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

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Gotta say I was enjoying this mod..right up until I started doing boss battles. It's generally just a spam fest from them while trying to keep up...them getting 2-6 moves before you get one. Gi was the worst.. spamming Demi3 and complete healing every 2 rounds. Finally pushed me to uninstall FF7 altogether.

I can see what you're going for but not my style of mod for sure. I prefer Brave New World style..more strategy less twitch. Still..thanks for the new experience.
Gotta say I was enjoying this mod..right up until I started doing boss battles. It's generally just a spam fest from them while trying to keep up...them getting 2-6 moves before you get one. Gi was the worst.. spamming Demi3 and complete healing every 2 rounds. Finally pushed me to uninstall FF7 altogether.

I can see what you're going for but not my style of mod for sure. I prefer Brave New World style..more strategy less twitch. Still..thanks for the new experience.
I take exception to that; most bosses in the mod can be handled with a solid strategy. Speaking of BNW, my own playthrough of that mod was a big influence on NT; when tackling a boss in that mod, I'd usually select a few attacks that would be the most effective and gear the offence characters around that, with supports there to manage the team using specific abilities. This would usually cover most fights on the initial blind attempt, with an adjustment if something hit particularly hard and needed to be dealt with (say, more magic defence equipment and bring in another character who can use Shell). The bosses themselves in that mod usually had a similar subset of abilities; AOE, defence-ignoring attack (HP-check), a status ailment or two, maybe an elemental hit, counter-attack, etc; basically a mix to plan your set-up around.

It's a similar deal with NT; the characters were set up in a way that they each have very particular strengths and weaknesses, which combos with the SP system and the expanded mix of stat bonuses & innate weapon/armour effects; this is so you can handle problematic fights in different ways. The characters don't have unique commands like FF6 ones do, but you can make quite a few different characters builds and set-ups from early on using the innate character abilities with the wider selection of Materia and adjusted special weapons like the Enemy Launcher or Force Stealer.

The problem is that when people are playing a mod they can fall into the trap of trying to play it in the same way as the original game. They rush through, try to brute-force things, or they don't use all of the tools at their disposal because they haven't really needed to use them before. I've talked to people who have maxed out FF7, done everything, beat the Weapons, got all the Materia mastered, but didn't know what Shield did because they never had any cause to actually use it. Or I'll watch them playing and they won't use Barriers or items at all, or make use of Defend and Change, or their Elemental Materia, or status ailments (the lanterns in Gi Nattak can be Slowed and Stopped for instance; you can even insta-kill them with Death if you got a Kiss of Death item from the mobs in Cave of the Gi). Just like in FF6, probably more so in fact, this game doesn't push the player to build good fundamentals because most of the time you can recover almost everything with Cure and push through with whatever elemental spells, Limits, and later just with physical attacks on their own.

Let's look at this Nattak fight NT; this is my demo run of it:
It's similar to how I'd approach a fight in BNW or any other mod; identify the weaknesses and exploit them, while maintaining the team's stability. This fight has two lanterns healing the boss with %-based magic, so by eliminating the Lanterns the boss becomes vulnerable. But the lanterns can heal themselves and you've got damage + disrupting statuses coming in, so you can't just attack wildly; you need to coordinate your turns and party members so that you can make your attack worthwhile without putting yourself at substantial risk. Remember the innate regen + counter-attacks on bosses in BNW? That's what they're there for; to have players put consideration into their turns instead of making uncoordinated attacks that could potentially punish them for no gain.

That being said, NT isn't perfect and I hate to drive people away. I'll have another look at the Nattak fight.


when is the dark cave side quest going to be done
It'll be done when it's done; I didn't particularly care for your passive-aggressive PM, by the way.
 
The boss battles are my favorite part of this mod to be honest. It's made to where you can't just go into the fight with the same equipment and materia all the way through. Granted I ran thru most of the game with a select three (Cloud, Aerith, and Tifa) but still, the mod offers so many different unique challenges with each boss. Using the elemental materia is a very important thing in this mod. It helps physical fighters pump up the damage while vastly increases survivability with units who can't take magic damage. Once you start noticing bosses particular tricks it all comes down to good strategy and sometimes winging it does just fine too. Also, Dex is very important (at least in my opinion) I typically give dex boosting equipment to even out the turn rates. I have a particular fetish for the choco feather and bolt ring accessories for that sweet dex boost. This mod is great at keeping you on your toes and makes you think out of the box for boss strategies. I never think of using Gravity until this mod as I always assume bosses are immune to it or particular status effects. Also Slow is your best friend for many bosses if you would rather not go with the dex boosting route. There are sooooo many different ways to go thru each boss, even with different party setups. I wouldn't throw in the towel just yet.
 
Sega chief, when you first released v 1.3 of NT it came with the dark cave side quest

so how come you had to take it out for so long on v 1.4 of NT Mod
 
Sega chief, when you first released v 1.3 of NT it came with the dark cave side quest

so how come you had to take it out for so long on v 1.4 of NT Mod
I didn't want to take it out for this long; but there were so many bugs to fix (and which still need to be fixed) when 1.4 was released that I couldn't get to it right away. I couldn't leave the original version accessible either because then I'd need to have a separate flevel to develop it which would need to be kept up with any edits and fixes made, etc.
 
