Author Topic: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)  (Read 7285333 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.

Aedolon

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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: 2026-01-20 03:32:31 by Aedolon »

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: 2026-01-10 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: 2026-01-10 12:43:36 by rufusluciusivan »

nAhk1s

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12033 on: 2026-01-13 14:11:38 »
Hey Sega Chief!

This was an amazing mod. Nice to see that there are heroes like you sacrificing so much time to give people enjoyment like this. One thing I noticed tho is, that the
Spoiler: show
whirlwind maze's Gremlin enemy's morph to hero drink II
is missing from the text file provided. Not that I needed it because I tried morphing every enemy and boss for the first play through. Also at least one instance of
Spoiler: show
gospel spark
is missing from the text file as well, but unfortunately for the life of me I can't remember which boss I stole it from or what morphed in to one. And I encountered 
Spoiler: show
???? version of big cloud glitch.


 But anyway, thank you so much for the experience!
« Last Edit: 2026-01-13 14:14:13 by nAhk1s »

Aedolon

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12034 on: 2026-01-20 02:33:56 »
Hello, Sega Chief! I don't know if you remember me, but I used to go by SirBlackMage here (and on YT), now under a new username for various reasons. I was the one who compiled all the Steal/Drop/Morph info for NT 1.5 in a spreadsheet. I was also 15 back then so sorry if I posted cringe at any point haha

I haven't seriously played NT in nearly a decade, but I'm still a big fan of the mod and currently running through 2.0 for the first time. If it's not too much trouble, it would mean a lot if you could change the line crediting me in the 1.5 spreadsheet to my new username (Aedolon).

I also come bearing a bunch of feedback/infodumping about my run: I'm playing version 2.092 Hard Mode Type B and I turned off EXP pretty early (shortly after Midgar), locking my levels at a 16 average. Below is my experience thus far, having played up to Mideel. I'm sorry for the inevitable overlap with other peoples' posts, but I'm sure you'll understand that I can't go back and read the 300 pages of posts since I last played haha. Big congrats on your mod's popularity by the way, 7 million thread views is CRAZY!!

Anyway, extensive feedback below (warning, long):

Spoiler: show

- I'm doing a ton of morphing. Early Morph (and Added Steal) is great fun and I love the way Hard Mode encourages it. Picked up a nice amount of all kinds of consumables. But of particular note here are the X-Potion & Turbo Ether Morphs on the Cargo Ship, as well as Elixir in Corel Prison and Hero Drink II in the Whirlwhind Maze. These are all incredible consumables, and being aware of the limited-time availability of these places, I hunkered down and grinded for 20-30 of the healing items and a dozen Hero Drinks. I find the design decision here a little dubious. Seems like it's much more effective to do an hour of farming in each of those spots and set yourself up for the rest of the game than farming those items literally anywhere else later on. This put quite the halt to my progression in those spots, as it just seemed too good of a grind to pass up. This also made finding any Turbo Ethers/X-Potions/Elixirs later on much less exciting. Could just be a me problem though, as I'm hyper-aware of stealing/morphing everything and preparing for all possible situations because of the low-level thing.

- The enemies doing 300 HP fixed damage attacks on Corel Mountain/Railway were really annoying for me with my low health. I was actually level 13 here initially but went to 16 just so I could survive two of them with everyone (This turned out to be a good idea anyway for a lot of later HP thresholds). Might be that they only counter magic or something specific (don't recall) and I potentially skill issued. But I genuinely didn't often get hit that hard for quite a while following that area when properly itemizing, so lowering their damage a little bit might be worth considering. Or having it be reducable to 200 by Barrier, maybe?

- Cait's incredible natural HP has made him the best Cover-tank by an absurd margin. I was genuinely shocked when I saw his almost 2k HP at level 16 when everyone else was at 500-700, to the point I thought my game was bugged haha. I figured I would need to turn off No Exp before the end of Disc 1 to keep having fun, but that sure changed things. Suffice to say, he has literally never left the party since that moment. Since Cloud is mostly forced, this has reduced my freedom when team-building quite a bit. Third person mostly ended up being Aerith for her great Magic. Would've been neat to have Barret or someone else tanking sometimes, but with a ~1200 HP gap, that's just unreasonable. I assume this is much less egregious if you're actually leveling up?

