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

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So how it'll work is, you'll still gain levels as normal and higher levels = more HP/MP and more damage (level is used in damage formulas and more besides). Where Rank Up comes in is with the character's actual stats like Strength, Magic, etc. These now stay static and won't increase when leveling up, instead players boost these stats through Rank-Up.

Whenever a boss is defeated, or certain story events are completed, each character gains SP. When SP passes certain thresholds, the character gains a Rank and when you next visit the Emporium you choose which stats to improve for the character.

There are 8 ranks per character and they each give the same three options to boost that character's stats. So for instance the options could be:

1) Strength/Magic/Vitality +10
2) Strength +20, Dexterity +10
3) Magic/Spirit +15

You can take any option at each Rank, so you could pick Option #1 three times and then Option #2 five times, or you could just pick Option #3 eight times, etc. The idea is that you can build a character in different ways, either pushing certain stats all the way or rounding out weaknesses, etc.
 
hey Sega chief

will the ff7 gamesave editor break your new Rank-UP script if someone uses the max states option on it
 
hey Sega chief

will the ff7 gamesave editor break your new Rank-UP script if someone uses the max states option on it
If you go into the Rank-Up screen with either maxed items or maxed stats from a save editor (or anything else that makes it impossible to use all the sources in your inventory) then you'll get stuck. That can be avoided by not visiting the Rank-Up screen, but to be honest it kind of defeats the purpose of the feature if people hack themselves max stats to begin with.
 
Hey sorry for my absence I've been super busy with company and I have been employed for a couple months. I'm finally getting back in the spirit to wrap up my 1.3 stream though, a little late perhaps but the show must go on. Heads up: I'm down to one monitor now so my chat feedback will be lacking.
All that is left: Clearing final bosses, Nemesis (I hacked in a hero medal), Dark Cave.
 
The system is a very interesting concept I like the ability to build the way i like! Yet, would it not be possible to give players the freedom to earn sp through battle because earning at specific points throughout seems a tad limiting and static?

Looking forward to this update has it any other new features excluding abilities (have they been finalised and implemented?) and the ranking system?
 
Hey sorry for my absence I've been super busy with company and I have been employed for a couple months. I'm finally getting back in the spirit to wrap up my 1.3 stream though, a little late perhaps but the show must go on. Heads up: I'm down to one monitor now so my chat feedback will be lacking.
All that is left: Clearing final bosses, Nemesis (I hacked in a hero medal), Dark Cave.
About the dark cave, while it's possible to leave without finding either Vincent or Yuffie it can result in them becoming absent from the PHS (I think visiting the bottom of the Crater should fix it, but I'm planning to add a special handler to fix it up for anyone who has already encountered this oversight).

Welcome back, scotian person ;I

The system is a very interesting concept I like the ability to build the way i like! Yet, would it not be possible to give players the freedom to earn sp through battle because earning at specific points throughout seems a tad limiting and static?

Looking forward to this update has it any other new features excluding abilities (have they been finalised and implemented?) and the ranking system?
SP is also earned through story events, dialog options, etc. and who you take into those boss battles will gain a small bonus of it. I've got it set up that Junon Leagues + Battle Square also give SP to participating characters. Getting SP in random battles would need some battle variables set up that are added on at a later date, could be a bit tricky to organise.

As for new features going into this update (besides Rank-Up and the Extended Save Point Script), there's not too many but the 2nd gameplay mode called 'Arrange' will (hopefully) be complete and ready to go for the release as well. This makes enemies slightly tougher, unlocks some new attacks/AI for them, and I'm wanting to expand that to the field screens as well with some event changes to keep people on their toes. I'd say that everything in the kernel, equipment, spells, etc. is now finalised; currently working on doing the same for every enemy.
 
You won't be 2 updates behind. I'm waiting for 1.35 to update in 7H :)
=O =O =O

That's double awesome. You're an amazing modder. This NT project might be the most extensive, innovative mod on this site. Can't wait to play the new update :D

Any ETA on when it will be available?
 
Cheers, bud. It'll be sometime this week; if it's not done by Wednesday, then it'll be staggered back to the weekend because I've got another two nightshifts in my rota this week.
 
Cheers, bud. It'll be sometime this week; if it's not done by Wednesday, then it'll be staggered back to the weekend because I've got another two nightshifts in my rota this week.
Night shifts suck I remember doing those for 7 years hated them.
 
Night shifts suck I remember doing those for 7 years hated them.
They're not great; money is better than day-shifts but a lot of stress because the store is very disorganised and we have no night-duty manager either.
 
Cheers, bud. It'll be sometime this week; if it's not done by Wednesday, then it'll be staggered back to the weekend because I've got another two nightshifts in my rota this week.
I'm very much looking forward to this. I've completely skipped updating the 7H Catalog with 1.3 since 1.35 seems significant enough and just around the corner from release :)
 
Yep, almost done. I'm doing extensive bug testing/fixing at the moment to get rid of as many potential headaches as possible.
 
Yo Sig! Yeah, unless something drastic happens then we'll be seeing 1.35 land sometime over the next few days.
 
Will 1.2 saves be compatible? Or should I just restart because I missed too much anyway?
 
The saves will be compatible, but you might see a visual glitch on your EXP gauge (this goes away once the character levels up once). There's the alternative Arrange Mode for a 2nd playthrough if you're interested.
 
My body is ready for Arrange.
Indeed. Really looking forward to the update.

On standbye until then!

waiting-the-coffee-to-get-colder_245.gif
 
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