[FF7PC-98/Steam] New Threat Mod (v2.0.999992)

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A big full-scale guide might not be a good idea right now, there's too many changes being made and there's a NG+ getting added on at some point. If you really want to put one together though, then go ahead; it might be quite useful for the NG+ because it'll be a different scenario with new challenges and puzzles.

Kalderasha, I was thinking about using 7H to swap in field screens that use a different script (and variables to prevent clashing with the save file) to set up a pseudo-dungeon. It'd be 'random' screens each time, with a challenge on each; sort of like the FF Advance dungeons, setting up new scenarios on old field screens.
 
Your next update you're putting up will also include revisions of bosses?
 
Yep, revised the Disc 2 bosses and making some tweaks to the E. Battle and Sidequest ones.
 
So, I just cleared out disc 1. Here are my thoughts:


Midgar section is masterfully done.

From Midgar to Junon things are OK. Magic becomes a little underpowered here. Jenova is a challenge, but a good one.

From Costa Del Sol to Corel things are easier than expected. Spells here become almost useless, as they cannot keep up with physical attacks. A boss in Mt. Corel would be nice.

From Gold Saucer to Cosmo Cannon things go smooth. Reno and Rude could have a little more HP. Finally some lvl 2 spells. The Cosmo Cannon section is too easy, as lvl 2 spells level the competition.

Nibelheim and Mt. Nibel were not bad. I'd power up the three guys at the entrance of Shinra Mansion, as they are as easy as a random encounter.

Rocket Town and the Temple of the Ancients were also more easy than expected. The dragon was a pushover. The Demon Wall was most challenging boss since Jenova. Got killed by Beta tough. I didn't saw it coming and hitting for 1500 damage :P

Yuffie's sequence was surprisingly easy. Rapps was easier than pretty much all random encounters.

Jenofa was the most broken fight ever. I have no clue to how the thing can be killed. I gave up after a dozen game over screens. And while I don't give up much, I got tired of seeing Aeris being impaled with a 5 foot sword by a man who suffers from Buffalo Bill's complex...


As for the whole experience: the mod starts great and kind of dies after Junon. Since levels are earned so fast that kind of takes the edge of make the enemies harder. Also lvl 2 spells felt too cheap. At level 50 Cloud had more than 500 MP, meaning he could cast 34 lvl 2 spells per battle. That's pretty much insane. Takes the challenge out of it. The bosses also stopped posing a challenge after Jenova, Demon Wall being the exception. Gi Nattack was interesting.


My final thoughts: leveling too fast is killing the challenge. I left disc one with Cloud at 55 and I never stopped for leveling up. Summons are too weak. Magic is too cheap. After Junon the mod actually becomes as easy as the original game, mainly because the party is 10 levels above what they would be and spells are cheaper to cast. From Nibelheim onward it just becomes easier than vanilla. I left disc one 15 levels above what I usually do in vanilla.

Now I'm just waiting for the fix to fight Lost Number.


PS: There are two Superballs dropped. The first I don't remember where, but the second is at the fourth fight in Fort Condor.
 
My final thoughts: leveling too fast is killing the challenge. I left disc one with Cloud at 55 and I never stopped for leveling up. Summons are too weak. Magic is too cheap. After Junon the mod actually becomes as easy as the original game, mainly because the party is 10 levels above what they would be and spells are cheaper to cast. From Nibelheim onward it just becomes easier than vanilla. I left disc one 15 levels above what I usually do in vanilla.

Now I'm just waiting for the fix to fight Lost Number.


PS: There are two Superballs dropped. The first I don't remember where, but the second is at the fourth fight in Fort Condor.
You may be over leveled, but Disc 2 and Disc 3 become more challenging, especially end game with all the side quests and extra bosses. Hehe I was with ya, I was high level at the end disc 1.

Hmm, one of Cloud's sword state it does magical damage? How that formulated?
 
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Whoops meant to edit not double post: One of Sea Worm's attack locks the game up
 
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Well, hopefully the changes will fix it up a bit better. I've taken a note of the Disc 1 bosses you mentioned and I'll look at ways to make them more threatening. The enemies in those areas can maybe stand for some slight reinforcement too.

I'll do something about that Beta too, I'm not a fan myself of getting sweeped out of nowhere so I want to avoid that happening to other players. I'll review Jenova Decay as well; the fight is winnable, but it's a pain to go through the cinematic on each attempt.

Whoops meant to edit not double post: One of Sea Worm's attack locks the game up
Righto, I'll fix up that Sea Worm attack.

Edit: Oh, there were two posts. I think Cloud's Rune Edge just used a magic-attack formula instead of a physical one. I was never too sure of it actually. I'll probably change it (and Magic Shuriken/Solid Bazooka too).

Edit 2: Just remembered, now there's only one flevel; Field Music is now set through an option in-game and can be toggled. The initial decision is made at the start of the game, but there's an NPC on the Highwind now who can change it.
 
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 I think Cloud's Rune Edge just used a magic-attack formula instead of a physical one. I was never too sure of it actually. I'll probably change it (and Magic Shuriken/Solid Bazooka too).
Cool beans thanks, and I do like the sword: it's a nice combo with sleep since it doesnt wake up enemies upon hit.
 
It isn't on the same place as it was originally? I found it there.


Btw, Chief, I found two Raising Sun's, one dropped by Diamond and the other at the Sunken Plane. Was this planned?

And any news when the new patch is coming?
 