- The morphs from the safe boss in Shinra Mansion (Enhance Sword) and Presidential Guard in Rocket Town (2x Shinra Alpha) were kind of absurd for that point in the game, but in a fun way so I didn't really mind. 8 slot weapon with those stats AND double growth is kinda nutty, and 70 defense, +37 dex on an armor with 7 slots is also up there. Have almost never taken them off once since I got them, so might be worth reconsidering that placement if balance is a concern.

- I was a tad bummed out at how easily I was able to complete the entire Battle Square when going for the Keystone. This was genuinely challenging at level ~20 in 1.5 (or maybe 1.4) and needed me to find a good setup, while being a breeze for a level 17 Cloud in 2.0. Could've sent Cait in and it would've been even easier. Also a bit sad that you don't get any equipment as a reward anymore, getting the Organics there kinda ruled back then.

-  The Wutai side quest also felt a bit too easy. Maybe that was because I had a bunch of materia left over. Does Yuffie steal less materia compared to vanilla? Aps put up no semblance of a fight. The Pagoda, meanwhile was... odd. I like the idea of each of the fighters being hyper-specialized, but it felt a bit too gimmicky to me. Might just be personal preference, though. Godo only having 4000 HP (afaik) made him die really quickly, which somehow felt easier than vanilla.

- Magic use has mostly outpaced physical attacks by A LOT, but I suppose that's to be expected when at low levels. The balance document (read of all of it, thank you!) spoke about Level being much more important for phyiscal attackers. Might be nice if that discrepancy could somehow be lessened a bit for people playing at lower levels, but of course the meta doesn't have to account for niche playstyles.

Deathblow + Added Cut was semi-viable for a bit, then dropped off, and came back in a big way with Powersoul + Curse Ring. I really thought it wouldn't be that good with the nerfs and didn't even try it until Tifa was forced into the party in Whirlwind Maze, but my girl has 200 Strength and is beating the crap out of people haha. Grit is also really nice for going into fights at critical HP and at least living one hit. Props for giving her that passive, all of it feels really good to use together. This is reaching ahead a bit, but as of now Aerith still mostly outdamages her ST Deathblow=Added Cut with MP Turbo=Hydro/Comet2 and her MT Slash-All with Magic Breath, but at least Tifa can keep up well enough, especially for those magically bulky enemies. Sad she'll leave the party soon and I'll have to use Cid and then Cloud again as Party Leaders haha.

- Hard-stacking stats like Vit/Dex/Mag is much easier than I expected. Of course, my characters are properly SP-levelled for these purposes as well. But with the summons having such amazing boosts (Titan/Kjata/Bahamut/Neo Bahamut my beloved), I was able to get 255 Vit on Cait really early and Dex at 150+ on 1-2 characters with the Shinra Alphas which feels very good, to say the least. Now before Mideel, my Curse Ring Tifa has 205 Strength and 255 Dex, while Circlet + Mag Plus Aerith has 145 Dex, 210 Magic. This isn't really a complaint, I suppose I'm just surprised. Especially at low battle speed, Dex feels like the god stat, but that's how Speed generally is in these games. While levelling Vit on anyone who isn't actively tanking feels like kind of a waste, as >90% of phyiscals seem to be single-target and Cover-able. Again, not complaining, I'm having a good time playing around with the stats regardless.

- I only started to be seriously challenged at Jenova Death and Junon Escape, going for morphs. The first scripted encounter during the latter genuinely felt like being gunned down by a firing squad and it was kinda awesome. That part was stressful in the best way possible.

- Following the aquisition of the Highwind, I took advantage of the brief time period where Tifa is forced into the lead by breeding myself a Gold Chocobo and attempting the Materia Caves. My party of Tifa/Aerith/Cait were able to take out the Mime & Octamagic bosses pretty easily; 255 Def Cait with W-Item and Big Guard handled both fight quite nicely by surviving everything thrown at him and just bringing both of the others back in one turn. These fights felt like they might be a little too easy.

- With the power of Octamagic, I was able to win the Mega-All boss by nuking the Cactuar with Hydro. That being taken care of, I was able to handle everything following without major difficulties. Even the jumpscare 2nd phase went very well, because the Tonberry did literally nothing until I had taken out all the other enemies. Still, quite a thrilling fight and an adequate challenge.

- The Shinryu & Omega fight for KotR was amazing, and as an FF5 superfan, I really appreciate the lengths you went to to be faithful to their original attacks. You even have Omega do the extended boss death animation and Shinyru the normal one, just like in FF5. Awesome attention to detail.