Wow, this'll be useful for me too; saves me going through every enemy in PrC to see where specific items can be acquired from in-battle :3. There might be some tweaks to item lists before 1.45 goes out (nothing dramatic, mostly Crater enemies); what I'll do is, I'll DL this spreadsheet and update it with the changes and send it back to you.
Great to hear that even you are finding it helpful! That sounds like a plan, I won't complain about less work for me. :P
 
Hey Sega, again, thanks for resurrecting ff7 for me. I was wondering (and I probably already know the answer to this) is there anyway to get NT on ff7 mobile? I'm guessing at this point its pretty much impossible but I would love to carry NT whenever I go!
 
Hey Sega, again, thanks for resurrecting ff7 for me. I was wondering (and I probably already know the answer to this) is there anyway to get NT on ff7 mobile? I'm guessing at this point its pretty much impossible but I would love to carry NT whenever I go!
Only if you can get the FF7 Phone files extracted somehow, replace the FF7 data files with patched NT ones, and then recompile the files again. I think the phone needs to be specially 'adjusted' though to allow that.
 
Hey sega chief

when you are done seeing sephiorth in the pool of water in the temple of acentes, the sound glitches out and overlaps the pool sounds with the temple of acentes music after seeing sephiorth in the pool of water
 
Hey sega chief

when you are done seeing sephiorth in the pool of water in the temple of acentes, the sound glitches out and overlaps the pool sounds with the temple of acentes music after seeing sephiorth in the pool of water
I'll have a look/listen and separate the sound effects onto separate channels to terminate them at the right time.
 
Hey Sega Chief

Been playing and loving the mod for a month or so now, just got to disc 3 and i was wondering, is it normal that since diamond weapon every boss has taken me at least 30 minutes? I expend most of the time healing/buffing and i deal less damage than i would hope. Don't know if my estrategies are bad or i'm underleveled. I fought hojo at rank 4/5 and lvl 7X. I'm now lvl 8X and rank 5/6 and I can only kill parasytes/gargoyles in North Crater without wasting too much time or dying. My armors are Escort Guard, Minerva Band and the one that's almost like Minerva Band and i'm using Cloud, Cid and Yuffie as my party.

Is it intended or am I missing something? I wanted to reach the end of the crater to unlock everything but I guess i'll try my luck with Gelnika first and maybe farm some rank ups in mideel.
 
I think 30mins is too long for a boss fight; are these the Disc 3 optional ones? I'll fight them again with some compositions and see if I can get that down to 15mins or so.
 
hey sega chief

did you change the huge Materia quest to the mega Materia quest later in the game on your Mod

and sega chief when i did the saving mega-materia at the saving train part, i can't pull the levers at all at the end of the train to stop the train

i think thats a serious bug you need to fix please
 
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I think 30mins is too long for a boss fight; are these the Disc 3 optional ones? I'll fight them again with some compositions and see if I can get that down to 15mins or so.
Diamond weapon and turks in midgar were around 30 mins each, proud clod around 40 and hojo took me an hour and a half (last phase especifically, didnt have a problem with the other 2)

I did all of these without elemental physical attacks, which might be part of the reason, but there are times where i just need to keep healing and aplying barriers/tranquilizers.

I didnt have a problem until this point, the game was hard but exploiting weaknesses and stuff did the trick, I feel like suddenly everything started doing too much damage.
 
hey sega chief

did you change the huge Materia quest to the mega Materia quest later in the game on your Mod

and sega chief when i did the saving mega-materia at the saving train part, i can't pull the levers at all at the end of the train to stop the train

i think thats a serious bug you need to fix please
It was renamed from Huge Materia to Mega-Materia; they're the same thing.

As for the levers, there is no bug there; the developers changed the way you interact with the levers at the start of the train sequence. Instead of pressing the buttons in rhythm, you have to instead press them together at the same time (either Up + Triangle, or Down + Cancel; either way works). The train will accelerate each time, but this is normal; do this twice and Cid will automatically apply the emergency brakes.

Diamond weapon and turks in midgar were around 30 mins each, proud clod around 40 and hojo took me an hour and a half (last phase especifically, didnt have a problem with the other 2)

I did all of these without elemental physical attacks, which might be part of the reason, but there are times where i just need to keep healing and aplying barriers/tranquilizers.

I didnt have a problem until this point, the game was hard but exploiting weaknesses and stuff did the trick, I feel like suddenly everything started doing too much damage.
Yeah, that's way too long; I'll sort it out.
 
hey sega chief

i am trying to put the lucky cat sitch slot mod on your Mod, if that is poissable at all

but it tells me that i am missing the ff7.exe file
 
Personally I am just waiting for the Dark Cave to get readded before I jump in.
 
hey sega chief

i am trying to put the lucky cat sitch slot mod on your Mod, if that is poissable at all

but it tells me that i am missing the ff7.exe file
Is this the YAMP patch made by Dziugo? Maybe it can't find the steam version's .exe because it's called FF7_en.exe instead of ff7.exe. Make a back-up copy of the .exe and rename it to just 'ff7.exe', then run the patcher and see if that works. Remember to rename the .exe back to 'ff7_en.exe' afterwards. If the patched .exe is broken, revert to the backup you made.

Personally I am just waiting for the Dark Cave to get readded before I jump in.
Not much longer on that front; battle-speccing might need redone though.
 
Just encountered an interesting bug while fighting Shake in the pagoda. After berserking him, the game constantly told me that he was out of MP. He was trying non-stop to use some spell that costs too much MP, while under the effect of Berserk no less. So yeah, He was basically doing nothing for the entire rest of the battle. I was forced to throw stuff at him to kill him because he couldn't charge my limit gauge.
 
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