner.

Weird bug. That's all I know about it.

Dunno if someone mentioned it already, or not, but Cait Sith's side quest in Disc 3 is bugged. Screen fades to white and the game locks.
« Last Edit: 2022-11-14 03:31:49 by Saberfrost »

BiOMEGA

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11405 on: 2022-11-14 23:16:48 »
A minor thing: in Type B, at the very beginning of the game, one of Tifa's dialogue boxes has her name on it before you actually select a name for her.

BiOMEGA

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11406 on: 2022-11-19 19:11:34 »
Someone earlier said it but I'ma parrot it here too.... Comet is too strong to NOT rely on as soon as it's obtainable. Bosses like Carry Armor are a bit frustrating to deal with without Defense Ignoring attacks.
I've played through again, and to expand on this a bit - the problem is bosses where the high DEF is a mechanic. Carry Armor is one of them: you're supposed to kill the arms first, then the body's DEF drops to normal levels and you can kill it. But DEF-ignoring attacks allow you to skip that. It's especially egregious once you get multiple DEF-ignoring weapons, as bosses like e.g. Proud Clod or Hojo's final form get their effective HP cut dramatically if you simply ignore their "armor" and go straight for the body with DEF-ignoring attacks. Something that is easy, even trivial, to do once you get two heavy hitters like e.g. Barret and Cid stacked with STR and Drill Arm/Spirit Lance.

At least Comet has a limiting factor in that it's an MP sponge. Attacks are free, can be multiplied by Added Cut & W/X-Attack and counters, and take little special setup (since you're doing what you'd normally be doing on any attacker).

PokeFaize

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11407 on: 2022-11-23 21:20:11 »
Quote
I've played through again, and to expand on this a bit - the problem is bosses where the high DEF is a mechanic. Carry Armor is one of them: you're supposed to kill the arms first, then the body's DEF drops to normal levels and you can kill it. But DEF-ignoring attacks allow you to skip that. It's especially egregious once you get multiple DEF-ignoring weapons, as bosses like e.g. Proud Clod or Hojo's final form get their effective HP cut dramatically if you simply ignore their "armor" and go straight for the body with DEF-ignoring attacks. Something that is easy, even trivial, to do once you get two heavy hitters like e.g. Barret and Cid stacked with STR and Drill Arm/Spirit Lance.

At least Comet has a limiting factor in that it's an MP sponge. Attacks are free, can be multiplied by Added Cut & W/X-Attack and counters, and take little special setup (since you're doing what you'd normally be doing on any attacker).

Even against bosses without that sort of mechanic, Defense Ignoring Attacks completely overshadow all other means of damage by a longshot (even moreso with x2/x4 Cut, W-Magic, Quadra-Magic, Deathblow=Added-Cut, Magic-Counter=Comet, and Counterattack)

My original statement about Comet being overpowered was including Comet 2 since that's 6 hits of non-elemental damage boosted by Turbo MP. Even Aerith with near max Magic quadra-casting a Turbo MP'd Pearl on Ozma (who is weak to Holy) couldn't outdo Turbo MP'd Comet 2.

Also while I had the game open to double check how many hits Comet 2 did, I scrolled over Dragon Force (Berserk + Haste + Auto-Crits) then compared it to Howling Moon (Berserk + Haste + Wall + Atk+) and laughed at how bad of a Limit Howling Moon is. Maybe scrap the Berserk entirely from it (unless it's hard-coded), and change it to a party-wide buff that grants MP Regen (call it Surge or smth) and, if possible, maybe give a single "charge" of Quadra-Magic to all of the party's spells? or maybe grant Magic Critical Hits if possible? Idk just something to get rid of Berserk while also not being made redundant by an Enemy Skill, but also sticking with Howling Moon giving buffs.

Exterium

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11408 on: 2022-11-24 14:48:20 »
I'm trying to install new threat alongside the reunion, but there isn't a "new_translation" option on options.ini, so I can't set it to "n".

Is this not required anymore? What should I do instead?

EDIT

If anyone gets here looking for the same:
hey, thank you! it seems in the more recent reunion installation, the options.ini folder doesn't have the translation line anymore, and it's just

[MAIN]
Enabled = y
Weapon_mode = 1
Fahrenheit = n
Transparent_Battle_Hud = y

but changing "Enabled" does what "New_Translation" did in the past, and things are working properly now! i'm not sure why i didn't just try changing this value before, but i appreciate your help!

