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

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Just updated the .EXE patch; it revises the Materia Bonus/Penalties and corrects an issue with the 1998 one where some of them were glitched.
 
Just updated the .EXE patch; it revises the Materia Bonus/Penalties and corrects an issue with the 1998 one where some of them were glitched.
Yes, that does fix a large number of issues there. I like some of the changes, but the sheer number of materia that have "VIT -10" is a bit daunting (Poor Aeris, zero Vitality, no wonder you died ;D :-P). Also, some of the materia, such as the Master ones, do not list any stat changes, even though they definitely do have a number of them there, though fixing that is likely to be a pain in the butt.


Anyways, I just noticed that there are about 13~ unused items still left to be used. And the game has no "Mass healing" save for Restore+All, Megalixers, and certain Limits. Would it be possible to add in an item that acts like a Hi-Potion for the entire party?


And I have to ask, is it normal for my party's HP to only be in the 2500~ range (before Materia usage) when at level 60? I haven't been cheating, but I'm unsure if you tied HP growth to VIT or changed the HP growth formulas or whatnot. And given that, I'm left wondering what exactly is going on with things there.
 
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Just updated the .EXE patch; it revises the Materia Bonus/Penalties and corrects an issue with the 1998 one where some of them were glitched.
Thanks, Sega Chief. Looking forward to seeing what the new bonuses and penalties are.

Edit: Early on, this'll kill Cloud in Arrange haha.  -30 vit from the start of the game is a pretty hefty penalty, though you should be able to unequip them from the first save point. Other than that, I don't really have any problems. Defensive players will simply forgo mass magic/command use and offensive players won't care about 0 vit if it means stacking those reinstated Magic bonuses (go wild, Zartemis). Definitely an exe update that puts you on your toes.
 
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Heya Chief,

Meant to post this question a few days ago but got busy: I've given the usual items to the Kalm Traveler, normally when you give him the Earth Harp in the vanilla game you get Master Command/Summon/Magic, are you not supposed to get them even after you've given him Guidebook, Earth Harp, and Desert Rose? 'Cause he did mention the Master Materia, but it was in the rainbow Limit text. Presuming it's a hard no. ;p
 
Thanks, Sega Chief. Looking forward to seeing what the new bonuses and penalties are.

Edit: Early on, this'll kill Cloud in Arrange haha.  -30 vit from the start of the game is a pretty hefty penalty, though you should be able to unequip them from the first save point. Other than that, I don't really have any problems. Defensive players will simply forgo mass magic/command use and offensive players won't care about 0 vit if it means stacking those reinstated Magic bonuses (go wild, Zartemis). Definitely an exe update that puts you on your toes.
Don't tempt me bruv. I'll have to run a second game simultaneously if you do, and no one wants that. Not while I'm still trying to figure out why 7th Heaven and Bootleg both VIGOROUSLY disagree with me modding things.
 
Thanks, Sega Chief. Looking forward to seeing what the new bonuses and penalties are.

Edit: Early on, this'll kill Cloud in Arrange haha.  -30 vit from the start of the game is a pretty hefty penalty, though you should be able to unequip them from the first save point. Other than that, I don't really have any problems. Defensive players will simply forgo mass magic/command use and offensive players won't care about 0 vit if it means stacking those reinstated Magic bonuses (go wild, Zartemis). Definitely an exe update that puts you on your toes.
I clean forgot, I changed the actual Materia things in the kernel as well to accompany this. I'll need to put that patch up pronto; the -10 Vit thing is a bracket that was moved to other Materia.

Edit: That's the scene patch up.
 
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I clean forgot, I changed the actual Materia things in the kernel as well to accompany this. I'll need to put that patch up pronto; the -10 Vit thing is a bracket that was moved to other Materia.

Edit: That's the scene patch up.
Just to confirm.

