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

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There seems to be a random issue with battles in NT, randomly and rarely the game simply crashes after a battle (and even more rare before)
Here's what a crash looks like:
 
uBi6Xsi.jpg
 
Not really sure what's going on there, I've not had any reports of random crashing outside of actual problems in the fight (say, an attack not being set properly). Steam had an issue now and then with alt-tabbing out, but that was a problem with FF7 in general.
 
-) Elmyra's (Aerith adopted mothers) Flashback Skip:

Oh okay I will look forward to seeing it (or not as the case may be!), did you manage to keep flowers blooming in the church playing providing I skip the cutscene?

-) Air Buster boss fight: Sleep Duration

Okay it’s not a big deal, I manged to defeat him anyway, I thought maybe you extended the time as it seemed way too long to me, If I recall correctly air buster put cloud to sleep and it must have lasted for half the battle, if it happens next time I will note the time for the records.

-) New Save point under corneo’s place:

Yeah you’d need to check to see if it does do that, you could have a save prompt message instead, or just don’t allow the boss fight until you save the game.

-) Armour issue – Iron Bangle:

Ah okay, I was just surprised to go to many new towns and never upgrade armor, that was my only concern, and that maybe it was a mistake on your part, but if it’s the way it was meant to be then that’s okay

-) Shinra HQ Merchant request - 69th Floor NPC:

Yes I see the convenience in that, so if you die you can load a save without having to re-organise your party, but could you add shopkeep ability to the NPC as I said I had no phoenix downs and potions back then which meant I could never win the next few boss fights.

-) Rufus and Dark Nation Boss Fight:

I can understand the idea that cloud can’t go back and level himself if he’s too low for this fight, that is a good point, I will try out a newer revision to see if things are maybe a little tougher anyway.


-) Rollerball Boss Fight Conflict with model replacer:

As I said I can’t confirm if it is that or not, it may be some other conflict, I should be able to try that out on the next play through though, I will simply choose not to replace that model.

-) Allow boss model replaces

But does your mod allow for compatibility, if I choose guard scorpion to be replaced will it actually replace you ATM in all the places it’s meant to, same goes for rollerball etc, because on my playthrough I didn’t see the new guard scorpion as your new model is different, diamond weapon also wasn’t replaced.

-) Nibelheim Flashback Skip:

Okay good, I look forward to seeing something like that been added, even if the text isn’t perfect.

-) Mythril Mines Merchant

It was more to solve the issue of a broken save file, I consider is a small issue anyway, FF6 used to screw you over all the time, another way to solve it is for you to not be allowed to save your game on the world map in that tiny area between the marsh and the mine entrance, or even better just when you dismount your chocobo there you cut straight to that killed zolom cutscene, but if you did that the mine entrance would have to be blocked as soon as you entered, which makes no sense
 
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-) Added boss fight: turks in myrith mines:

Yeah that would make a big difference, and if your happy with the music and rude ignoring tifas that’s fine to, it is your mod after all and you can’t change every little detail if you prefer another option.

-) Item/weapon shop in under junon incorrect text:

Yeah that small change would keep everything in line with what it’s meant to be.

-) Dirty bomb addition:

Okay just thought you should be aware that bio magic is now kind of useless due to this item, I’m not complaining, if anything maybe you should get rid of bio materia then?

-) Tifa limit Break targeting: bottomswell boss

I wouldn’t remove the guest fighters just because tifa will harm them with her limit break, but due to that this is something you may have to look into deeper, or think of some clever work around, maybe something like if the guest fighter takes damage from tifa it will only received 0 damage, so in that case the attack will still occur, but just not harm it.

-) Bottomswell Boss illuya wave warning

That would be good, it was the only issue I had with the fight.

-) Rework or skip the CPR mini-game

Thank Christ, have no idea what square were thinking when this mini game was made.

-) Materia shop in under junon:

Okay cool.

-) Hi potions appearing too early in under junon:

You didn’t mention anything about dirty bombs not appearing in shops again from that point on, can you not sell them as common items after this point, or is it exclusive to under junon for some reason
 
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-) Jenova birth weakness to holy:

Okay so your thinking on adding a holy attack in later, gotcha.

-) Chocobo boss in Mt. Corel

Ah off course, I usually see costa del sol as a resort type town and forget that it stocks items.

