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

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I appreciate your help. I'll take a few more stabs at him tomorrow and if I'm well and truly stumped I'll take a fuller peek at the notes you sent me. Thanks a lot. I wouldn't usually ask for advice on a boss but I just don't want to have to give up the 4 hours I've spent in the sidequest and all the materia and limit mastering I've gained in the process.
 
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I appreciate your help. I'll take a few more stabs at him tomorrow and if I'm well and truly stumped I'll take a fuller peek at the notes you sent me. Thanks a lot. I wouldn't usually ask for advice on a boss but I just don't want to have to give up the 4 hours I've spent in the sidequest and all the materia and limit mastering I've gained in the process.
No prob.

\\NT update//

Big change on the horizon, and it's to do with character stats & builds. Right now, and this is true of the default game even more, the characters in NT are quite samey with their stats and due to the pre-made stat arcs I've used there are times when characters intended to be proficient in a stat are overtaken by their rivals (Tifa, a physical hitter, having a higher magic stat than Aeris for instance on certain levels). While these are 'hidden' to an extent by stat boosts given by equipment it's not ideal, and definitely not what I'd originally hoped for. Character 'builds' are also limited entirely to equipment.

The ill-fated Arrange prototype tried to address this and create a system where the player would decide which directions to develop a character, with each character having a static set of stats that wouldn't change on level-up. This would make characters less reliant on equipment + limits for individuality, and allow a player more freedom in making dedicated builds for characters. It was supposed to get a trial run in the prototype, but it got KO'd by a serious balancing flaw caused by an early version of the current level synch + several technical issues.

This isn't being rolled out yet, but it's in the works. I think it'll make developing a team more involving for the player, and as part of it I've got a plan to add a quick set of 'Save Point' options that are triggered with a button press (Square/Switch for instance) to do things like toggle the music behaviour, use the new stat-boost system, etc. Currently, whenever you touch a save point a dialogue appears informing you that Save has been enabled. This text box is the perfect opportunity to have those options be available to trigger; it'd be 100% seamless as multiple dialogue boxes can be open on screen at once. I'll make a vid of it in action once the prototype is done.

As far as save compatibility goes, it'd be 100% compatible. Stats can only go up, not down.

Another thing I've got to do is get the optional .exe patch finalised and to start distributing the link for it on the main page. I also need to make a hext-compatible file for it, so it can be used with DLPB tools (and 7H I think).
 
how about you touch a save point, dialogue comes up, you press Square/Switch which then takes you to save 1-9 entry box.

that would make saving go a lot faster.
 
hey sega chief and Rufus

here is a better idea, how about a save point that allows you to press square/switch with a tent option also to heal your party members also
 
a simple 'press square to save' then it goes to last known save file aka slot 1, save 1 and focuses on the last save, then you press confirm on the file and it saves.

or better yet make it like FFX

press confirm key at a save point then it comes up with dialogue 'save?' then you press confirm or can cancel out,  so no the silly 'save message' like what ff7 gives you.

although to make it exactly like ffX you would need to make save points have a real detection script so i can't run through it and such, but i think it would be much better.
 
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I'll consider it; I've a few prototypes to test.

Edit: Here's a video showing some of the prototype/beta features:

They're still under development, but I'm hoping to implement them at some point. The Extended Save Console allows for control over certain NT features like Battle Music Behaviour, Weather Effects, and conveniences such as Quick-Tent and Un-equip Party.

The second feature which ties into this 'console' is the Rank-Up system that was originally in the Arrange prototype that met an untimely end due to balancing problems. This would combo with 'static' character stats that do not increase when leveling up; instead, the player decides how to develop the character's stats through the use of Source Packs.

A Rank-Up itself would be unlocked through gathering Source Points (SP); these are gained by every character whenever you defeat a story boss, with characters who actually participated in the battle gaining a small bonus on top of it. Certain story events and dialog options will also result in SP for certain characters. When enough is gathered in, the character will Rank-Up and get a Source Pack to choose from when the player next visits the Rank-Up screen.

I've not decided yet how visible to make SP, whether it should be done invisibly and something to check in on periodically to see if anyone ranked up, or if it should be more direct and show the player how much SP they need to reach the next rank. I don't want it to get in the way of the story boss fights (could be distracting), so I might need to add some kind of method to check it somewhere.

Anyways, let me know what you think.
 
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Hello Sega Chief, my game seem to freeze before the area where u fight mirage weapon, after mirage weapon fight, and leaving the area.
the game freeze up 3 time on 3 different occasion.

also is it normal for mirage weapon to not fight back at all after casting slow and bad breath on it?
 
The SP thing sounds pretty cool.  I like the idea of characters with very different stats and I also like the idea of characters strength not being determined by how much grinding a player has done.  (Sorry if I'm bringing this up too often, but) I think a similar system could be used (at least sometimes) for materia growth.  You gain some kind of points through story events and then at the special save menu, you can receive leveled up materia once you have enough points.
Also, I was thinking that since morphing seems to be quite important in your mod, increasing the HP limit of Sense might be nice.  I feel like if you're going to spend both a materia slot and a turn on Sense, then it should actually work on enemies strong enough that you'd want to Sense them in the first place.  In the original game, I always felt Sense was so useless because Sensing weak enemies was a waste of time and Sensing strong enemies wasn't possible.
Anyways, I'm enjoying reading your updates, and I'm looking forward to 1.4.
 