Hello, where is destruct materia?
The Destruct Materia should be where it was originally, in the Shinra Mansion basement (but not during the flashback, it's when you re-visit after completing Cosmo Canyon).

Btw, Chief, I found two Raising Sun's, one dropped by Diamond and the other at the Sunken Plane. Was this planned?

And any news when the new patch is coming?
Probably not, but Rising Suns are available en-masse in a pack of 40 (part of Edge's Throwing Set, one of the randomly selected Mystery Prizes available from Battle Square in place of W-Summon) so it's no biggie. I'll maybe give Diamond something more interesting as a Steal/Drop though.

Update got delayed slightly because I figured out a way to merge both flevels and make music behaviour an in-game option. That cuts down on the amount of work/risk supporting two flevels and simplifies things going into a 7H version. As far as it goes, this update is more or less done but I was trying to test battles to make tweaks; it's not been easy, I need to set some time aside and play the mod start to finish to get a proper team that can give proper feedback. For now though, enemies were pushed up from the Temple onwards; a healthy level and speed increase with some defence, HP, and attack tweaks. But let me know if the standard enemy formations are too much to handle (damage-wise) and/or if bosses are unmanageable.

I also went ahead and changed Ultimate Weapons too; I've got a plan for them going into NG+ but at the moment they're being squared against the other high level weapons. For the most part, characters each have a weapon that:

-) Vit/Spr: +50
-) Mag: +30
-) Dex/Luck +50 (Ultimate Weapons)

This'll likely be changed soon, but for now it seems to have a nice balance. The Luck boost might be broken a bit on Cait Sith, though (if Luck Plus is used).
 
IS it just me or is it taking me a really long time to level up my limit breaks?

I'm at Cosmo and I JUST got Blade Beam for Cloud.
 
It should take roughly the same number of kills/uses to learn Limit Breaks.
 
Sorry if the question has already been asked but : is this mod compatible with bootleg / reunion ?
 
So I realised that I haven't fought the battle square in a while and decided to go for that, but the moment I start - it begins to load with the music, but black screen - when I minimize the game window - a pop up appears saying unknown exception, then proceeds to stop working.

Any ideas??
 
IS it just me or is it taking me a really long time to level up my limit breaks?

I'm at Cosmo and I JUST got Blade Beam for Cloud.
No, but since the enemies take longer to kill its natural that limits will come later. I got my lvl 2 limits not long before that, so don't worry.

Probably not, but Rising Suns are available en-masse in a pack of 40 (part of Edge's Throwing Set, one of the randomly selected Mystery Prizes available from Battle Square in place of W-Summon) so it's no biggie. I'll maybe give Diamond something more interesting as a Steal/Drop though.

Update got delayed slightly because I figured out a way to merge both flevels and make music behaviour an in-game option. That cuts down on the amount of work/risk supporting two flevels and simplifies things going into a 7H version. As far as it goes, this update is more or less done but I was trying to test battles to make tweaks; it's not been easy, I need to set some time aside and play the mod start to finish to get a proper team that can give proper feedback. For now though, enemies were pushed up from the Temple onwards; a healthy level and speed increase with some defence, HP, and attack tweaks. But let me know if the standard enemy formations are too much to handle (damage-wise) and/or if bosses are unmanageable.

I also went ahead and changed Ultimate Weapons too; I've got a plan for them going into NG+ but at the moment they're being squared against the other high level weapons. For the most part, characters each have a weapon that:

-) Vit/Spr: +50
-) Mag: +30
-) Dex/Luck +50 (Ultimate Weapons)

This'll likely be changed soon, but for now it seems to have a nice balance. The Luck boost might be broken a bit on Cait Sith, though (if Luck Plus is used).
If I understand correctly, you'll first play through the mod before releasing it? That may take a while. And about the exp, have you changed the values so we won't level as fast?
 
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Sorry if the question has already been asked but : is this mod compatible with bootleg / reunion ?
I'm not so sure. Try installing the NT Mod to a data folder, and then copy-pasting these files into the relevant folders inside the Bootleg/Reunion modded data folder:
scene.bin
kernel + kernel2
flevel.lgp
char.lgp (ignore if using field model mods)
battle.lgp (will overwrite battle models but is required due to new monsters)

Can't guarantee that'll work; but the NT Mod is being included with Bootleg's next release as I understand it.

So I realised that I haven't fought the battle square in a while and decided to go for that, but the moment I start - it begins to load with the music, but black screen - when I minimize the game window - a pop up appears saying unknown exception, then proceeds to stop working.

Any ideas??
There could be two reasons. First, it might be related to a problem I found with the Battle Square which didn't handle different party leaders correctly. Were you fighting in the Battle Square from Disc 3 with a different party leader? Second reason could be a bad enemy encounter, as in the game is trying to load an enemy formation which doesn't exist anymore; let me know where you were in the game story-wise when you went to fight in the Battle Square (the encounters change depending on where you are in the game).

If I understand correctly, you'll first play through the mod before releasing it? That may take a while. And about the exp, have you changed the values so we won't level as fast?
I'm releasing the update today (about to post the links) but to get things tight like Midgar I'd need to put a new team together and play through the game again. I'll be doing that for the v1.2 release which is adding in new features and preparing for the NG+ expansion; it'd be a good idea if I had a team ready to test the NG+, because I want the fights for that to be quite hard and keep the curve going. For now, I'm going to be working on putting 1.2 together and then I'll start a test-play of it, adding more stuff as I go.
 
Oh yeah jut realised I had Cid as my party leader - thanks.  Will check this again............And yeah it works now
 
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