-) barrets flashback skipping cutscene:

Okay cool, I’d forget the skip anyway, its only 90 seconds!

-) Cait Sith bribe:

Huh, no I said what you added was a good idea, did you not add cait sith giving your party 100GP to join them? That is what my game had added in, maybe it was the mini games – wonder square mod?

-) Dyne boss fight:

Cool, so you will make it more difficult in later revisions?

-) yuffie banish all spell/Mystery Ninja Fight

Ah I see, when you say event, are you referring to the forced yuffie encounter that will happen instead, if so I really look forward to that.

-) reno and rude at gogondo 1st opportunity

Ah with this I may be able to defeat them at the 1st opportunity then.

-) Stinger’s weakness to Molotov grenades:

off course, it’s your mod afterall, but if you don’t like them maybe you could replace them with another mini boss battle that you actually like instead of leaving the original there as a push over mini boss fight.

-) Materia/Power Soul Keeper boss:

Okay I’ll try to beat him while I’m there on next playthrough, I don’t understand the concept behind an optional boss given that you can visit the same boss with different levels if it’s optional, but it's your mod so...

-) Palmer boss fight:

No, having the shield is cool, I just didn’t even know it existed, later on we hope to put debarrier and despell together as ‘dispell’, which is what final fantasy did after VII anyway, and in this case it makes it an even easier choice to cast that so best to leave as is.

-) Gogondo turks Boss Fight Retry:

As mentioned previously I will be trying to defeat them on first try in newer builds.

-) Extra boss fight – titan:

Yeah was just an idea.

-) Skip date option:

Well he’d still need to answer the door, as he has to leave the room and find cid, and wont the game be expecting him to be with someone, however you structure it I’m sure it will be good.
 
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-) Brass Dragon Boss battle:

About 2/3rd way through the battle he stops using his special attacks, an in game battle message pops up saying so, I kind of liked the idea of him not being able to fully defeat brass dragon, an extra dialogue box explaning why he’s there would be cool.

-) Demon’s gates boss battle – FAR TOO HARD:

Well as I said I grinded for 1 hour to level 31, and at level 31 I died at the boss fight after fighting him for half an hour, which is way too long for a boss fight anyway, so something is majorly up, I also had no chance of getting to level 32+ as the EXP requirements from 31 to 32 were huge, but going from 30 to 31 wasn’t soo bad.

As mentioned before there may have been an issue with the magic vs. physical attack attributes, I was dealing only 100 on melee attacks and 500 on magic attacks, something like that may also be the cause of the difficulty.

-) Side attack targeting for offensive magic

Yeah maybe you would have to do some hack to make it work, maybe even put both the demons gate targeting in the left side of the screen, even though visually they are on both sides, although it may not look nice when targeting it’s better than trying to deal equal damage to each boss by alternating attacks between the two, and I think that is the best strategy to beat this boss, if something doesn’t get done about this I will likely not bother trying to defeat him that way and just kill one demons gate first, just because alternating attacks is so frustrating.

-) Jenova DECAY Boss in forgotten city:

What do you mean by blind, is that like darkness, whatever it is is there not some curative item you should have for it by then, as far as the boss fight coming before long cutscene, that is a huge problem with all boses in FF7, I have a fix request for that which I will share at the end of this post, if you implement that it will make this a non-issue, also as it is rollerball has the worst case for dyeing and repeating content as you need to go through the whole motorbike mini game again, I will be suggesting to make a save promt after the bike mini game but before the roller ball boss in a later post.

With these things in mind I still think adding maybe a slow or stop attack here and there would bring more challenge to the boss.

-) Remove ‘Insert Disc 2’ Message

That would be great, and yeah FF8 on steam is the same as well, but I don’t think it prompts you to insert a disc, I think for FF8 changing ‘disc 2’ to ‘chapter 2’ would fare much better, as I recall the game would say things like ‘end of disc 1’ and it would say ‘disc 2’ on the save files, anyway if your looking into FF8 that might be a cool thing to add as well, if you can’t remove the prompts for final fantasy VII then changing ‘disc’ to ‘chapter’ might be a decent solution, it at least sounds better.

-) No good weapons for Aerith:

Ah I see I Didn’t pay attention to that drop, I simply looked at the stores and it said they had no new weapons and aerith was stuck using 4 slots, if I attempted to equip her I would have seen I could have used that weapon which has a decent amount of slots for that part of the game, what about armour though, is there any reason why she can’t just use the same type of armour that another party member can use, maybe she can, I don’t know I can’t load up my FF7 installation at the moment.

