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

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went ahead and did some testing with ultima weapon

buster sword : 500 dmg normal attack
ultima weapon with 7k hp : about 1000 damage normal attack ( no hp reduction materia )
heaven cloud : 1300 damage

i think i'm just gonna stick to heaven cloud since ultima weapon is kinda meh for me
is there anyway to get another ragnarok tho?
Hmm, looks like I'll need to re-do some of those Ult weapons; if they're not dealing as much damage as weapons with stat boosts on them then they're not worth using. I'll give them a re-design tonight and see what I can do; I'll likely go with a high base-power + an effect though I'll test it with their special formulas as well.

Is that Variablis you're trying to morph? Here's a method: throw a Vaccine at him to give him the Resist status, this'll cripple his Barrier Pulse counter-attack (he uses this when hit with non-elemental magic Comet, Comet2, or Ultima). Then hit him with one of those spells, preferably Ultima, used by a character with a heavily boosted Magic stat; Variablis has very low Magic Defence so it should hopefully reach close to max damage. He has 41,000HP so 4-5 hits should bring him down to a point where he can be Morphed; use either one of the Ancient/Joke weapons (Nail Bat, etc.) to Morph him, or Yuffie's Conformer if you have it. If you have any Cactuar Needles then two of these can be used to reduce his HP by (almost) 2000 so if the four castings of Ultima landed for 9999 damage then he'll only have a few hundred HP left.

Alternatively, Bahamut and Neo-Bahamut might be good choices; I think they're Shoot element.
 
When it rains in towns does it rain on the world map, because if it doesn't I'm not sure that would make a lot of sense.
 
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
 
Nah, it doesn't apply to the world map. I'm just trying it out to see how it goes, the plan being to use it as part of expanding NPC scripts in towns.

Edit: An flevel patch is up; 21st May. This should hopefully make the weather changes more stable and prevent them from appearing indoors.
 
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Hey sega chief

is there anyway you could make it thinderstorm and make it snow on your mod please
 
Lightning maybe, with a small pulse in the screen's hue, but snow is limited to the Great Glacier because the field screens use an overlay there. Rain is triggered by a variable, instead.
 
so I need to know when 1.4 will be out along with the change log :P

I realize the version number is insignificant, but i prefer to do my next run through on the next official version, so i have a better basis of comparison from 1.2.
 
It's difficult to say when it'll be done. I usually get called into work for cover shifts in the morning, evening, or through the night which makes it tricky to plan a schedule properly. There's four things that are needing to be done before I'll 'upgrade' the version number to 1.4:

-) Re-balance the game with a playthrough to account for changes since 1.1 (this is in progress; I'm not planning to make any major changes to the battle system after it's complete).

-) Fine-tune the game's script/dialogue & expand NPC scripts in towns; my goal here is to repair some of the damage done by the re-localisation that was done during the PC port, clean up the windows/text errors (admittedly some of them are my own fault :I), and to get rid of inconsistencies.

-) Complete/Refine NT's side-content; this won't take as long as it sounds, because the basic infrastructure has already been implemented for a lot of it.

-) Fix any remaining bugs/glitches that arise as a result of the above three; the idea going into 1.4 is that it's as bug-free as possible. Because the mod is constantly being developed, there's usually a steady stream of new bugs that pop up but with the mod 'finished' this'd be the ideal time to sweep them all away.

I'm going to guess that it'll take about a month to get all this done. I've already been working on these over the last few weeks and if all goes well we'll be sitting with a stable and finished NT Mod. Then it'll be onto developing that New Game+ campaign, which'll be a separate mod that can be played either from scratch with a new party or with a pre-existing NT Party that's completed the story in NT.
 
oh that's okay, i can wait a month or two.

but how will this new game+ thing work out, i take it levels will be reset, and if so what exactly would you carry over, to me it doesn't seem likely that that would work out very well.

you can't exactly carry levels over, as you'd be too powerful, if you carry materia over, your magic will be way more powerful than your attacks,so yeah not exactly sure on what would happen.
 
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Another little bug i've seen, when in battle, the target sign keeps flashing and isn't able to be turned off?  I've tried pressing all buttons, but it stays on and flashing.  Any idea what's going on??
 
oh that's okay, i can wait a month or two.

but how will this new game+ thing work out, i take it levels will be reset, and if so what exactly would you carry over, to me it doesn't seem likely that that would work out very well.

you can't exactly carry levels over, as you'd be too powerful, if you carry materia over, your magic will be way more powerful than your attacks,so yeah not exactly sure on what would happen.
Here's the plan, see:

The NG game starts in Tifa's Bar in Sector 7; from there, you need to reach the Crater and beat up Safer. The enemies will all be remixed and specced against end-game teams (Lv.70+). The first objective is to escape Midgar itself, which'll be a similar scenario to the Dark Cave sidequest; from there, you'd be loosely following the same progression through areas as the regular game, eventually reaching the northern continent with the Bronco to head for the Crater. It'll be like a gauntlet; minimal story, and more about surviving.