- All tier 1 magic attack Materia (earth, fire, etc) no longer have -Vitality but have -5 Dex.
- All tier 1 Materia like Time, Heal, Revive, and Barrier do have -10 Vit and -4 Str.
- All tier 1 Magic Materia give +2 Mag, +5 Mag def, -02% MaxHP, and +02% MaxMP.
- All/Elemental/Added Effect materia now has -4 Str/Mag, -10 Dex, and -05% MaxMP.
- MP Plus now has Max HP -25%.
- Morph/Deathblow have +4 Str, -5 Vit, -02% MaxMP.
- Manipulate/Sense/Steal/Throw now share +10 Dex, -10 Luck, and -04% MaxMP (RIP Sense tank, hello Sense support).
- Tier 1 Summons now have +5 Str/Mag in exchange for -10 Vit/Mag def and -05% MaxHP/MaxMP.
 
Just to confirm.

- All tier 1 magic attack Materia (earth, fire, etc) no longer have -Vitality but have -5 Dex.
- All tier 1 Materia like Time, Heal, Revive, and Barrier do have -10 Vit and -4 Str.
- All tier 1 Magic Materia give +2 Mag, +5 Mag def, -02% MaxHP, and +02% MaxMP.
- All/Elemental/Added Effect materia now has -4 Str/Mag, -10 Dex, and -05% MaxMP.
- MP Plus now has Max HP -25%.
- Morph/Deathblow have +4 Str, -5 Vit, -02% MaxMP.
- Manipulate/Sense/Steal/Throw now share +10 Dex, -10 Luck, and -04% MaxMP (RIP Sense tank, hello Sense support).
- Tier 1 Summons now have +5 Str/Mag in exchange for -10 Vit/Mag def and -05% MaxHP/MaxMP.
This list is just for arrange? Im playing on normal NT and fire, ice, etc still gives me -10vit
 
@rgmarks
I am playing on Arrange. The change to materia isn't meant for only Arrange, so if something like that is happening, then something is wrong.
 
Remember to use the newest Scene Hotfix; it changed a few of the materia equip sets.
 
Remember to use the newest Scene Hotfix; it changed a few of the materia equip sets.
yeah im using the patch on the first page, the exe patch. Something wrong..
Just to clarify, i just downloaded and this is happening
Edit: Oh im sorry, i just saw the scene patch, my bad!

Edit: Hey sega chief, the date confused me, on the 1st page it says 3rd august(that i already patched), and when i downloaded it says 10 august.
 
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Hey Chief, so I've reached the final area and unlocked the extra quests.  A couple of things to point out - Firstly a strange glitch occured (only seemingly a couple of times) as I was hopping down to the first area of the crater (where the save crystal is) Cloud performs an extra hop, all of a sudden I couldn't hop to the next ledge and couldn't access my menu.

Another thing to point out are a couple of dialogue boxes were reversed.  The first one before parachuting into Midgar when it asked you to either choose your party and continue on the options are switched, the same again happened when the save option at the end of the disc came up yes and no were switched.

Apart from that absolutely loving this version.  In fact I found some old saves from v1.1 and when I loaded the save it had all the updates from this version (I wanted to carry on from the current save though) - just not sure where to go from here, too much to do in this mod :) (think I might grind for a bit in the Gelnika)
 
I'll sort those out; the extra hop sounds dangerous though so I'll concentrate on that first.
 
Hi hi,
when i install this through 7H the first two soldiers encounter after the intro is yuffie any way to fix this?
 
Will you be posting a database of steals and morphs at some point?
Yeah, I'm working on updating it at the moment. I've some days off work starting now so expect to see it soon.

Hi hi,
when i install this through 7H the first two soldiers encounter after the intro is yuffie any way to fix this?
That'll be a scene + kernel issue; if they aren't synched with each other then the wrong encounters start loading. The cause might be that 7H wasn't set up properly, that's a common issue that can happen with it. Are you running NT through Alyza's 7H catalog?
 
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