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

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So, the Turks fight is bugged. (Elena and Rude) Is there a workaround for time being until the fix comes out? It's funny to watch that I'm soft locked on berserks while rude heals my characters and Elena, when her's HP gets to low.

Oh and also "Enemy Lure" materia's description says "Reduced" not "Increased", but that's small thing.
 
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confuse rude so he doesnt turk cure.

easiest way is learning chocobuckle. choco/mog summon also inflicts it at high rate.

get them both to 1200ish hp, then summon choco/mog and use limits

even though the message says chocobo is the only way across the marsh, it is absolutely possible to run across. it's just annoyingly difficult.
 
confuse rude so he doesnt turk cure.

easiest way is learning chocobuckle. choco/mog summon also inflicts it at high rate.

get them both to 1200ish hp, then summon choco/mog and use limits

even though the message says chocobo is the only way across the marsh, it is absolutely possible to run across. it's just annoyingly difficult.
Yeah, I probably should focus Elena down first while Rude is Confused. What I did was that I confused Rude with Choco/Mog and focused him down, but after he "died" he started spamming Turk Heal like no day tomorrow. Thanks. I try that. :)

Edit: Done. It worked. But yeah, once it gets fixed it is a much easier.

Also this mod is great. :) Good job!
 
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Shinra mansion in Nibelheim is the only area (yet) I had some difficulty with classic mobs. Dorky faces spams too much negative magics. Ghirofelgo is fine. I didn't force fights so I haven't seen any Jersey. Lost number only had one stage unlike in 1.35 which made him easier. Black bats are fine, Ying/Yang deals a lot of damage.

I didn't have much problems with normal encounters anywhere else (I'm currently at the Temple). Even the dragon in Mt. Nibel was fine (not too easy, not impossible. In 1.35 I couldn't beat it the first time I encountered one).

Globally I think normal encounters should have a 20-30% damage boost to match with the new HP/MP curves, maybe slightly less depending on zones.

Edit; I'll mention I run an all-rounder team with Cloud / Yuffie / Red XIII, not using any summon materia, not using any duplicate materia (only one cure, ..) except for "All" materia. These characters have a low VIT/SPR but "high" STR/MAG/DEX and I didn't overlevel since I'm running straight through the game. When I recruited Cid, I replaced Red XIII, Cid being 2 ranks lower I still have no problem with normal encounters. (Having him STR/LCK/SPR)

Edit: It reminds me that at the beginning, Yuffie level 1 limit (Greased Lightning) had a way better damage output that Red XIII (Sled Fang) / Cloud (Cross slash) limits while she had less STR. If I remember correctly she had a 800 damage output while Red & Cloud were around 600.
I guess it's differences in teams and how much fighting was done. The ranks thing with Cid being behind is a problem though; I'll need to come up with something.

That's all the reported bugs fixed; I'll be putting a patch together now after I've had a think about how to get Cid even with everyone else.
 
Surely it would be more effective to just make SP be given out more rarely in the case of defeating an enemy you are a higher enemy on rather than none at all? Otherwise it creates the incentive of doing as little battling as per to get the most SP.

Loving the mod so far! I wouldn't say Tifa is OP maybe it's just she was so terrible in the original haha
 
Surely it would be more effective to just make SP be given out more rarely in the case of defeating an enemy you are a higher enemy on rather than none at all? Otherwise it creates the incentive of doing as little battling as per to get the most SP.

Loving the mod so far! I wouldn't say Tifa is OP maybe it's just she was so terrible in the original haha
That's something I was worrying about; but the old system was very static and wasn't really in the player's hands at all. I don't know if avoiding battles results in more SP overall as enemies give disproportionately more EXP as you advance which would fast-track low level teams. Maybe.
 