The fight seemed extremely difficult at first, as I just didn't have enough of a damage output and got quickly shredded. But with enough Elemental materia in his armor, Cait could survive everything except a critical or back attack Rampage, and Mustard Bomb. By putting him in the 2nd party slot, I could ensure he started the fight facing Omega. Aerith could also live all elemental attacks with Geomancer stance, and I had a Sprint Shoes Cait throw W-Item Vaccines at people to protect against Delta Attack/Rocket Punch, while also allowing him to survive Blaster.

But still, doing the fight this way would've taken extremely long and most likely not been reliable at all. So I decided to bust out Coin Toss & Mime on Tifa. Had to get a bit lucky with Omega's counters so Tifa doesn't get killed through Grit. Otherwise I would need to revive via Phoenix Down, which would break the Mime streak... costing me 100.000 Gil each time. I didn't feel like spending unnecessary amounts of money so I reset a bit. With some patience, I also got Mustard Bomb to land on Tifa (who had E-Skill) and picked that up early. When executed correctly, my strategy was quite consistent, which I'm pretty proud of, for a battle of this caliber haha. Definitely one of the cleanest fights I've ever played out. And it only cost me 200.000 Gil, which is less than the price of a house. Link to the video, if you care (also has some more info about the strat): https://youtu.be/KjHZqWFszr0

- Of note: I was able to pick up KotR here before the fight initiated on one attempt. So if I succeeded, I think I would've had two in total? Had a similar thing occur in the Mime cave where I got two Mimes before my first attempt started. Also, rarely, entering a materia cave will crash my game, but that might just be a mod compatibility issue.

Here's some more miscellaneous stuff I remembered from throughout the game:

- There are no buyable Poison materia past Junon during early story progression. Kind of weird that the entire center continent doesn't sell them (unless I'm forgetting something). Might be worth adding them somewhere. Maybe Gongaga, or Fort Condor because you can easily fast-travel there?

- There are no buyable grenades anywhere past Midgar. Those're actually really handy for early to midgame morphing (consistent, small damage). I was sad when I ran out, please consider making these available somewhere.

- The first available Chocobo Lure can gain AP while being auto-mastered, while the 2nd one cannot. I imagine this has implications for the Missing Score (if it even still works the same), and is also just kind of an odd discrepancy. Unsure if intentional.

- The Trickplays around Icicle Area grassland still give money when using Gold Mountain on Hard Mode. I assume that's intentional since it's not technically a drop? Still a bit odd because it's the only way I've found of gettting money from a fight and it had me puzzled for a bit until I remembered that mechanic.

- Is it intended for it to be impossible to reapply Death Sentence after dying to it under the effects of the Curse Ring? I think it's really interesting mechanically in any case, having to purposefully kill Tifa off if she lasted that long, then reviving and getting a fresh timer for her to work with. Kind of funny if she still has Grit available and I have to W-Item to kill her twice, haha

- Putting a Morph on nearly every enemy/boss is really cool, but it introduces a major complication for the usability of all kinds of counter-attacking materia when going for those Morphs. I've literally never equipped a single one of them to this point to ensure I don't accidentally kill any enemies (which would be infuriating on bosses). Although I'm sure you're aware of this, so mentioning this might be a moot point.

- Resist can't be used with All, which (according to the Wiki) isn't vanilla behavior. Why is that? Is it a balancing decision?


Overall, I'm having a really good time. But might it be possible to bump up the difficulty of Hard Mode a bit more? Or potentially introduce a harder mode at some point? Although I understand if the mod is intended for a more general audience with its huge popularity nowadays. I suppose that's what the EXP toggle is for, to build your own challenge run. I'm very grateful for that option! At this point I kind of wish I'd gone fully no EXP/no sources as I saw there was a special ending message for that. But oh well, maybe that's for next time.

And I guess take my concerns regarding difficulty with a grain of salt in general. While I was already playing low-ish level in 1.4 and 1.5, I certainly only got better at JRPGs over the past decade. So I think I'm getting ever less representative of the average player as time goes on. Not to dunk on anyone, but I did read a few of the recent posts and thought it very funny when someone came in essentially calling this a "bullshit difficulty mod" lol.