Also, make sure the name of the folder in the .ini matches the folder of the mod, the numbers may be different.
« Last Edit: 2022-11-24 15:02:47 by Exterium »

Saberfrost

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11409 on: 2022-11-25 17:56:50 »
Still on my to-do list; mastering all the green materia to get Master Magic. But was the Huge (Green) Materia changed to require mastering Splinter materia as well?

PokeFaize

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11410 on: 2022-11-25 19:07:48 »
Quote
Still on my to-do list; mastering all the green materia to get Master Magic. But was the Huge (Green) Materia changed to require mastering Splinter materia as well?

The "item location" document says they're not required, but I mastered them anyway while AP Grinding Mega Alls and the like just to be on the safe side

I hope we get more Restorative Weapons to make more use of most of the splinter materias (and also a fix so they work with Added Effect. I noted that buffs didn't work with added effect earlier)

Saberfrost

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11411 on: 2022-11-25 20:14:59 »
The "item location" document says they're not required, but I mastered them anyway while AP Grinding Mega Alls and the like just to be on the safe side

I hope we get more Restorative Weapons to make more use of most of the splinter materias (and also a fix so they work with Added Effect. I noted that buffs didn't work with added effect earlier)

Oh, must've just been because I was missing something when I last checked. Gonna have to stop by the big green rock again later after I compile everything I got and look to see what I still don't have.
« Last Edit: 2022-11-25 20:35:35 by Saberfrost »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11412 on: 2022-11-27 14:02:24 »
Sorry for long absence, I've gathered up all the feedback and bugs mentioned and working on them now for a patch.

BiOMEGA

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11413 on: 2022-11-28 00:41:56 »
While we're on feedback: I fought Round Boi again and
Spoiler: show
it's weird how there's multiple level-based attacks on the fight. Those make little sense on a superboss imo, because they're so binary - if you adjust your level beforehand, they do LITERALLY NOTHING. Which means you can find yourself fighting a superboss and have some of its attacks just fizzle with little to no effort and at little to no cost (as opposed to, say, a status-inflicting attack that costs you gear choices or materia slots to negate). It makes the fight considerably easier than it would be if those were just attacks of some kind that always hit. In fact you can luck out into several "free turns" in a row as a result, which is just really weird for a boss like that.

buddysievers

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11414 on: 2022-11-30 21:33:39 »
Hello, i installed New Threat 2.0 in 7th heaven. When the first battle starts the game crashes after the swirling animation.
No other mods installed, game runs without any mods and everything is updated.
Any idea what to do?

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11415 on: 2022-12-01 13:10:43 »
Hello, i installed New Threat 2.0 in 7th heaven. When the first battle starts the game crashes after the swirling animation.
No other mods installed, game runs without any mods and everything is updated.
Any idea what to do?

attaching the 7th heaven logfile. will  help to diagnose. check thou 7th heaven is running as admin.

if its just going to be new threat your running its worth backing up your ffvii folder, then just playing the mod via its own installer. which can be found on the very first post within this thread. here is as off this date and time: https://mega.nz/file/LsMhXQDC#F35E_P2wcPlhIgbP7s3CPAAeR7MQ-t-PSEzyQl9Nzwk  the latest version of the mod via installer patch.

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11416 on: 2022-12-01 16:21:01 »
While we're on feedback: I fought Round Boi again and
Spoiler: show
it's weird how there's multiple level-based attacks on the fight. Those make little sense on a superboss imo, because they're so binary - if you adjust your level beforehand, they do LITERALLY NOTHING. Which means you can find yourself fighting a superboss and have some of its attacks just fizzle with little to no effort and at little to no cost (as opposed to, say, a status-inflicting attack that costs you gear choices or materia slots to negate). It makes the fight considerably easier than it would be if those were just attacks of some kind that always hit. In fact you can luck out into several "free turns" in a row as a result, which is just really weird for a boss like that.


The thing with him is, it's a faithful recreation of the attacks + AI (or as close as I could get it, at least) and some of the attacks maybe don't translate over super well. It's maybe more accurate to call it an easter egg encounter than a super boss
Spoiler: show
though it does play a role in getting you to an actual superboss
.

Hello, i installed New Threat 2.0 in 7th heaven. When the first battle starts the game crashes after the swirling animation.
No other mods installed, game runs without any mods and everything is updated.
Any idea what to do?