Slots will matter less if you implement that auto all on most magic feature, bringing final fantasy VII more in line with final fantasy dimensions.

-) Turks Boss Fight Icicle Town

Hmm…I didn’t really bring anything special along, I just waited for her shield to wear off and she was an easy defeat once that happened, I think she and her comrades were all weak to poison so once I threw a dirty bomb it was a case of waiting to win.

-) Gaea's Cliff Crystal Fights x4:

Okay I look forward to playing through the newer revision with this section being reworked.

-) Schizo boss fight:

Ah okay as long as you are aware that one of the animations doesn’t match up with what’s been done.

-) Sephiroth/Jenova battle whirlwind maze:

Yes I think it was good, but for Sephiroth I wouldn’t want anyone to have demi2 yet, as long as that can’t be done everything would be good.

-) what does relic ring do?

Lol could you be more specific, what stats does it boost, what immunities, I did notice that healing actually harmed the wearer, but I didn’t try items, when I equipped it I kind of forgot about it and I wondered why curing was dealing damage to that party member, I thought maybe somehow the zombie status crept into your mod!

-) Escaping junon text add to know where to go/ Cait Sith Airport

That would be great, seriously almost every player would go the wrong way at that point.

-) Extra boss fight Tifa vs. Scarlet.

Yeah if you were thinking on adding a new boss that would fit into the script there would be the likely place.

-) Game tells you where to go next – mideel/Where to go next? > Game Script

Okay thanks, this happens about 4 times in this game, when you first get the tiny bronco, I’m pretty sure the game doesn’t tell you at all to go to the gold saucer, maybe someone in Wutai might tell you, but I’m not sure, most people end up going to Wutai as the next logical step in the game world, however that is far from the truth, some text pointing the gamer in the right direction would be nice.

The second time is the explanation of the temple of the ancients location, its completely not explained that you are supposed to navigate through the small rivers of the west continent in order to be able to reach that, I was thinking an explanation on the world map which would also show the gamer how the camera button shows a bird’s eye view of the area as that view is the best way to navigate through that section.

The third time is when returning to Midgar at the end of ‘chapter 2’,  I believe the game doesn’t tell you to head north and fight the turks, if you head south you end up going down 10+ empty repetitive corridors with nothing useful at the end.

The Fourth time is the one I mentioned before.
 
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-) Mideel stocks Remedies - finally:

I didn’t know I could multi target the party with status healing items, status healing has always ben silly in final fantasy, in FF8 for example you have remedy from the start, then about 8 other ones that heal just one status, but there is no point in having the other 8 once you are selling remedy, I really think it should just be remedy from the start and single target only, maybe you can make it so it misses every once and a while to rebalance, it’s just that overall scrolling through a list of 10 curative items can be silly, why not just have one.

But whatever you decide to do it’s your decision as it’s your mod, I’m just offering a suggestion, this particular issue is a very small one anyway, it’s more an issue of inventory management more than anything.

-) new airship merchant field model change:

Well if you like it then keep it, I just think he looks out of place, I don’t think I saw that merchant in whirlwind maze on my run through in V1.2, I guess if I met him there first, it would flow better on the highwind.

-) Physical Attacks as good as magic

It is tough, but I’m pretty sure my playthrough up until that point had magic being 4x more powerful than attacks, on next playthrough I will note my level, and damage dealt with each boss using attacks and magic

-) Huge Materia north Corel timer:

It may have been due to my lower than expected level, although I don’t see how I could have levelled up much more at the time, basically the timer ran out just as I met ATM! Maybe the levelling would be more sorted out in later revisions, I was on 1.2 at the time.

-) 50,000 gil worthless rock

Yeah I’m sure I got nothing, nothing in key items for sure, and in general inventory, I wasn’t looking for comet, if it is meant to be comet though, is there a reason you don’t want to game to just tell you what you got?

-) Fort Condor Skip RTS mini game:

Yeah it’s for the huge materia, these suggestions are in game order so the huge materia in this location is next up, okay I’ll take note of what you said, I always just put that game on auto and fast and wait until the boss comes up to the top anyway.

-) Ultimate Weapon animation in field

Okay great, and yeah looks really stupid.