In any case, thank you for all your hard work on New Threat! I'm gonna be playing the rest of it over the next few weeks and following up with another post when I'm done. Let's see if I can beat the rest of Disc 2 without Gil Toss & KotR. Feeling hopeful...
« Last Edit: 2026-01-20 06:42:38 by Aedolon »

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12035 on: 2026-01-22 04:09:19 »
Another trick that I have observe, is it possible to make a model of Aeris without the white materia in the ribbon when I have her after the disque 1 ?
Just to make it more with the storiline.
Otherwise it's not so critical...

Would make sense, I think I can do that in the IRO without causing issues with model-replacement mods.


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.

Ziegfried is set up like his FF6 counterpart; he attacks a lot for minimal damage then falls over to one attack.


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

Ruby Weapon appears after Ultimate Weapon is defeated but it operates on a similar 'timer' that Vincent's 2nd encounter with Lucrecia in the cave uses where random battles advance it. If Ruby isn't in the desert, try fighting a battle, entering a town, then checking; repeat until he appears.


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.

Type B is just a quick remix of Midgar's story events, the scripting for its scenario had to fit around the Type A scripting (which is the original game's Midgar events) and I was just going for making it different. Type A has all the story beats like the plate falling, etc. Type B is for a bit of novelty.


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.

It's an oversight I made on Type B, the boss doesn't use the enemy skills that the Type A boss does. It'll be fixed on the future update to 2.1.


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.

Those are activated by clearing the Materia Caves, they were originally set for a much more abstract activation method but it required a fresh playthrough and I decided to make it more straightforward so it wouldn't be missed.


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?

Type B changes most but not all of the bosses in the game; some weren't for different reasons (not enough space, issues with the AI, things like that).

Hey Sega Chief!

This was an amazing mod. Nice to see that there are heroes like you sacrificing so much time to give people enjoyment like this. One thing I noticed tho is, that the
Spoiler: show
whirlwind maze's Gremlin enemy's morph to hero drink II
is missing from the text file provided. Not that I needed it because I tried morphing every enemy and boss for the first play through. Also at least one instance of
Spoiler: show
gospel spark
is missing from the text file as well, but unfortunately for the life of me I can't remember which boss I stole it from or what morphed in to one. And I encountered 
Spoiler: show
???? version of big cloud glitch.


 But anyway, thank you so much for the experience!

Ah that's interesting; I think there was a breakdown on why that glitch occurs (typically on Cloud) in the base game on YT somewhere, but it's to do with the field model size not being set properly when the field loads. As for Gospel Sparks, I think they're intended to be limited in how many you can actually get in a playthrough due to their potential power (unless the W-Item glitch is used, but I leave that up to the player).

Sega Chief

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12036 on: 2026-01-22 04:40:35 »
Hello, Sega Chief! I don't know if you remember me, but I used to go by SirBlackMage here (and on YT), now under a new username for various reasons. I was the one who compiled all the Steal/Drop/Morph info for NT 1.5 in a spreadsheet. I was also 15 back then so sorry if I posted cringe at any point haha

I haven't seriously played NT in nearly a decade, but I'm still a big fan of the mod and currently running through 2.0 for the first time. If it's not too much trouble, it would mean a lot if you could change the line crediting me in the 1.5 spreadsheet to my new username (Aedolon).

I also come bearing a bunch of feedback/infodumping about my run: I'm playing version 2.092 Hard Mode Type B and I turned off EXP pretty early (shortly after Midgar), locking my levels at a 16 average. Below is my experience thus far, having played up to Mideel. I'm sorry for the inevitable overlap with other peoples' posts, but I'm sure you'll understand that I can't go back and read the 300 pages of posts since I last played haha. Big congrats on your mod's popularity by the way, 7 million thread views is CRAZY!!

Anyway, extensive feedback below (warning, long):

Spoiler: show

- I'm doing a ton of morphing. Early Morph (and Added Steal) is great fun and I love the way Hard Mode encourages it. Picked up a nice amount of all kinds of consumables. But of particular note here are the X-Potion & Turbo Ether Morphs on the Cargo Ship, as well as Elixir in Corel Prison and Hero Drink II in the Whirlwhind Maze. These are all incredible consumables, and being aware of the limited-time availability of these places, I hunkered down and grinded for 20-30 of the healing items and a dozen Hero Drinks. I find the design decision here a little dubious. Seems like it's much more effective to do an hour of farming in each of those spots and set yourself up for the rest of the game than farming those items literally anywhere else later on. This put quite the halt to my progression in those spots, as it just seemed too good of a grind to pass up. This also made finding any Turbo Ethers/X-Potions/Elixirs later on much less exciting. Could just be a me problem though, as I'm hyper-aware of stealing/morphing everything and preparing for all possible situations because of the low-level thing.