I think ideally sense would work as long as the enemy's HP was below a certain value, so for stronger enemies you'd have to whittle away at them a bit first, but I don't think that would be an easy change to implement, going from what was said about Variablis and drawing the information from the battle set up rather than current information.
I think that not knowing the hp for some enemies would be important as part of the challenge, and with morphing them I've solved it by either being cautious (ie slow) and only using gravity /morph to take them down, or by estimating their total hp in one fight and morphing in the next.
 
the save menu is cool, quick tent is awesome, given that tents are cheap this is basically the same thing as ffX full restore at save points.

id prefer the interface to be much smaller though,  having text boses take up the entire screen isn't ideal.

but yeah an 'instant save' button would go a long way, just press the button and go to the save menu in slot 1 instantly, preferably focus on last save.

SP sounds great, so leveling up will only affect HP and MP, but for stats like strength and magic you need to rank up, then you choose 3 or so options, but does it have to go through that menu where you see the sources being applied to the party member?

I think ranking up at the end of a boss battle could be fine, the message box 'rank up' could happen then you can choose between 3 options for each party member that has been ranked up, would also give you a chance to hear the victory fanfare music more often.


I have yet another idea

-) ReBalance with no menu access in dungeons

How about when in dungeons you can’t access the menu, that means no easy phoenix downs/potions/ethers when out of battle, this coupled with regen while walking in field and revived party members when downed could make things way better, it would be harder, but much cooler.

Only thing is changing materia and equipment, you couldn’t really do that, maybe you can make it so you can do that at save points.

Some things will have to be re-thought out, but it’s a pretty cool starting point.
 
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Hello Sega Chief, my game seem to freeze before the area where u fight mirage weapon, after mirage weapon fight, and leaving the area.
the game freeze up 3 time on 3 different occasion.

also is it normal for mirage weapon to not fight back at all after casting slow and bad breath on it?
Would this be in the Church? There's maybe an encounter in that area that's been removed or changed if there's crashes happening in there. I'd better have a look and see what I can find. As for Mirage's AI, I'll double-check it to see if there's some kind of flaw in it that would cause it to remain passive throughout the fight.

Edit: Had a look at both, but encounters appear to be disabled in the Church for this event. Mirage's AI is fairly basic as well, so there's not really anything in there that'd prevent fighting back if hit by Slow or Bad Breath except for maybe Silence. I'll do some tests with that status to see if that's what derailed him, though I thought it only affected Kernel-based spells (he has one of these, maybe it clashes with the way his AI works and renders him 'stuck').

As for the crashes, did you tab out/lose focus of the Steam game window at any point? That version has a chance to crash whenever you click away while in Window mode or when tabbing out/opening the Steam overlay.

@Nate/Gatchaman
I think it's possible to boost the Sense limit up to 65535, but it glitches out when reading anything above that (the value rolls over, which makes it difficult to follow). There's a tool you can try out however called Ochu by DLPB; it reads the game's memory in real-time and I think it can keep track of how much HP the enemy you're fighting has. It also has some other cool features like being able to adjust the FPS of Field, Battle, and World Map.
 
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Oh nice, if there's a tool to handle that issue already, then you don't have to worry about working it into the mod default. Great stuff.
 
i give it another try later see if the freeze happen again

Edit: it magically work now , and slow+bad breath still seem to bug out mirage weapon

Edit2:Hojo little ghost is trying to revive him but fail to do so due to MCellular Guard

Edit3:i somehow manage to make hell armor MP depleted by staying alive.

Edit4:welp , the mirage weapon before VIREAGE can bugged in the same way as well ,currently stuck on VIREAGE
 
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Mirage's problem isn't a bug, so much as an oversight on my part. I thought that Silence only affected kernel spells but it seems that it affects anything that consumes MP. I'll need to take that into consideration when setting Silence as a weakness in future.

As for Virage, it's a tricky fight but you can give yourself an edge by nullifying/absorbing Gravity. Also take Debarrier or Dispel in with you (if you need a leveled Destruct Materia, there's a Lv.3 one sitting in the AVALANCHE hideout; I think it's possible to backtrack to there from where you are). Also, Virage is weak to Holy and can be Slowed, Stopped, and put to Sleep; also, keep an eye out for Shield (nulls physical attacks and absorbs magical ones) and especially Regen. You need to take these statuses off him ASAP.
 
Mirage's problem isn't a bug, so much as an oversight on my part. I thought that Silence only affected kernel spells but it seems that it affects anything that consumes MP. I'll need to take that into consideration when setting Silence as a weakness in future.

As for Virage, it's a tricky fight but you can give yourself an edge by nullifying/absorbing Gravity. Also take Debarrier or Dispel in with you (if you need a leveled Destruct Materia, there's a Lv.3 one sitting in the AVALANCHE hideout; I think it's possible to backtrack to there from where you are). Also, Virage is weak to Holy and can be Slowed, Stopped, and put to Sleep; also, keep an eye out for Shield (nulls physical attacks and absorbs magical ones) and especially Regen. You need to take these statuses off him ASAP.
i'm pretty sure this isn't intended but , he can be petrified???

also ,i'm not sure what happen but the game soft lock on something that happen on VIRAGE

http://imgur.com/Adw7sUQ
 
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Hmm, maybe petrification wasn't such a hot idea, assuming that's what caused that to happen. I'll test that again.
 
i'm pretty sure the one that i petrify him and the one that got soft-locked is different try
 
I'm trying to open the item database but for some reason it's just a bunch of gibberish symbols. I'm trying to open in excel. Is there another program I should be using?
 
i'm pretty sure the one that i petrify him and the one that got soft-locked is different try
I'll root around and see if I can pinpoint the cause.

I'm trying to open the item database but for some reason it's just a bunch of gibberish symbols. I'm trying to open in excel. Is there another program I should be using?
It was made using Apache's Open Office; I would have thought they'd be compatible, but I guess not.
 
not sure if this would help but , tifa is using limit break that time and it soft-lock
 
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