A lot of the towns and areas you pass through will be deserted, shops & Inns will be few and far between, and there'll be a lot of new events and unique challenges to make your way through. Areas that aren't compulsory to visit will contain bonus loot and bosses to take on, to encourage players to explore. This is going to be a big project which'll likely require a new separate set of files; for that reason, I'm thinking of making it a stand-alone mod that can be played without a finished NT save file; I can set the Kernel to have characters start at a high level and with a reasonable inventory of items, equipment, and Materia (though likely nowhere near as much as what a finished NT file would have).

It'll take a while to finish something like this, though; that's why I want to 'complete' NT before moving onto it.

Another little bug i've seen, when in battle, the target sign keeps flashing and isn't able to be turned off?  I've tried pressing all buttons, but it stays on and flashing.  Any idea what's going on??
Sounds odd, I'll check my game just now and see if it's happening there too.

Edit: Seems to be okay on my end. Do you have a controller plugged in? The game can take input from multiple sources at once, and if the target flag is flashing then it might mean that a button binded to it is being held down accidentally (or might be malfunctioning). For instance, if I hold my controller's shoulder button down then the target flag flashes while I input commands using a keyboard. Could it be something like that?
 
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wow sounds awesome

but i would say to not call it a new game+, because it doesn't really have anything to do with that, not sure what to call it, maybe a 'boss rush story mode'?

i think it would be best if you don't allow the import a save file as i think you should have control over what the player has and doens't have in this boss rush story mode, but it's up to you off course.

even if i have a completed NT mod save file, i will be starting it with the party that is given if i don't import a file, as i prefer to review the balances/difficulty that you have given me, as this is something you can test and spec against.

Honestly importing a save file is almost like choosing an easy mode or hard mode depending on how much you played the NT mod save.
 
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I've already decided it's going to be set up for a continuation of an NT save file. As for balancing, just leave that to me; I'd be balancing it against a 'new' team for the first few areas, maybe the initial Midgar Escape, but after that it's going to be specced against a completed save file.
 
hey

is there anyway you could make it poissable for the party members to use the black materia in battle
 
Nope, it's a key item not a Materia. Besides, you need a lot of spiritual energy to use it ;)
 
I've already decided it's going to be set up for a continuation of an NT save file. As for balancing, just leave that to me; I'd be balancing it against a 'new' team for the first few areas, maybe the initial Midgar Escape, but after that it's going to be specced against a completed save file.

okay but then wont i be under or overpowered if i choose a 'new' team once i pass that area?
 
The Midgar area will help new teams catch up a little, but a completed save file is always going to have an edge over it. I don't really consider this to be a problem, as much as a challenge in it's own right.
 
Hi,

I don´t believe it but the Game freezes again, when i enter the Dark Cave. Same Error+Message and yes, i installed the newest patches. ;D
 
Greetz Aquarii
 
Ah! I know what's happened. When I was developing the new Yuffie event, I used the back-up flevel to make the fix for that. But I forgot to carry the fix over to the (now) current flevel as well. My bad, I'll go and make the change.
 
Here's the plan, see:

The NG game starts in Tifa's Bar in Sector 7; from there, you need to reach the Crater and beat up Safer. The enemies will all be remixed and specced against end-game teams (Lv.70+). The first objective is to escape Midgar itself, which'll be a similar scenario to the Dark Cave sidequest; from there, you'd be loosely following the same progression through areas as the regular game, eventually reaching the northern continent with the Bronco to head for the Crater. It'll be like a gauntlet; minimal story, and more about surviving.

A lot of the towns and areas you pass through will be deserted, shops & Inns will be few and far between, and there'll be a lot of new events and unique challenges to make your way through. Areas that aren't compulsory to visit will contain bonus loot and bosses to take on, to encourage players to explore. This is going to be a big project which'll likely require a new separate set of files; for that reason, I'm thinking of making it a stand-alone mod that can be played without a finished NT save file; I can set the Kernel to have characters start at a high level and with a reasonable inventory of items, equipment, and Materia (though likely nowhere near as much as what a finished NT file would have).

It'll take a while to finish something like this, though; that's why I want to 'complete' NT before moving onto it.

Sounds odd, I'll check my game just now and see if it's happening there too.

Edit: Seems to be okay on my end. Do you have a controller plugged in? The game can take input from multiple sources at once, and if the target flag is flashing then it might mean that a button binded to it is being held down accidentally (or might be malfunctioning). For instance, if I hold my controller's shoulder button down then the target flag flashes while I input commands using a keyboard. Could it be something like that?
Yeah, I'm using a PS3 Sixasis controller.  It ended up being my R2 was stuck somehow where it was still depressable and barely stuck, so I didn't notice it was stuck.. after you said it was fine on your end, I went investigating it and low and behold it was stuck. 

thanks
 
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