- The enemies doing 300 HP fixed damage attacks on Corel Mountain/Railway were really annoying for me with my low health. I was actually level 13 here initially but went to 16 just so I could survive two of them with everyone (This turned out to be a good idea anyway for a lot of later HP thresholds). Might be that they only counter magic or something specific (don't recall) and I potentially skill issued. But I genuinely didn't often get hit that hard for quite a while following that area when properly itemizing, so lowering their damage a little bit might be worth considering. Or having it be reducable to 200 by Barrier, maybe?

- Cait's incredible natural HP has made him the best Cover-tank by an absurd margin. I was genuinely shocked when I saw his almost 2k HP at level 16 when everyone else was at 500-700, to the point I thought my game was bugged haha. I figured I would need to turn off No Exp before the end of Disc 1 to keep having fun, but that sure changed things. Suffice to say, he has literally never left the party since that moment. Since Cloud is mostly forced, this has reduced my freedom when team-building quite a bit. Third person mostly ended up being Aerith for her great Magic. Would've been neat to have Barret or someone else tanking sometimes, but with a ~1200 HP gap, that's just unreasonable. I assume this is much less egregious if you're actually leveling up?

- The morphs from the safe boss in Shinra Mansion (Enhance Sword) and Presidential Guard in Rocket Town (2x Shinra Alpha) were kind of absurd for that point in the game, but in a fun way so I didn't really mind. 8 slot weapon with those stats AND double growth is kinda nutty, and 70 defense, +37 dex on an armor with 7 slots is also up there. Have almost never taken them off once since I got them, so might be worth reconsidering that placement if balance is a concern.

- I was a tad bummed out at how easily I was able to complete the entire Battle Square when going for the Keystone. This was genuinely challenging at level ~20 in 1.5 (or maybe 1.4) and needed me to find a good setup, while being a breeze for a level 17 Cloud in 2.0. Could've sent Cait in and it would've been even easier. Also a bit sad that you don't get any equipment as a reward anymore, getting the Organics there kinda ruled back then.

-  The Wutai side quest also felt a bit too easy. Maybe that was because I had a bunch of materia left over. Does Yuffie steal less materia compared to vanilla? Aps put up no semblance of a fight. The Pagoda, meanwhile was... odd. I like the idea of each of the fighters being hyper-specialized, but it felt a bit too gimmicky to me. Might just be personal preference, though. Godo only having 4000 HP (afaik) made him die really quickly, which somehow felt easier than vanilla.

- Magic use has mostly outpaced physical attacks by A LOT, but I suppose that's to be expected when at low levels. The balance document (read of all of it, thank you!) spoke about Level being much more important for phyiscal attackers. Might be nice if that discrepancy could somehow be lessened a bit for people playing at lower levels, but of course the meta doesn't have to account for niche playstyles.

Deathblow + Added Cut was semi-viable for a bit, then dropped off, and came back in a big way with Powersoul + Curse Ring. I really thought it wouldn't be that good with the nerfs and didn't even try it until Tifa was forced into the party in Whirlwind Maze, but my girl has 200 Strength and is beating the crap out of people haha. Grit is also really nice for going into fights at critical HP and at least living one hit. Props for giving her that passive, all of it feels really good to use together. This is reaching ahead a bit, but as of now Aerith still mostly outdamages her ST Deathblow=Added Cut with MP Turbo=Hydro/Comet2 and her MT Slash-All with Magic Breath, but at least Tifa can keep up well enough, especially for those magically bulky enemies. Sad she'll leave the party soon and I'll have to use Cid and then Cloud again as Party Leaders haha.

