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

  • Thread starter Thread starter Sega Chief
  • Start date Start date
Status
Not open for further replies.
Some more enemies that have issues:
- One of the enemies in Junon for the reactor mission - think it was Soldier 2nd or M-class (lost my notes): lock-up during battle
- Manhole (Midgar raid): another lock-up during battle
- Once when I killed both of Hojo 2's arms, he remained immune to damage. Killed the weaker arm (I think it was left?) first, then the other arm, and he kept on taking 0 damage even after a couple of turns. Had to reload, killed the other arm first, and that time it worked.
- Calamity (Hojo 3): lock up during battle
- Boss for Cid's sidequest: when battle starts. it doesn't appear and game just sits there
- Abyss: less of a crash-type issue, more of an abuse possibility: equip everyone with 3-star elemental: bahamut on armor and let the game sit for an hour. He'll do nothing but heal your party, give them peerless and wall, and damage himself. You don't even have to do anything to win (though admittedly it'll take a while) :p
Bit strange, I tested these fights when I updated them. I'll get them all fixed though.

Will 1.2 be a good version to release, or shall I wait the months later for the NG+ feature? If 1.2 is a stable first playthrough, I can always add the later features as an update patch that 7H will download and install automatically.
Judging from that error report above, it looks like it'd definitely be best to wait for 1.2 or even the 1.3 (or whatever it'll be called). I'll get this mod to behave itself one day even if it kills me.

Edit: That's the issues mentioned above (hopefully) repaired. It was mostly just small things like AI not updated with different attack IDs or clashing Attack IDs. For Helletic Hojo, I think I saw the cause of the problem but to play it safe I removed the phys/mag immune flags; those'll be coming back (or something different if I have an idea) for 1.2.

As for Abyss, that's a balance problem caused by most elements being attached to a Materia (like Shout) and most enemy attacks carrying an element because I didn't keep that in mind when speccing those attacks. I'll be keeping it in mind in future, though.
 
Last edited:
Do you have an eta on when 1.2 will be out looking forward to hacking at it.
 
It'll be a month or maybe 6 weeks, I'm afraid. There's a lot of work still to be done.
 
Sorry to parrot basically the exact same question, but I'm just hoping for some info on v1.2 as well. Looking to start streaming my playthrough in the near future, but the NG+ option sounds really cool, so I'm deciding if I should wait or not. Will v1.1 saves work on v1.2 if I was to start early? If not, any news on the patch's progress, for better or worse, would be appreciated.

Really looking forward to trying this mod out and sharing it with the internet at large, thanks for all the effort you've put into it, and thanks for any info. \o/
 
Last edited:
Here's what's planned for v1.2:

-) New EXP arc (to give me some breathing space for progression into NG+)
-) Respec of enemies + small AI tweaks to bosses
-) Respec of Items/Weapons/Armor (some have been gated off for the NG+)
-) Groundwork laid for NG+ (v1.3)
-) New set of 9 sidequests (for obtaining stronger weapons)
-) Save Nexus implemented (dispenses Sources)

The idea is to repair the balance problem leaving Disc 1 that most players reported and to set things up for a NG+ campaign. The NG+ itself won't be done for a lot longer; it's an overhaul of the game's scenes to make something that's new and not very story-driven.

Save files will load from 1.1 to 1.2, but there might be a visual glitch with the EXP bar due to the new arc (this should correct upon leveling up). Materia might also level/master if the AP requirements have been changed from version to version. v1.2 will be complete in 2 weeks or so; I reckon it'd be good idea to wait but it's up to you.
 
Ahhh, I misunderstood then, thanks for the info! I'll prolly start in the next week or so, and by the time I get towards the end of midgar the new content may be out. Thanks again. \o/
 
Sega Chief, do you have any ideas for "ultimate bosses"? Sorry if it's been asked before, but knowing your nerdy knowledge of the game I would love to see some ideas.  8)
 
Well, my bosses have been a little hit and miss so far but I've got some notes for some mechanics that could turn into something interesting:

Three-Team Fight Super-Boss

-) One thing I noticed in testing with Bizarro was that a three-man fight is actually quite difficult if the Core has to be killed and requires a fair amount of planning, especially if one of the teams only has two people. What I was wanting to do was design a boss around it and set up three very different challenges for each party. Bizarro, the original, tends to have only a little variation in the attacks he uses on each different party but there's no reason the fights couldn't be wildly different from each other. It could even be three separate bosses that are linked to each other through Bizarro's AI.


General stuff

-) Before I released the mod, there was a boss that had a No. 24 (FF6) style 'Barrier Shift' that would change the boss' elemental weakness whenever it took a few hits from its current 'weak' element. I was too inexperienced at the time to get it working properly, but I've always been meaning to go back to it. Something like that could be handy here, maybe coupled with attacks that alter the party's elemental weaknesses as well (so long as this is telegraphed to the player that it has happened).

