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

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No prob; my PS3 controller's left analog locks sometimes now so I've ran into the problem a few times.

And the new flevel patch is up, Aqua.
 
I hope there will be more new threads for challenge :)

EDIT: Somewhere I got the "Limited Moon" from Red XIII ?! Something needs to be wrong here.... I will delete it ofc :P

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I'm getting a black screen in one of the areas at Forgotten City. It freezes completely the game and I need to reboot.

I'm playing with the latest flevel update ( 22nd May ).

Edit: I went to that area again and I didn't get the crash. I think this happens if you go to that particular screen after sleeping at one of the houses there ( crash produced by the weather system? )
 
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The Ultima Weapon of cloud sucks balls-.- Sorry.. xD ...I switch to Buster Sword
 
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About the previous crash:

So, I found out that resting in that house is mandatory to progress in the game because it unlocks the stairs that you have to take to go where Aeris is.

The think is, if you go to any of the other screens after sleeping in that house, you will get a black screen no matter what, making impossible to progress further in the game.
 
Looks like I've missed a post here:

is there any way to guess variablis element weakness tho
kinda defeat the point if u can just hit him with comet/ultima
i never even manage to hit his weakness once , not even once
i like the idea of boss changing element weakness but if i cant even hit one element spell , it just doesn't feel right
You're right, Variablis was designed with the Number024 boss and Magimaster from FF6 in mind, but those bosses allowed Scan to be used to track his weakness. What I forgot about at the time was that Sense doesn't function at over 30,000HP, and that elemental weaknesses set through AI aren't tracked either (it looks at the scene where the enemy is stored for elemental weaknesses, which are static). It's likely I'll re-wire it entirely and make it completely different.

I hope there will be more new threads for challenge :)

EDIT: Somewhere I got the "Limited Moon" from Red XIII ?! Something needs to be wrong here.... I will delete it ofc :P
I think certain bosses and enemies can drop Ultimate Weapons as a rare steal in some cases. It's something that needs to be corrected, I'll eventually find them as I'm going through each enemy individually right now for a re-balance (which includes their held items). And regarding certain Ultimate Weapons, I'll change tact and make them much better.

About the previous crash:

So, I found out that resting in that house is mandatory to progress in the game because it unlocks the stairs that you have to take to go where Aeris is.

The think is, if you go to any of the other screens after sleeping in that house, you will get a black screen no matter what, making impossible to progress further in the game.
I'll remove weather from that area entirely, and then run through to test it.

Edit: Seems to be something was knocked out of whack with the default screen tint that's here during the Altar event (when the screen is darkened) so whenever this effect is activated it locks. Just trying to locate the cause by comparing it to a default.

Edit2: I think I've figured out the cause, I'm going through each Forgotten City field and correcting the numbered labels for them; the jumps seem to have been 'auto-corrected' or auto-wronged', rather.

Edit3: That's the patch uploading. I'll need to watch out for that in future, it seems that if a label jump has no target then Makou will create a new label to try and cover it but scripts vary wildly so odds are it can create an infinite loop (and if this happens in an Init script then the field won't really load at all).

Edit4: New flevel patch is up, sorry for the hassle.
 
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Thanks Chief, I appreciate your dedication.

This is one of the best (if not the best) gameplay mods of FF7 out there.
 
Cheers, bud; I appreciate that. If there's any other problems, let me know.

Next thing I'll start on is a temporary re-spec for these Ultimate Weapons, something to make them worth getting. I'll fine-tune them when I grab them in the playthrough I'm doing.
 
New scene patch is up (24th), that re-specs the Ultimate Weapons to be stronger.
 
i don't get how the new ultima weapon formula work
but it was definitely stronger than before
and worth using now
 
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The ultimate weapons are using the original formulas, with a few differences.

Cloud/Ultima Weapon: Same as before, power decreases as his HP gets lower (the sword will slowly turn from white to blue, as a visual indicator of the amount of power lost). Note that it's the % of your HP remaining, not the actual amount; a Cloud with 300/300HP would deal more damage with it than a Cloud with 5000/9999HP.

Barret/Missing Score: Power is based on the total AP of all the Materia equipped to the weapon; Mastered Materia like Quadra, Mime, etc. tend to give the best bonuses. Does very little damage with no Materia/low AP.

Tifa/Premium Heart: Changed. Basically the same as Ultima Weapon, but uses MP instead. The more MP you use, the less power it has.

Aeris/Princess Guard: Changed. This heals targets, and grants the Shield status.

Red/Limited Moon: Changed. This deals more damage based on how high your Limit gauge is. Best used with a filled Limit Lv.4 and commands like Deathblow or Mug (as attack is disabled when Limit is available).

Yuffie/Conformer: Deals more damage based on target's Level; also ignores the penalty on Morph attacks.

Cait Sith/HP Shout: Changed. Deals damage equal to the difference between maxHP and currentHP (so an ???? effect).

Vincent/Death Penalty: Changed. This now has the Yoshiyuki effect, and will gain a damage boost whenever another party member is KO'd (if both are KO'd, then damage is increased again).

Cid/Venus Gospel: Changed. Has no special damage formula, but drains damage as HP.