- Hard-stacking stats like Vit/Dex/Mag is much easier than I expected. Of course, my characters are properly SP-levelled for these purposes as well. But with the summons having such amazing boosts (Titan/Kjata/Bahamut/Neo Bahamut my beloved), I was able to get 255 Vit on Cait really early and Dex at 150+ on 1-2 characters with the Shinra Alphas which feels very good, to say the least. Now before Mideel, my Curse Ring Tifa has 205 Strength and 255 Dex, while Circlet + Mag Plus Aerith has 145 Dex, 210 Magic. This isn't really a complaint, I suppose I'm just surprised. Especially at low battle speed, Dex feels like the god stat, but that's how Speed generally is in these games. While levelling Vit on anyone who isn't actively tanking feels like kind of a waste, as >90% of phyiscals seem to be single-target and Cover-able. Again, not complaining, I'm having a good time playing around with the stats regardless.

- I only started to be seriously challenged at Jenova Death and Junon Escape, going for morphs. The first scripted encounter during the latter genuinely felt like being gunned down by a firing squad and it was kinda awesome. That part was stressful in the best way possible.

- Following the aquisition of the Highwind, I took advantage of the brief time period where Tifa is forced into the lead by breeding myself a Gold Chocobo and attempting the Materia Caves. My party of Tifa/Aerith/Cait were able to take out the Mime & Octamagic bosses pretty easily; 255 Def Cait with W-Item and Big Guard handled both fight quite nicely by surviving everything thrown at him and just bringing both of the others back in one turn. These fights felt like they might be a little too easy.

- With the power of Octamagic, I was able to win the Mega-All boss by nuking the Cactuar with Hydro. That being taken care of, I was able to handle everything following without major difficulties. Even the jumpscare 2nd phase went very well, because the Tonberry did literally nothing until I had taken out all the other enemies. Still, quite a thrilling fight and an adequate challenge.

- The Shinryu & Omega fight for KotR was amazing, and as an FF5 superfan, I really appreciate the lengths you went to to be faithful to their original attacks. You even have Omega do the extended boss death animation and Shinyru the normal one, just like in FF5. Awesome attention to detail.

The fight seemed extremely difficult at first, as I just didn't have enough of a damage output and got quickly shredded. But with enough Elemental materia in his armor, Cait could survive everything except a critical or back attack Rampage, and Mustard Bomb. By putting him in the 2nd party slot, I could ensure he started the fight facing Omega. Aerith could also live all elemental attacks with Geomancer stance, and I had a Sprint Shoes Cait throw W-Item Vaccines at people to protect against Delta Attack/Rocket Punch, while also allowing him to survive Blaster.

But still, doing the fight this way would've taken extremely long and most likely not been reliable at all. So I decided to bust out Coin Toss & Mime on Tifa. Had to get a bit lucky with Omega's counters so Tifa doesn't get killed through Grit. Otherwise I would need to revive via Phoenix Down, which would break the Mime streak... costing me 100.000 Gil each time. I didn't feel like spending unnecessary amounts of money so I reset a bit. With some patience, I also got Mustard Bomb to land on Tifa (who had E-Skill) and picked that up early. When executed correctly, my strategy was quite consistent, which I'm pretty proud of, for a battle of this caliber haha. Definitely one of the cleanest fights I've ever played out. And it only cost me 200.000 Gil, which is less than the price of a house. Link to the video, if you care (also has some more info about the strat): https://youtu.be/KjHZqWFszr0

- Of note: I was able to pick up KotR here before the fight initiated on one attempt. So if I succeeded, I think I would've had two in total? Had a similar thing occur in the Mime cave where I got two Mimes before my first attempt started. Also, rarely, entering a materia cave will crash my game, but that might just be a mod compatibility issue.

Here's some more miscellaneous stuff I remembered from throughout the game:

- There are no buyable Poison materia past Junon during early story progression. Kind of weird that the entire center continent doesn't sell them (unless I'm forgetting something). Might be worth adding them somewhere. Maybe Gongaga, or Fort Condor because you can easily fast-travel there?

- There are no buyable grenades anywhere past Midgar. Those're actually really handy for early to midgame morphing (consistent, small damage). I was sad when I ran out, please consider making these available somewhere.

- The first available Chocobo Lure can gain AP while being auto-mastered, while the 2nd one cannot. I imagine this has implications for the Missing Score (if it even still works the same), and is also just kind of an odd discrepancy. Unsure if intentional.

- The Trickplays around Icicle Area grassland still give money when using Gold Mountain on Hard Mode. I assume that's intentional since it's not technically a drop? Still a bit odd because it's the only way I've found of gettting money from a fight and it had me puzzled for a bit until I remembered that mechanic.