-) Cloud Subconscious Restoration scene roundup:

Okay I’ll look forward to seeing how these new skips are done.

-) Carry Armor boss

Ah okay so I overpowered myself with tier3 magic, maybe in later revisions I will be a higher level and so things will be balanced out more.

-) Skip submarine mini game:

Yeah If you think it will always be bad maybe finding something  to give you an instant win could work, maybe when you start the game you automatically fire on it, and 1 hit kills it, that could be a temporary fix for now, this would mimic what you did with the CPR mini game, the only issue with that is some people may actually want to play the mini game, but we know those people are crazy anyway.

-) Sunken Shinra ship/Gelnika
Cool, yeah the dungeon is hard but the loot is more normal now, I don’t know if you want to nerf the turks down a little bit as well.

-) Remove easy encounter after tseng in rocket town boss fight:

Removing it would be best, as any regular fight after that boss fight would be anticlimactic.
 
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-) Better sword for cloud

Maybe mideel got something new in at the same time, on next playthrough I’ll take note of what I bought in mideel each time, along with the names of all the weapons.

-) Instantly force weapon battle/Fight Diamond Sooner

I see that it’s tricky, but don’t you think its silly just standing in front of Midgar for 2 minutes while watching him move slowly towards you for 2 minutes, such odd design.

-) Limit level bug/Limit Levels

Oh right my kill level was on average about 60 between my party members, maybe this will all be sorted on newer revisions, as I said there was next to no point in trying to level up as encounters barely gave enough experience from brass dragon onwards, the northern crator encounters may have given EXP I don’t know I did run away from all of them.


-) HUGE bug: bugenhagen just before the return to midgar

No I always use standard names, not only that but during the scene cloud was about 10x the size he should have been and I could only see his feet which took up most of the screen.

-) Turks boss fight in the return to midgar

Ah off course if the game gives you mystify and added effect guess you could use that, I would prefer the game gave you accessories instead as I find it offers a better layout of your inventory and character status menus.

I would offer 2 rings with confusion ward and 1 ring with berserk ward for this fight, in addition I would also remove the added effect materia, at least that way you as the developer have more control over what the gamer can protect themselves from, but off course it’s your mod and keeping it as is would be fine, next time I will look to see how many added effect materia’s I have at that time, but in general I hate giving myself magic that I won’t use in battle.

-) Add merchant before proud clod

As long as the merchant is easily available before the proud clod fight then that would be great.

-) Heading south in the return to Midgar/knowing where to go

Yeah I know that was quite funny, but I guess now it’s bad game design for the game to let you go down the wrong path so many times and get nothing for it, but it was still funny for anyone familiar with the W-item of the original game.

But overall I agree with you about the w-item placement, it should be something given to you as a reward for doing some tough boss battle, not as a reward for going down the wrong way at some point in the game, at what point do you get the W-item materia in your mod?

-) Prod cloud Boss Battle

What do you think about reducing clod prod’s HP, seriously that battle lasted almost half an hour and I still died, this was 1.2 and at level 36, but again I couldn’t really level up with the encounters on offer in the area… I think.

-) Hojo Boss Fight

I don’t think any battle message came up when he did the move, but it was a clear visual bug.

-) final 3 story bosses:

Oh right I see how you made it there, in that case I think it would be best for your mod to reveal and open up the ‘new threats’ bosses before going down to the bottom of the north crator, and also to offer an order in which to take on the new threats, each new threats boss can give the player a decent amount of EXP so that they level up, assuming there is are 6 bosses that level you up by 3 levels each time then that would take you from level 40 to level 58, and in addition you get better weapons and armour I assume, along with level 4 limit breaks.

If its specced like that, that would be really cool, just make sure I can defeat them within 20 minutes or so, when I tried red XII’s and aerith new threat boss on level 40 I got hammered.

-) 'new threats' boss fights.

I really look forward to trying that when it becomes available, maybe you can make it that the game only lets you do one threat at a time, and on each threat it will give you enough EXP to level up a few times.

-) for yuffie as mandatory member idea

So your saying when you plan to add a mandatory recruit of yuffie it has to be on the field, what would be cool is someone designing a whole new battle map for the yuffie fight, maybe it can be triggered just before myrith mines when the party is looking at the Midgar zolom defeated by Sephiroth, yuffie can jump out onto the field and yell ‘surprise’ then a battle map is loaded with yuffie fighting the party, in the battle map you can see the defeated zolom in the background, rendered in 3D off course.

