Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)  (Read 7184857 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: 2025-12-31 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.

Miles Lucis

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12030 on: 2026-01-06 22:25:06 »
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.

Updated documentation for NT 2.0 can be found on Sega Chief's original post at the very beginning of this forum. The seals in the North Crater would awaken after solving 4 hidden riddles throughout your playthrouigh. However, first time players would most likely miss out on this without prior knowledge of them. You can refer to the documentation for the answers.

As a result, Sega Chief updated the method for activating the 4 seals. You just need to clear all four Materia Caves to awaken the seals. Hope this helps.

ubc17

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12031 on: 2026-01-06 23:40:17 »
Hey, I'm new here but have been playing New Threat 2.0 for a few weeks and loving it. I finished Type A and have gotten a bit past Junon in Type B. I wanted to ask how much different, if at all, the rest of the game is in Type B from this point vs. Type A? Obviously Midgar was much different in Type B, but I've read in a few places that after Midgar, Type B is very similar to Type A. I've been searching around the forum but it's hard to find the specific answer I'm looking for, which is how much of the boss roster changes from this point forward in Type B? I've been skipping around YouTube videos but I don't want to spoil the changes for myself if there are more to come. Is it just another boss or two, or most boss fights?

rufusluciusivan

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12032 on: Yesterday at 12:40:27 »
Hey, I'm new here but have been playing New Threat 2.0 for a few weeks and loving it. I finished Type A and have gotten a bit past Junon in Type B. I wanted to ask how much different, if at all, the rest of the game is in Type B from this point vs. Type A? Obviously Midgar was much different in Type B, but I've read in a few places that after Midgar, Type B is very similar to Type A. I've been searching around the forum but it's hard to find the specific answer I'm looking for, which is how much of the boss roster changes from this point forward in Type B? I've been skipping around YouTube videos but I don't want to spoil the changes for myself if there are more to come. Is it just another boss or two, or most boss fights?

Hello! It's been quite some time since my last playthrough of Type B, but from memory you can expect most of the non-plot bosses of Disc 1 to be different. (I'm assuming that you meant the first visit in Junon, during disc 1 and not the beginning of disc 2.) From memory, I recall (list is hidden just in case, click on the tag if you don't mind the location of the boss fights - I won't say anything about the bosses themselves):
Spoiler: show
Gongaga, Shinra Mansion (having some doubt about that one though, more like 90% sure), Mount Nibel, a little tweak with Palmer's boss fight, Wutai, and the first boss fight of the Temple of the Ancient
. I don't remember if Cosmo Canyon's boss is different - maybe, maybe not. Dyne doesn't change, same with Jenova, and I'm 99% sure Demon Gate is the same. However, there indeed won't be any plot change similar to Midgar's part. I don't remember many changes with the boss fights of Disc 2, though there is one boss change in Disc 3:
Spoiler: show
You don't fight Jenova Absolute at the bottom of the Crater
, you fight someone else...
« Last Edit: Yesterday at 12:43:36 by rufusluciusivan »