- Is it intended for it to be impossible to reapply Death Sentence after dying to it under the effects of the Curse Ring? I think it's really interesting mechanically in any case, having to purposefully kill Tifa off if she lasted that long, then reviving and getting a fresh timer for her to work with. Kind of funny if she still has Grit available and I have to W-Item to kill her twice, haha

- Putting a Morph on nearly every enemy/boss is really cool, but it introduces a major complication for the usability of all kinds of counter-attacking materia when going for those Morphs. I've literally never equipped a single one of them to this point to ensure I don't accidentally kill any enemies (which would be infuriating on bosses). Although I'm sure you're aware of this, so mentioning this might be a moot point.

- Resist can't be used with All, which (according to the Wiki) isn't vanilla behavior. Why is that? Is it a balancing decision?


Overall, I'm having a really good time. But might it be possible to bump up the difficulty of Hard Mode a bit more? Or potentially introduce a harder mode at some point? Although I understand if the mod is intended for a more general audience with its huge popularity nowadays. I suppose that's what the EXP toggle is for, to build your own challenge run. I'm very grateful for that option! At this point I kind of wish I'd gone fully no EXP/no sources as I saw there was a special ending message for that. But oh well, maybe that's for next time.

And I guess take my concerns regarding difficulty with a grain of salt in general. While I was already playing low-ish level in 1.4 and 1.5, I certainly only got better at JRPGs over the past decade. So I think I'm getting ever less representative of the average player as time goes on. Not to dunk on anyone, but I did read a few of the recent posts and thought it very funny when someone came in essentially calling this a "bullshit difficulty mod" lol.

In any case, thank you for all your hard work on New Threat! I'm gonna be playing the rest of it over the next few weeks and following up with another post when I'm done. Let's see if I can beat the rest of Disc 2 without Gil Toss & KotR. Feeling hopeful...

Replying to this separately as it has a bunch of stuff in it. Long time no see, I'll update the line credit with your username for the spreadsheet.

As for the feedback:

I wasn't actually aware that I'd set so many strong items to Morph in those areas, I think midway or toward the end of placing drops and pickups I had the idea of being careful about allocating the more powerful restorative items and avoiding having an infinite supply of them but setting an Elixir to be morphable in Corel Prison seems very at odds with that. I'll have a look at the morphs etc.

I can change the fixed damage attacks on Mt. Corel, so I'll just change them to do less or a regular damage formula.

Cait's HP pool is very high initially, but as characters level up that gap shrinks as he has a similar HP curve to the others. It was a way to try and entice players to try Cait early on when he joins as he's typically shelved immediately.

In the prototype 2.1 patch, equipment has been given a once over and redone a fair bit. I noticed some pieces were a bit further ahead than they were maybe intended to be vs. other pieces.

Battle Square's difficulty can swing a fair bit due to the slots and it being a solo character so I wanted it to be more reliably doable when the player does it that one time for story.

Yuffie steals the same amount of Materia, but the mod does give more of it so what's probably happening is it's much more likely you'll have too much and she has to leave you with a bunch based on the priority system. What I could do thinking about it just now is just disable the Materia Menu and do a full unequip after the 'theft' takes place and that would more reliably achieve the 'no materia' situation the game is trying to establish.

Physical attacks vs. magic has been a bit of a back and forth in feedback; generally people lean toward magic being more viable than physical attacks but I've had players who sent harder on physical builds and felt it was actually the other way around. I'm experimenting with defence values in the prototype and trying to find a better sweet spot between the two but Level will always be a big factor in it, and I think the early game when levels are lower is probably putting people off physical attacks which they carry into end-game.

Stat stacking has been a bit of an issue; to make what you equip feel more impactful, higher stat boosts were allocated but this has the issue where all together it can help characters reach very high stats. I've been trying to find a way to have it so that weapons, armour, accessories, Materia, levelling up, and the SP system can all have a non-negligible impact on the character without it getting out of control but it's been quite tough. In the prototype I've redone all of these but I still find stat stacking to be a bit of an issue to keep under control so tweaks are being made.

Octamagic was a mistake, but a fun mistake.

Glad you enjoyed the KOTR cave fight; I tried to replicate the FF5 counterparts as best I could within FF7's constraints.

Sounds like there's an issue with the event lines if multiple copies can be picked up; I'll try and replace them with a 'prop' NPC to make it more reliable.

