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

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So strange, I'll try out the beta too, and ask Paranoid to the same, she's been playing it more of late. She has had similar out of window crashes too, but it was once or twice. I'll report if anything comes up.
 
Cheers, bud. It's likely bad news either way; if it's an issue in the mod then it'll take some time to isolate. But if it's interference from the Steam Beta then that'll be an ongoing issue.
 
I've come across an issue with the gongaga turks. for some reason there hp levels are very low (50ish).
 
I remember testing the scene they appeared in, and when I'm doing field script tests around bosses I'll usually set their HP low. And more often than not, I'll forget to restore their HP. I'll update the hotfix patch for it (scene patch: 700KB).

Edit: That's the new Scene Hotfix uploaded.
 
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i read on your ID topic you have some menu to fight disc 1 bosses again

that in 1.2 or 1.3
 
It's in the current version, if you've reached the bottom of the North Crater and returned then the menu can be accessed through the trooper hanging around in the Chocobo Pen of the Highwind.
 
I began playing this mod after hearing a recommendation elsewhere. I just got to Nibelheim and things have been pretty smooth so far, I've only lost to that agitated mother bird on Mt. Corel. Overall, I think it's really good and is a very fresh take on an old game. Some thoughts:

- Some of the bosses just kind of go on forever. I realize that's probably what you were going for, Sega Chief, but at times it feels a little bit excessive. Much of the time it's not bad at all and feels just right, but fights like Jenova Vector, the third Guard Scorpion fight and the new Shinra guys in front of the Shinra mansion just seem excessively long. With Jenova, I understand that it's thematically appropriate given that it's supposed to be a big deal, but it took me about 20 minutes to kill the thing. It was fairly challenging and well thought out, but it just kind of went on so long that it became a bit old. Ditto with the Shinra guys I mentioned. Cave of the Gi boss took me about 30 minutes since I couldn't seem to kill either flame fast enough to avoid their healing. Probably could have done so if I approached it differently though.

- Random encounters on the other hand are almost universally good. Some actually seem to be a bit toned down from the previous game (weird little plant guys in the Junon forests) and when they're more challenging than before, it's never to excess. I really like how the more standardized elemental weaknesses makes coming up with strategies for specific monster formations both intuitive and satisfying.

- I really like the rebalanced magic and E. Skill. It's kind of amazing having Demi and Quake in particular actually be worth using. Same with the earlier summons too, really gives them some much need umph. I had a bit of trouble getting to level 2 spells (didn't get any until the end of the Corel prison sequence) but once I gained access to them things have been very smooth. Am I right in assuming that the AP inflation for materia leveling matters less the further in I get? I kind of assumed it was done to create a power curve, like what you did with EXP.

- Motor Drive's description of "Gotta go fast" is inspired.

- Just thinking ahead here: is Remove really worth going for? I completely forgot Exit materia is even a thing that exists in the game, so when I saw Yuffie had it I marveled at the 140000 or AP needed to learn it. I can't even recall it being good in the original game, did it get buffed in some way?

- Finally, is the game balanced around having up barriers at all times? In fights like the Shinra dudes at Nibelheim, it seems to be almost a straight-up requirement. Thinking about it, I imagine barriers really make this game a pain in the ass to balance given how effective they are.

Beyond that, I look forward to what comes ahead!
 
Hey bud, cheers for the feedback. Certain boss fights are undergoing some work for v1.3 to make them less prone to getting players bogged down or to be more intuitive on the first attempt. What my testing wasn't able to take into account properly was my prior knowledge of the bosses I'd made, but now that I've got a good bit of feedback on them I can hopefully make them a little better.

For spells, I tried to aim for Level 2 to unlock roughly around Gongaga to Cosmo Canyon.  They'll actually prove fairly useful all the way up until Disc 3 if used with support Materia and magic-boosting equipment but E. Skills like Beta, Aqualung, and Trine can help bridge the gap between Level 2 and Level 3 spells if need be. Level 3 spells might not unlock until Disc 3, depending on whether AP-boosting equipment is used. However, Contain and some other high level stuff can be unlocked early if you can beat the Extra Battle bosses at the Gold Saucer (they're available when it re-opens but they're specced for end-game parties; no GP is needed to fight them though, and there's no Game Over to worry about).