That's something I was worrying about; but the old system was very static and wasn't really in the player's hands at all. I don't know if avoiding battles results in more SP overall as enemies give disproportionately more EXP as you advance which would fast-track low level teams. Maybe.
I think the static approach is better, since you can really adjust fights around the exact stats. The possibility to "grind" for power is according to me a no no, which is why i liked the idea of rank up in the first place.
 
doing that is more effort than it's worth.

you'd have to kill off cloud every boss battle and switch your lowest 2 into the group. and it's 100 battles of doing it.

there are assorted low exp battles sprinkled into various places but they tend to be the lowest encountered group

and as for my opinion. i prefer the old method. this way grates into my ocd typicality. i'd rather sp be something gained for going out of your way to do various things rather than a reward handed to you for running away half the time
 
i'd rather sp be something gained for going out of your way to do various things rather than a reward handed to you for running away half the time
I very much agree with this. KH2 did this quite well, I think. Giving you "level ups" for bossfights/events done.
 
omg dat reward for no fort condor losses

to stronk

me am win teh gaem n0w
Did you actually get something specific, for winning all the fort condor stuff? I just kept getting useless consumeables after the first 5-6 battles.
 
I might not see the problem correctly but why don't you simply remove the 255 cap ? That would be the easiest solution to have Cid's rank to match with any other character

I'm right before the brass dragon fight, I'll wait for the patch to compare it with the 1.35 one :)
 
I think the static approach is better, since you can really adjust fights around the exact stats. The possibility to "grind" for power is according to me a no no, which is why i liked the idea of rank up in the first place.
It's a bit of a grey area as far as grinds go; the idea is that the EXP given should counter the SP gained, with the higher EXP yields of later monsters keeping any extra SP gained by dodging fights early on to a minimum.

omg dat reward for no fort condor losses

to stronk

me am win teh gaem n0w
Try not to waste it on any trivial fights like the final boss.

I might not see the problem correctly but why don't you simply remove the 255 cap ? That would be the easiest solution to have Cid's rank to match with any other character

I'm right before the brass dragon fight, I'll wait for the patch to compare it with the 1.35 one :)
I think I could, but it means using a different set of variables and they might need to be larger ones that occupy two addresses for values higher than 255. Maybe.
 
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I might prefer the static SP growth too (welcome back, btw!). Getting SP from randoms actually concerned me because I'm always worried that Cloud will inadvertently gain too many levels and prevent my lower level characters from gaining SP. Not to mention that it's too similar to the vanilla method of grinding for strength when NT prioritizes strategy over raw power. It forced me to really think and plan instead of gaining levels to compensate, and it wound up becoming more fun than I thought. Assigning SP at fixed intervals made it feel like a reward for reaching a certain point in the game, not because you killed a bunch of mooks along the way. That's normal for RPGs, and I don't necessarily mind it at all, but after 1.35 did the fixed method, 1.4 seems to make SP gain less special.
 
We'll run with it for a bit; if it's generally unpopular I'll go back to the static method but with higher SP gains from event/dialogue decisions + sidequests so that it's still player-dependent. Or we could just eliminate SP altogether and just have ranks be unlocked when certain bosses are eliminated + important character specific events are completed.

Edit: Patches are up for Flevel and Scene, plus updated the Main Installer with the new files. For those using the French, Spanish, or German versions of FF7 Steam remember to rename your flevel.lgp file and lang-## folder before applying the flevel hotfix and scene hotfix. You only need the hotfix patches if you downloaded NT before today.
 
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We'll run with it for a bit; if it's generally unpopular I'll go back to the static method but with higher SP gains from event/dialogue decisions + sidequests so that it's still player-dependent. Or we could just eliminate SP altogether and just have ranks be unlocked when certain bosses are eliminated + important character specific events are completed.
Oh I would absolutely love that!
 
We'll run with it for a bit; if it's generally unpopular I'll go back to the static method but with higher SP gains from event/dialogue decisions + sidequests so that it's still player-dependent. Or we could just eliminate SP altogether and just have ranks be unlocked when certain bosses are eliminated + important character specific events are completed.
Sounds a bit FFXIII to me, which is never a good thing :o Perhaps the current system is best in the limited options your working with.
 
Sounds a bit FFXIII to me, which is never a good thing :o Perhaps the current system is best in the limited options your working with.
I hated the crystarium with a passion; trying to avoid something like that if I can.

Is there an updated IRO?
Damn, I forgot; sorry. I'll upload one separately tomorrow. I've got work in less than two hours.
 
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