They also carry some stat bonuses, usually in-between the bonuses given by the other end-game weapons.
 
would you say in 2 months time 1.4 will be out long with the special 'arrange' mode.

as overall i think 'arrange mode' -which i think the name should be changed to 'boss rush' mode or something - would be my prefered way to play the game given my familiarity with the story, I'd rather just head straight into the boss fights and have minimal story.
 
Arrange is going to be close to Original, but with twists in it. NG+ is going to be a minimal story + survival campaign.
 
oh yeah, of course, forgot about that.

maybe 'survival mode' sounds like a good name, it think it reminds me of say a fighting game where you have 'story mode' or 'survival mode'.

i hope you manage to incorporate every boss in this mode though.
 
*DARK CAVE SPOILERS TO FOLLOW*

 for anyone who doesn't want to be spoiled about the new sidequest


So I've been going through this section and I've really enjoyed the challenging boss fights thus far. Hell Armour was one of the toughest fights I've had in this game but it was so worth it when I finally heard that enemy death sound effect.

I have to concede though, Viragea is throwing me a huge curve ball. Its attacks aren't so much the problem but I can't figure out its immunities. After I beat Mirage Weapon it takes attacks fine. It doesn't seem to be immune to slow numb but once paralysed the fight continues; I have to chuck a soft at it to continue things. But about midway (guessing) through the fight, it grows and seems to absorb all my elemental attacks and physical attacks deal 0 damage.

If all that is intentional then by all means keep the secret to beating him a secret. I was just wondering if you somehow rendered this beast as insurmountable as he seems ;_;


Also some side notes about things in general (like last time, nothing game breaking)l :

-Viragea's attacks hit "twice" (i.e the damage shows, a small animation shows and the damage is shown again) but it only hits once. Assuming this isn't a psychological thing to emphasise my hopelessness in my fight, it's there.

-Cloud's Buster Sword isn't present on his field model in the section before the Jenova Decay and Zack boss fights

-Visiting Don Corneo's mansion with Tifa as the party leader has a Cloud model stuck in Corneo's desk (Haven't tested with Cid but I'm willing to assume it's probably the same)

- I've noticed that some attacks that rendered my party members down to a very small amount of health have still killed them regardless of some health remaining? An example is my Yuffie currently has about 3400/3700 HP, she'll take an attack worth about 3300 and still die. This isn't limited to instant kill attacks but I'm fond of regen and I've noticed the line underneath HP representing the HP bar can go a little crazy after such an attack. Not sure if that's a possible source?

- This one is just off the cuff but I noticed you mentioned the ATM core is unmissable, I've combed the planet looking for it, got Barret's Catastrophe but still can't find it. The Heaven's Cloud is similarly AWOL, gone from the gelnika. I'm not asking for the straight answer but a hint maybe? ):
 
Also some side notes about things in general (like last time, nothing game breaking)l :

-Viragea's attacks hit "twice" (i.e the damage shows, a small animation shows and the damage is shown again) but it only hits once. Assuming this isn't a psychological thing to emphasise my hopelessness in my fight, it's there.

-Cloud's Buster Sword isn't present on his field model in the section before the Jenova Decay and Zack boss fights

-Visiting Don Corneo's mansion with Tifa as the party leader has a Cloud model stuck in Corneo's desk (Haven't tested with Cid but I'm willing to assume it's probably the same)

- I've noticed that some attacks that rendered my party members down to a very small amount of health have still killed them regardless of some health remaining? An example is my Yuffie currently has about 3400/3700 HP, she'll take an attack worth about 3300 and still die. This isn't limited to instant kill attacks but I'm fond of regen and I've noticed the line underneath HP representing the HP bar can go a little crazy after such an attack. Not sure if that's a possible source?

- This one is just off the cuff but I noticed you mentioned the ATM core is unmissable, I've combed the planet looking for it, got Barret's Catastrophe but still can't find it. The Heaven's Cloud is similarly AWOL, gone from the gelnika. I'm not asking for the straight answer but a hint maybe? ):
Virage was an opportunity to do something a little different, using several unused ideas and a couple of 'glitches' I found while putting the mod together; he's intended to be more confusing and intimidating than he actually is. The 'mixing' attack animations are an example of that. I'll send a PM with some notes/strategies for him.

For the others:
-) Cloud's buster sword on his field model mysteriously vanished a while ago, likely due to me messing around with something when preparing new field models (one of the new ones used his parts as a base). It's something I've been meaning to get round to; it's relatively harmless, but it's needing fixed.

-) That Corneo's mansion thing has been reported before, but I clean forgot about it. I think I can amend it fairly quickly, though. Thanks for reminding me.

-) Ah, Regen! There's a mechanical shortcoming with this status (and on Dual Drain, which is the opposite of Regen) that I call the 'snap-back' effect. Basically, when an attack animation starts the game will perform it's calculation right then and there; problem is, Regen will be restoring your HP while the animation plays so, when the attack finishes, the damage will be deducted based on what your HP used to be. This creates a confusing sight where the character will have apparently survived the attack and their HP will still be increasing...but then they'll suddenly drop down dead. That's what the line going crazy under your HP is doing; it's trying to correct the character's current HP based on a) the damage it took when the attack animation started up and b) factoring in HP gained by regen in the meantime.

-) It is unmissable, so no worries.
 
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