As for Remove, it's apparently buggered so it'll master much sooner than displayed (less than 10k I think), unless the problem was isolated to one person's game but I doubt it. Remove itself is basically a 100% death spell which can be really handy for farming items, EXP, limits, etc. As far as mastering Materia goes, it's generally best to try and reach the North Crater on Disc 3; Movers give a tonne of AP and Magic Pots now only require an Ether instead of an Elixir.

And the way I did it was I used Barriers when speccing boss fights but not for random encounters. There may be some bosses that are a little too strong either because of a throw-back to the old 1.1 EXP curve or due to them using player-spells (which were buffed a bit). Barriers themselves are %-based damage reduction which is pretty tough to account for; especially when Back Row and Sadness come into it. One thing I should say is that some bosses going into Disc 2 use the Shield status; keep Debarrier handy, if a boss suddenly becomes immune to physical attacks and absorbs elemental magic then Shield is likely in effect (or use a fast ATB, that can cripple Shield fairly quickly).
 
Tifa killed the helper soldiers in the whirlwind maze boss fight.

random selection limit breaks ftw
 
Yeah, you gotta watch out for that. Multi-target attacks like Summons will hit them too, and when they die the boss will start hitting your team with that extra attack (I forget the name).  They're actually there to hinder your team, rather than help.
 
Hi Sega Chief I've really wanted to try your mod but I'm using 7th heaven for mods is there any way to get your mod to work? Also if I do get it to work when I'm done with it will I need to uninstall/ re-install everything if I want to use a different mod?
 
You might be in luck, Alyza just put the IRO together for NT. If all goes well with my testing tonight (I can't test using 7H directly, so I've unpacked the IRO to test the files manually to make sure they're okay and up to date) then hopefully it'll be available in a few hours or so.
 
You might be in luck, Alyza just put the IRO together for NT. If all goes well with my testing tonight (I can't test using 7H directly, so I've unpacked the IRO to test the files manually to make sure they're okay and up to date) then hopefully it'll be available in a few hours or so.
Oh awesome :D.
 
That's the IRO file up and available for download from this thread's main page; if you run into problems like the wrong encounters loading up, crashes, etc. then let me know. Still quite new to IRO patches so there's always a chance I've done something wrong.
 
Hey Sega sorry for the late congratulations for your new release.  Since you have the new IRO ready to go I will see about getting it and playing your mod soon.  Also if you like to include another extra hard boss you can include my new character Kyte for a cameo if you like.  You could use his ability to change his appearance and attack like Angeal did.  He actually is one of the basis for Kyte's power making him different from his big brother.  Not saying I am requesting him be in just some ideas if you like to update and spice it up.  Well anyway can't wait to check this one out bro.
 
Cheers, bud. I'm actually trying to fill rosters for the Junon Leagues just now, so Kytes would be handy for that. Does he have a battle model already that I can use?
 
You can take from mine it was intended to use Cloud's animations and have him use the other color uniforms.  I ended using red and use the soldiers helmet.  The reason I didn't use Cloud's was because I didn't know how to program the animations in like I see some people doing.
 
The reason I didn't use Cloud's was because I didn't know how to program the animations in like I see some people doing.
You mean like which animations to set in Proud Clod when using a player character for an enemy? If that's the problem, I'll share my notes for it and the AI you should set for pre-battle (when they take damage, it soft-locks the game but setting their 'hurt' animation to their evasion one fixes it).

This is the AI:
Code: [Select]
Code:
12 206010 402C8060 019012 206010 402A8060 019012 206011 40888060 089012 206010 402A8060 0190
Works for all player characters I've tested it with so far, including Sephiroth.

Animations (for attacks)
-) 14: Attack
-) 1B: Deathblow
-) 1E: Enemy Skill Spell

There are others, you can have every command but not sure if they're all functional when used as an enemy (and I've misplaced my notes).
 
Actually as soon as I read this post I remembered you sent me a pm about it before too.  I am currently at work and can't take the time needed to tell what his full moveset would be like.  I'll pm you once I get off with how his should go.
 
hey sega cheif

i can't wait for when you release 1.3 and NG+ for this mod soon

keep up the great work
 
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