-) Related to that, something that caused a lot of grief on the NT Mod's Jenova Life fight was the opening 'attack' that sets the player party to nullify the Restorative element, cutting off conventional healing. While I'm planning to change that to 1/2 resistance for the 1.2 release, this mechanic is great for flipping a battle on it's head. Regen can derail it, but some (sparing) use of Resist, Reflect, and/or Dual Drain should be good counters to that.

-) There was a Hardcore Hack (Gameshark) fight where an enemy was reducing MaxHP instead of just Current HP with it's attacks. Replicating that in some fashion for FF7 PC is on my 'to-do' list. The video was here:

-) I've also been meaning to look into attacks that disrupt Limit gauges, or which deal damage based on how full/empty these are. I think from what I saw in the save editor that the Limit value clocks in at 0-255 and there's an OpCode for it so maybe-

-) Status Stealing could be a handy trick, by transferring status ailments/buffs from one target to another. A boss that can steal Barrier, Haste, or Peerless would be a pain, or if it were taking these statuses from 'nodes' that only use protective magic on themselves. Or something that can transfer bad status ailments from one character to another, regardless of resistances, could mix things up. Lost number has a bit in his AI to Transfer Status from himself to his next form but not sure if that'd work or not.

-) On that note, I was also wanting to see if an enemy could copy a character's stats and push them into their own stats. Would be handy for 'Mimic' enemies that use the character's model.

-) There's a flag for 'Invisible' which I think is used by Ghosts. It'd be interesting to see what happens if it was used on a player character as part of an attack, or if the player had to trigger this to dodge some incoming super-attack-

-) Adapting to Elemental Weaknesses: I think Karifean was able to get this working for his Super Boss Rush mod, where an enemy would refrain from using attacks that would heal the player and use a different one instead.

-) One thing I've been working with is ways to use enemies differently in boss fights. I had a fight where a Gigas-type enemy would appear with four Bombs and periodically the Gigas would attack the bombs which, if killed, would hit the player with a powerful self-destruct attack so the goal of the fight was to balance attacking with keeping the Bombs healed.
 
-) Related to that, something that caused a lot of grief on the NT Mod's Jenova Life fight was the opening 'attack' that sets the player party to nullify the Restorative element, cutting off conventional healing. While I'm planning to change that to 1/2 resistance for the 1.2 release, this mechanic is great for flipping a battle on it's head. Regen can derail it, but some (sparing) use of Resist, Reflect, and/or Dual Drain should be good counters to that.
That's a shame, I liked the fact that no healing forced you to rethink your strategy, and it was flavorful as well. It's kind of terrifying to know that in a boss fight your HP can only go down (without using unorthodox methods of healing). 1/2 resistance would seem more like a minor annoyance than a major problem that has to be dealt with, and would take away from the charm of the boss fight in my opinion. I think a better way of balancing her might just be reducing her HP. Last time I fought her she was sitting on a mountain of it.
 
Last edited:
Maybe you're right, but a problem is that this fight is quite unusual and it comes after a lengthy FMV + scene which makes replaying it a pain. What I could do instead of reducing it to 50% is put a different fight in there and move a more difficult version of this boss to somewhere else, maybe Extra Battle because I need some replacements there.
 
i have found a bug, i guess. when i have met rufus and trying to escape with aerith and the others, tifa, barret and redxiii just standing there and doing nothing. the scene where tifa says, that i have to go to the elevator and shes waiting for cloud is being initiated when i am getting to the elevator (alone with aerith). then it stucks, because aerith, barret and red xiii moving into one group (dont know how to describe it)

edit:
ps: are you planing to give us a full manual what has changed and what gameplay changes you have made in detail or do we have to guess most of the part by ourselves?
 
Last edited:
I'll fix that up right away. It's because I added a script to try and get an Inn/Shop NPC to appear without having to leave and re-enter the screen. Not sure why it'd break the rest of it, but I'll remove it if need be.

There should be a link to a manual (which is a little out of date, I'll admit) on the front page of this thread. I'll probably update it once 1.2 is out.
 
That's the patches up. The issue was that the NPC's Main script had been cleared, so it was turning over to the Talk script instead. Let me know if it goes wrong again, but it should be fine now. The scene patch was also updated, to fix an issue with Icicle Wolves/Bandersnatches in the Glacier.
 
That's the patches up. The issue was that the NPC's Main script had been cleared, so it was turning over to the Talk script instead. Let me know if it goes wrong again, but it should be fine now. The scene patch was also updated, to fix an issue with Icicle Wolves/Bandersnatches in the Glacier.
it worked. continue playing later on. ty for your fast reply :)
 
Can anyone who has recently installed the current version of New Threat mod please do me a huge favor. PM me the flevel.lgp from the FF7\Data\Field?? It has to be done from someone who has manually installed the gameplay mod. If you used 7H it won't work. I need this so I can patch some animations that have problems when using my red werewolf mod. This would be soooo helpful and greatly appreciated. Thanks!!
 
Woah there, slick. Before you do anything I want details about this, particularly the nature of the changes. We'll chat about it over PM.
 
Status
Not open for further replies.
Back
Top