-) Preserving original boss names

Ah I see, maybe giving the gamer the option of the original names is something you can think on adding later, it’s not really a big issue at the moment, its just that for some boss names, like jenova.BIRTH I prefer to keep the original names as I’m sure they mean something to the developers of the original game.

I really like the name roller ball as well, I think it fits better anyway, and if it can be done I’d like the boss model replacer in anyway which makes it look like the original.

But it’s a small thing anyway, and I’m not sure at what point you can offer it to the player, and even if you would be willing to offer such a thing, at a later date off course when all the important things have been added to this mod.
 
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-) General advice on the magic system rebalance – remove ‘all’ Materia

That sounds great, would totally love that addition to the game, the whole all materia was a terrible idea, although I’m not sure how you would offer it to the gamer as an option, as some people may prefer to keep it how it was originally.

If it does get implemented I would rethink the units of time that protect and shell lasts, how powerful cure and regen, and how much protection protect and shell give, you don’t want to overpower yourself with this, but ideally remove the annoyance of the all materia.

-) Adding a new magic

Yes I would love ‘dispel’ to be added that does both in one, not sure how you would offer both options to the player though, I hope you do take over the materia in the game, then you can give a materia that does dispel only.

Blink would be cool, I haven’t thought about how that would balance out the game though, but I would make it single target only.

Yeah nulblaze is a pretty smart thing as well, the other issue is trying to figure out how to represent that in the battle hud, check final fantasy dimensions for how that did it, it looked good there, by kill fire rings do you mean it would make them useless or that it would remove them or something, I also can’t remember what null blaze along with shell did in final fantasy dimensions, arguably that would reduce the magic attack by 75%, so you’d need to take that into account.


Other general improvements mods

I’m going to request two things be added to this game that would make a huge difference, it’s not related to your mod, but I’ll put it here first so you can give thoughts.

-) Game Over Screen with modern options

when you die at a boss you get the options
1 retry,             this will load you right at the boss fight as you entered it.
2 edit part & retry,       this will load the menu first, then when you cancel it loads the boss fight
3 load save.         This will bring up the load save menu, and focus on last used save.

This will make a huge difference to the game, it brings it more in line with kingdom hearts actually, skies of arcadia offers a ‘retry’ as well, it really is the best option for the game.

if you die at an encounter it can just bring you to 3 the load save screen, and focus on last used save, so you don’t have to select slot 1, save 1 etc, in this case you skip the intro, continue?, slot 1, save 1 process.


-) rollerball Boss Fight pre-save:

There should be an option to save you game once the mini game is finished, after the save prompt the game will put you to the menu to let you change party details, then the fight can begin, losing this boss battle and having to go through the mini game all over again is a horrible design flaw which was part of the original game.
 
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Its the original version of the game, not steam so idk what the battle issue is.  Could it be something to do with my graphics drivers?  Barret's head appears white too in the field (unsure if this is a bug with the mod or game).  Without NT it appears normally.   However I don't get what graphics drivers have to do with switching in and out of battles
 
Its the original version of the game, not steam so idk what the battle issue is.  Could it be something to do with my graphics drivers?  Barret's head appears white too in the field (unsure if this is a bug with the mod or game).  Without NT it appears normally.   However I don't get what graphics drivers have to do with switching in and out of battles
It could very well be drivers if Barret's head is missing, and the random crashes could be a result of some kind of instability. What graphics card + version of Aali's driver are you using? FF7 tends to run much better from integrated on-board cards rather than dedicated cards if you can set that up (it's easy for certain cards to switch which is used to run the game, but maybe more awkward with others).


@Rufus

I forgot on some points that you were playing on 1.2, so some features I talked about aren't actually in your game yet. The multi-target status-healing items for instance weren't added until a little time after 1.3's release (I'd clean forgot that I'd added 100GP when Cait Sith joins, though). As for compatibility, I understand what you mean now; X-ATM Scorp uses about 5-6 battle models to show the progressive upgrades/damage it takes over the course of the game, so only the first one would be replaced if a HD model was applied.

I think the cleanest solution would be to decompile NT's LGP and then take the HD Scorp model's 'AA' file, this is sort of like a 'master' file that pulls the rest of the model together, and then copy-paste it to replace each of Scorp model's AA files in NT. If this file was copied several times, and they were renamed to each of Scorp's other iterations (UGAA, UJAA, UKAA, and TAAA) then the HD files would be pulled by these 'master' files to construct the Scorp model in every fight.
 