Usually if the first encounter crashes it's to do with Easyhook on 7th heaven not being able to modify the .EXE, resulting in crashes. If you start up the game and try going into your Items menu, that should also produce a crash and confirm that this is the cause. Fixing easyhook involves doing some security settings stuff on your PC; I can provide a version of the IRO that doesn't modify the .exe as well if this isn't an avenue you want to go down.
« Last Edit: 2022-12-01 16:48:49 by Sega Chief »

BiOMEGA

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11417 on: 2022-12-01 19:23:34 »
The thing with him is, it's a faithful recreation of the attacks + AI (or as close as I could get it, at least) and some of the attacks maybe don't translate over super well. It's maybe more accurate to call it an easter egg encounter than a super boss
Spoiler: show
though it does play a role in getting you to an actual superboss
.
But in the original, doesn't it not use those attacks if they don't hit, so turns aren't wasted? Here they are.

Saberfrost

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11418 on: 2022-12-01 22:03:26 »
But in the original, doesn't it not use those attacks if they don't hit, so turns aren't wasted? Here they are.

Ozma AI in FF9 is coded to not cast a spell if the entirety of the party is not affected by it. If at least one person is not immune it'll cast anyways when it chooses to do so.

BiOMEGA

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11419 on: 2022-12-03 03:59:38 »
Ozma AI in FF9 is coded to not cast a spell if the entirety of the party is not affected by it. If at least one person is not immune it'll cast anyways when it chooses to do so.
Yes, that's my point - in FF9, if no one can be hit by L4 Holy or L5 Death, it won't use it. Here, it will. Which means it'll chain multiple empty turns sometimes.

MrMadakey

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11420 on: 2022-12-04 16:56:03 »
Just finished 2.0 (All bosses/Limit breaks/Weapons except the secret boss) and wanted to give some feedback

I originally couldn't find the 1/35 soldiers but i found them all so modifying my message here for feedback instead.

First of all, W-Item is a bit easy to obtain. I understand why it's where it's at but at the same time, I don't think it's actually even needed. It kind of trivialised almost everything. When you're able to duplicate Megalixirs as well as Stardust or Gospel sparks, it makes the entire game a little trivial including the post game bosses such as the weapons.

In terms of character balance, Tifa is a lot more balanced now which is fantastic, however it feels like Barret might've taken the new position of over powered.

Once I was able to reach the Drill Arm and basically ignore all defense, it pretty much ignored all mechanics that are supposed to be in the game, not much reason to dispel anything or worry about anything, that combined with unlimited Megalixirs and Gospel Sparks.. Well you can see where I am going with this.

Also to touch on the ignore defense mechanic, Jenova's Deaths incremental defense/damage, now, as we know Jenova is susceptible to Petrify, however when the AI is petrified it usually makes it so the incremental mechanic doesn't increase, this is where Barret being a little over powered comes in, with the ignore defense mechanic, it completely ignores the incremental damage even while the AI is petrified.

I'm not exactly sure how you would go about this but maybe a good idea would be to change ignore defense to increase damage depending on how much str Barret has? Which could then increase incrementally through the fight whenever he gets attacked in the front row? I literally have no idea on how you would be able to balance it (If you would like to balance it that is) but I would like to mention that Barret does feel like he ignores any mechanics in the game entirely.

I do think there is only one particular boss that I should mention feels a little much.. Air buster in Mt Nibelheim, while I found a way to get past him a lot easier, it felt a little over kill with the amount of time it takes to do attacks.

Love what you did with Wu-Tai, feel like it flows much better and it's nice that there's some post game in disc 3.

I miss the X-ATM memes. He was fun.
« Last Edit: 2022-12-07 10:44:21 by MrMadakey »

Saberfrost

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11421 on: 2022-12-07 22:20:06 »
Just finished 2.0 (All bosses/Limit breaks/Weapons except the secret boss) and wanted to give some feedback

I originally couldn't find the 1/35 soldiers but i found them all so modifying my message here for feedback instead.

First of all, W-Item is a bit easy to obtain. I understand why it's where it's at but at the same time, I don't think it's actually even needed. It kind of trivialised almost everything. When you're able to duplicate Megalixirs as well as Stardust or Gospel sparks, it makes the entire game a little trivial including the post game bosses such as the weapons.

In terms of character balance, Tifa is a lot more balanced now which is fantastic, however it feels like Barret might've taken the new position of over powered.