I can prob add Poison onto more shops thanks to the new Scarlet tool, but I didn't think Grenades would be handy past Midgar as their damage drops off hard; but I guess they could be used for managing HP for morphs so I could add them to shops too.

Missing Score ignores Materia that freely accumulates AP I think; but I'll set that Lure to be picked up as Mastered for neatness.

I figured I'd keep Trickplay's unique mechanic of adding gil when it uses that attack as it's not a super efficient way of getting gil.

The way statuses work in FF7 is that immunity is more like blocking the toggle rather than the status itself; if you have a status and then something like, say, Resist is applied then you can no longer 'cure' the status by using a spell or item as the toggle is disabled. Curse Ring applies the status to the character before checking for status resistances and so the character ends up with a Death Sentence status they can't get rid of until the immunity is removed or the status naturally resolves. I figured this would be a good way to help balance Curse Ring + Powersoul a bit, as Death Sentence can't be reapplied after it expires due to that immunity.

Morph is intended as a optional thing to do if players feel like it, though it probably seems more essential on hard mode when gil is scarce.

I checked the vanilla kernel, and it seems Resist has always been single-target; I guess the wiki has this wrong.


***
Whew.
« Last Edit: 2026-01-22 04:44:49 by Sega Chief »

Aedolon

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12037 on: 2026-01-22 14:04:35 »
Whew.

Haha, thank you so much for the reply, sorry it got so long! And thank you for taking some of my feedback into consideration!

PokeFaize

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Re: [FF7PC-98/Steam] New Threat Mod (v2.0.999992)
« Reply #12038 on: Yesterday at 07:32:33 »
Physical attacks vs. magic has been a bit of a back and forth in feedback; generally people lean toward magic being more viable than physical attacks but I've had players who sent harder on physical builds and felt it was actually the other way around. I'm experimenting with defence values in the prototype and trying to find a better sweet spot between the two but Level will always be a big factor in it, and I think the early game when levels are lower is probably putting people off physical attacks which they carry into end-game.

I wanna note that, as someone who favors magic in their runs, Magic vs Physical feels *mostly* balanced, as most cases of Physical overtaking Magic relies on prior knowledge of bosses' weaknesses (and remembering to set up your Elemental Materia correctly), while in Magic's case, you're likely to have multiple elements on your Mages anyway and have to manage your MP (especially with extensive usage of Enemy Skills) to accommodate for more easily hitting weaknesses. The point where the scales tipped heavily in favor of Magic is when Comet entered the chat, as its defense piercing properties (at least in former versions) trivialized almost every boss in the game, particularly those whose gimmicks *WERE* their high defenses. Physical builds usually have to wait until Ultimate Weapons come along (*cough cough* Yuffie *cough cough*) or are compromised with very few materia slots to have defense piercing, and require a lot of Counterattack Materias to compete as easily to even a Doublecasted Comet.

So, endgame builds for a Mage would prolly have (Master Magic/Comet = MP Absorb)(Comet = MP Turbo)(Comet = Quadra/Octacast) at minimum, which is honestly not *too* big of an ask in terms of Materia slots and provides the Mage with reliable MP sustain without needing to guzzle Ethers, and it lets you favor weapons with high Materia slots without any detriments to your Damage Output.

while endgame builds for a Fighter would want x4 Cut, maybe 2-3 Counterattack Materias at minimum for higher counter odds + multiple couterattacks per instance of being hit, Cover to increase their odds of *being* hit, and likely an Elemental Materia combo. That's about 6-7 (ha) Materia Slots, and iirc Defense Piercing weapons only have 1 linked pair of materia slots, outside of Yuffie's Conformer, so it's a bit of a bigger ask *and* requires you to be on top of what's paired with your Elemental Materia. But on the plus side, you don't need to worry about MP Sustain since you're hitting high damage numbers for free.

I assume that in the planned 2.1 release, Comet being super powerful is already addressed by either removing its Defense Piercing Properties (I don't recommend this), or by moving its acquisition to later in the game (I think this would be better so that fewer gimmick bosses get trivialized by it), which will fix the long-term balance of Phys vs Magic, imo, as it will turn the pros and cons of them to largely being Phys gets their damage for Free, while Mages can more easily hit weaknesses & offer good support utility when needed without the use of a consumable.
« Last Edit: Yesterday at 17:16:07 by PokeFaize »