Graphics card is RemoteFX vGPU running Direct3D hardware accelerated with the nvidia Riva 1.02 patch.
Not running Aali driver since it uses OpelGL and OpenGL isn't supported by RemoteFX
 
That's probably the source of the random crashes; I found the original 1998 game to be very unstable when running without Aali's driver. As for the white-head issue for Barret's field model, that's probably related to using an NVIDIA card; I remember there being a tonne of trouble for people following an NVIDIA driver update with white/missing textures about a year or two ago.
 
Keep in mind you'll need to pull each one.  Then you'll have to replace the needed parts and add the textures in as some models misses parts.  Else they will all look the same no matter what you do.
 
So replacing the master file isn't enough? I was hoping it was like field models; oh well.
 
Hey, I reckon that 100GP was from one of the arm-grabber machines in Gold Saucer, at least I think I got a bunch of GP there first time I used it- if it turns out not to be from Cait Sith himself, that could be your answer!

I also don't think the 'all' materia should be removed- it's the most common blue materia and is a big part of what makes linked materia slots valuable. If all magic can be targeted 'all', things like four slots lose a disadvantage versus linked armours. That's all. Mega all loses a lot of its charm, too!

And as for Demon's Gates being too tough, I managed to beat them on my second try, around level 30-35. (playing 1.3, mind) I'm pretty sure I used sadness/barrier to reduce damage. Maybe a summon to get a burst of damage off? Though I guess it would be a bunch more difficult if you were lower level and using limited materia, as you said.

I also made frequent use of enemy skills in my playthrough- giving access to a variety of attacks for just one materia slot. (I think reducing the number of these materia to one was a great choice, as it remains useful, but you can't rely on it alone.) I'd recommend you try using it more next time, Rufus, as it's very versatile. and you don't have to level it/ it doesn't harm your stats at all!
 
never thought of giving myself sadness, that would be a great idea given that limit breaks are not even as powerful as magic attacks.

using 1.2 when trying that boss I was level 31, to get to level 32 i would have to do 15 encounters, i barely got 4 encounters worth of EXP from the boss when I defeated him (i had to cheat to do it)

for the 'all' materia, yeah it would be an option whether to play the game like that, It's just to bring FF7 more in line with Final fantasy dimensions, You wouldn't be able to all everything, certain things would be single target like life2 etc.
 
Hey Sega Chief,

Installed this mod and from the little I've had the chance to play, I'm really enjoying it. I appreciate the amount of work you put into this.

I'm really not tech savvy with this stuff so could you confirm for me how to install the hotfix scene.bin and flevel patches? I know in your original post you say to put them over the top of the main installation but yeah, I don't want to end up doing something that screws the files. I'm not at home just now so I can't look at the files if it's something obvious. Explaining it to me like I'm an 8 year old is acceptable. And just to confirm, these patches contain the changes that remove level cap etc and won't interfere with a current NT save, right?
 
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Righto:

The main installer patches the following files:

-) Char.lgp (field models)
-) Flevel.lgp (field screens & script)
-) Battle.lgp (battle models)
-) Scene.bin (Enemy Data & Formations)
-) Kernel.bin & Kernel2.bin (Equipment, character stats, spells, etc.)

The files that see the most changes are the Scene.bin & Flevel.lgp, so to cut down on bandwidth for people playing NT these have their own Hotfix patch whenever something needs fixed quickly. That saves people from downloading the main installer over and over, and also preserves mods they might have applied to the Battle.lgp and Char.lgp (the installer is quite robust and overwrites everything).

Hotfix patches are applied in the exact same way as the Main Installer; select the data folder and patch. They have a high degree of compatibility and can be applied regardless of how old the NT installation is, and even if other changes have been made to it on the user's end. Save files should remain compatible, but if the NT installation is very old (say, 1.2 or earlier) then you might notice some oddities with the EXP bar; these tend to iron out on a level up.

The current patches contain the latest features; no level cap, etc. If you're worried about screwing up the files, then make a copy of the following folders and restore them if something goes wrong:

-) Field
-) Battle
-) Kernel
-) Lang-en (if Steam version; the 'en' may change if playing from a different language)
 
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