Once I was able to reach the Drill Arm and basically ignore all defense, it pretty much ignored all mechanics that are supposed to be in the game, not much reason to dispel anything or worry about anything, that combined with unlimited Megalixirs and Gospel Sparks.. Well you can see where I am going with this.

Also to touch on the ignore defense mechanic, Jenova's Deaths incremental defense/damage, now, as we know Jenova is susceptible to Petrify, however when the AI is petrified it usually makes it so the incremental mechanic doesn't increase, this is where Barret being a little over powered comes in, with the ignore defense mechanic, it completely ignores the incremental damage even while the AI is petrified.

I'm not exactly sure how you would go about this but maybe a good idea would be to change ignore defense to increase damage depending on how much str Barret has? Which could then increase incrementally through the fight whenever he gets attacked in the front row? I literally have no idea on how you would be able to balance it (If you would like to balance it that is) but I would like to mention that Barret does feel like he ignores any mechanics in the game entirely.

I do think there is only one particular boss that I should mention feels a little much.. Air buster in Mt Nibelheim, while I found a way to get past him a lot easier, it felt a little over kill with the amount of time it takes to do attacks.

Love what you did with Wu-Tai, feel like it flows much better and it's nice that there's some post game in disc 3.

I miss the X-ATM memes. He was fun.

Bosses having too much defense is a bit of a problem since it incentivizes using Defense-Ignoring methods so much. Spamming Comet just completely trivializes the silver chocobo because it can't miss for Pandora's Box which, in turn, with Mighty Guard, allows us to completely trivialize Emerald and Ruby. Then just to take it further there's a magic built Barret taking over Cloud's ability to just Mime = Counter Catastrophe every boss to death while you go and make a sandwich.

MrMadakey

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11422 on: 2022-12-07 23:19:55 »
Bosses having too much defense is a bit of a problem since it incentivizes using Defense-Ignoring methods so much. Spamming Comet just completely trivializes the silver chocobo because it can't miss for Pandora's Box which, in turn, with Mighty Guard, allows us to completely trivialize Emerald and Ruby. Then just to take it further there's a magic built Barret taking over Cloud's ability to just Mime = Counter Catastrophe every boss to death while you go and make a sandwich.

This right here is pretty much what I'm trying to touch on, while a lot of the early game is pretty difficult while at the same time being rewarding, the post game feels kind of a wash with how easy it can be with some of the character setups you can get going. It kind of didn't incentivise myself to try anything different because Barret was making everything look incredibly easy, mechanics were pretty much ignored because Barret didn't care.

I would like to mention while my previous statement about w-item basically trivialising everything and then complaining that the post game was not very hard.. I didn't actually need w-item, I've played the mod before and didn't even know where w-item was and I did just fine back then too. I've seen streamers completely miss w-item and do just fine themselves. There were even times where my party were so strong that I never even got chance to use gospel sparks or any other op item that was in my repertoire..
« Last Edit: 2022-12-07 23:31:57 by MrMadakey »

wdx

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11423 on: 2022-12-08 18:54:31 »

the post game feels kind of a wash with how easy it can be with some of the character setups you can get going.
a no experience hard mode  typeb without using sp upgrades makes end game stuff not as trivial  :)    maybe try that as an option if decide to play through again.

 
w-item basically trivialising everything.
agree witem is OP makes somethings go much quicker thou, and allows more or less free experimentation of items.  alongside huge timesaving rather than grinding for a couple of items...  (on no exp runs)


MrMadakey

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.9991)
« Reply #11424 on: 2022-12-08 20:05:40 »
a no experience hard mode  typeb without using sp upgrades makes end game stuff not as trivial  :)    maybe try that as an option if decide to play through again.
agree witem is OP makes somethings go much quicker thou, and allows more or less free experimentation of items.  alongside huge timesaving rather than grinding for a couple of items...  (on no exp runs)

I'm by no means saying the entire mod is easy because of this though I would like to mention, I just think it's placed a little too early. I think it should maybe be after say midgar Revisit or just before or maybe in one of the materia caves for example. It does feel a little strong at this point and not having it in a previous playthrough made for believe it or not more experimentation rather than rinse and repeating the same: w-item Gospel Sparks > Pummel with Barret and mime till dead..

While W-item may promote item experimentation for some, the only thing it promoted for me was to abuse what worked.. I'm not speaking for everybody here but there are a hell of a lot more players who will do the only thing that works rather than what could "potentially" work.
« Last Edit: 2022-12-09 09:21:26 by MrMadakey »