Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)  (Read 7081865 times)

Stellus

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12025 on: 2025-12-29 06:30:54 »
Another thing I noticed is, Ziegfried does no damage to you and dies in one hit in all encounters, including the Special Boss fight, which is interesting? I'm not sure why but he looks menacing but is just more of a joke enemy or something - it is a bit of a disappointment. Gilgamesh died extremely quickly too but it was a fun little cameo to see him, at least. I am not using OP stuff too, they just kinda died really fast.

Zentrius

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12026 on: 2025-12-29 18:23:46 »
is there anything special about the return to gi cave in type b 2.0? i made it all the way til the end but i cant go into the seto section at the end, theres an invisible wall

eta: actually nevermind, i was being dumb and forgot to have red xiii in the party lol...

was the location of ruby weapon changed? its not in the corel desert anymore
« Last Edit: 2025-12-30 17:48:42 by Zentrius »

Lagomorph

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12027 on: 2025-12-29 23:25:03 »
Thank you for the new threat mod. Im sorry if this has been asked before but I wondered what your thought was on removing two of the main plot elements of the opening midgar section of the game, the sector 7 plate falling and the honeybee inn/cloud disguise sections?

I am not completely against it but it felt like the midgar section was a bit short. But I wondered if your intention was to speed up this section of the game that many of us have replayed many times and is quite linear to get to the open world. That would make sense to me.

Theres plenty of reasons to want to change the honeybee inn section but I do think that Tifa going out on her own to get info from don corneo does make sense for her personality. Removing the awkward climbing section is probably a good choice because it never really made a lot of sense in the original. Remake did a good job of making it a more natural climb through he rubble but thats a lot more work than a mod like this could undertake.

I do think that the plate falling is a key story element because it gives the characters a strong motivation to hate shinra and it makes more sense that the turks would kidnap aerith than tifa. Not to mention that it makes the boardroom discussion later in the shinra HQ a bit awkward.

One thing I think the original script could be improved upon is that the angle where shinra blames the plate attack on avalanche is never really elaborated on that much because it would make them villains to most of the city/world that believes the shinra story.

A new side quest in the shinra HQ where the party works with the Midgar Mayor to clear their name and expose the truth about the shinra dropping the plate and killing all those people might be interesting. And since President Shinra dies shortly after, Rufus could blame his father for the decision and avoid his image being tarnished.

Just some impressions but I love the mod and want to try the 1.5 version also someday. Thanks.

Blavery

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12028 on: 2025-12-30 03:51:43 »
Hello! I just started playing 2.0 Type B and made it out of Midgar. Only then did I look at the documentation to see that I should've gotten Matra Magic off of Sample Opt in the Shinra HQ, but I guess I killed them too quickly. I don't have a save that far back. When is the next opportunity to learn it?

Edit: Never mind, Custom Sweepers still have it. I just got very unlucky. Leaving this up in case anyone else needs this.
« Last Edit: 2025-12-30 04:04:39 by Blavery »

Stellus

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12029 on: Yesterday at 11:45:11 »
Also another question, how does one solve the "inert" thing at the final dungeon? Everything's so obscure and I can't find documentation on this it seems.