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

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hey Sega chief

can you add boss battle music to the erland and ruby boss battles on your mod please
The situation hasn't changed for that, I'm afraid. There's no World Map editor so it'd be difficult to change that on my end without some help. It'd also add another .lgp to the installer, though I don't think it's a particularly large one.
 
Just finished Cait Sith's new innate ability; at every post-action moment, his HP will be increased by the current value of his MP. This'll hopefully scale quite nicely throughout the game, as his base MP gets higher. It also suits his tank role, as he won't be able to be chipped down by weaker attacks and require less healing when Covering, etc. It also has the built in drawback of healing less and less as he uses more of his MP.

Might do something similar with Aeris' innate now that this is up and running. Nothing drastic, just something to have it scale through the game so it remains useful toward the end. Maybe based on her max MP divided by a big modifier.

Edit: Yuffie's Innate was adjusted; now it works in a similar way to Barret's innate. When she gets hit with a physical or magical attack, her evasion against that type of damage is doubled. She can't have both bonuses at the same time though; gaining one will cancel out the other (so if she has the phys evade bonus and gets hit by a spell, she'll lose it and gain the magic evade bonus instead).
 
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Played through this mod (up to north crater), though I missed the september 24th update, so my hp was super low for the whole time. (why isn't it linked on page 1?)

Some silly things happened though, like in the battle against Jenova WAR, I had Yuffie in my party, perfect dodge activated, and she was able to dodge literally everything Jenova could throw at her, but the battle took forever anyways, because "Nemain" raised Jenova's defense way too much after a while. After like 30 minutes of battling, I just gave up and restarted, because Yuffie could only deal 1 damage, and everyone else just died instantly if I tried to revive them.

Also, with how the new Cait Sith ability looks, it could make the Jenova DECAY battle very easy, as the challenge in that battle seems to be being unable to heal.

Aeris' innate starts pretty strong, but becomes pointless after a while, but it seems like you're working on that, so I'm happy.

Especially in the early game Tifa seems waaaay too strong, easily hitting for 1k with each of her limit hits, while the others are sitting at 200 - 300 damage until limit level 3 or so. She easily beats even the glass cannon in damage, while being almost as fast and much bulkier. Her innate is also really strong, almost as strong as Red XIII's, but it activates after just 1 use of sense, and not after 15+ turns in battle. I decided to not use her after Junon because I felt she was game breakingly overpowered.

Maybe it was because my hp was so low due to not having the update, but I really didn't know how to tackle the endgame content. I wasn't strong enough to beat any of the bosses for the limit breaks, and my attempts in the special bosses in Gold Saucer were also fruitless, even after quite a bit of pot/bouncy ball grinding in the north crater. None of my characters got to max job rank, although I didn't do the dark cave quest, maybe that would've gotten me the remaining points, I dunno.

Overall, it was a fun experience, didn't encounter any bugs (except the one I mentioned on your youtube channel about Kjata), and I'm really looking forward to future changes.
 
Played through this mod (up to north crater), though I missed the september 24th update, so my hp was super low for the whole time. (why isn't it linked on page 1?)

Some silly things happened though, like in the battle against Jenova WAR, I had Yuffie in my party, perfect dodge activated, and she was able to dodge literally everything Jenova could throw at her, but the battle took forever anyways, because "Nemain" raised Jenova's defense way too much after a while. After like 30 minutes of battling, I just gave up and restarted, because Yuffie could only deal 1 damage, and everyone else just died instantly if I tried to revive them.

Also, with how the new Cait Sith ability looks, it could make the Jenova DECAY battle very easy, as the challenge in that battle seems to be being unable to heal.

Aeris' innate starts pretty strong, but becomes pointless after a while, but it seems like you're working on that, so I'm happy.

Especially in the early game Tifa seems waaaay too strong, easily hitting for 1k with each of her limit hits, while the others are sitting at 200 - 300 damage until limit level 3 or so. She easily beats even the glass cannon in damage, while being almost as fast and much bulkier. Her innate is also really strong, almost as strong as Red XIII's, but it activates after just 1 use of sense, and not after 15+ turns in battle. I decided to not use her after Junon because I felt she was game breakingly overpowered.

Maybe it was because my hp was so low due to not having the update, but I really didn't know how to tackle the endgame content. I wasn't strong enough to beat any of the bosses for the limit breaks, and my attempts in the special bosses in Gold Saucer were also fruitless, even after quite a bit of pot/bouncy ball grinding in the north crater. None of my characters got to max job rank, although I didn't do the dark cave quest, maybe that would've gotten me the remaining points, I dunno.

Overall, it was a fun experience, didn't encounter any bugs (except the one I mentioned on your youtube channel about Kjata), and I'm really looking forward to future changes.
Cheers for the feedback, bud. This pretty much confirms some of the general problems in the mod that I'm working to tackle right now. The reason the HP patch isn't on the front page is because it doesn't affect current playthroughs (I thought it would auto-correct HP on the next level up, like it does for other stats, but unfortunately this doesn't seem to be the case).

As far as the end-game content goes, I'm working to get rid of Extra Battle and instead have some of those enemies appear in areas along the main scenario (some will be cut, others redesigned). Limit sidequests are going to be started much earlier with extended scenarios (some radically different from their original ones) in Disc 1 with the option to finish in Disc 2, so that they don't just all appear out of nowhere on Disc 3. As far as balancing goes, I'm plotting out a 'grind-free' route that'll have players arrive at Disc 3 maybe in the Lv.60-70 range instead of Lv.40-50, with the Materia + equipment locked behind Extra Battle worked back into the game's main scenario.

The approach I took originally with Disc 3 hasn't really been ideal, when all's said and done.
 
Hiya from Kirkcaldy.

I'm actually gasping on getting another run through of this but I realise you're really hard at work in making an update. Could ye give me a rough estimate on when I should look forward to 1.4? Absolutely nae rush on that note either! I'll be pretty much M.I.A between now and Christmas due to work anyway but really looking forward to what's to come. On the note of Christmas, definitely will be lobbing ye a wee donation as well. This is a fantastic game mod.

Doully
 
Hiya from Kirkcaldy.

I'm actually gasping on getting another run through of this but I realise you're really hard at work in making an update. Could ye give me a rough estimate on when I should look forward to 1.4? Absolutely nae rush on that note either! I'll be pretty much M.I.A between now and Christmas due to work anyway but really looking forward to what's to come. On the note of Christmas, definitely will be lobbing ye a wee donation as well. This is a fantastic game mod.

Doully
Thanks, pal; appreciate it! I'll be aiming to get 1.4 done as soon as possible, but I'm thinking that I'll be busy at work going through December so I'm reluctant to say it'll be done in time for Christmas (though it would have a nice sense of timing to it). Important thing is making sure that everything is air-tight; I don't want a repeat of that HP problem, for instance. We'll go with around New Year's as a target, but if too many things go wrong during scripting then it'll be held up for a little longer.
 
In the shinra elevators battle with thousand gunner and airhawk add some kind of timer like 500 meters remaining or 70 floors remain to give the impression that the elevator is falling because thousand gunner is overweight.
 
hey sega chief

the save point in the first floor of sierra mason is very huge

can you fix that problem please
 
Not sure if it's intentional or not, but because of the "level cap" (If ((Self.Level > 44)){   Self.Level <- 44} )
the level based attacks are working strangely, making L2 Germinate (Variablis) always hit, and all L5 and L3 attacks will always miss.
 
hey sega chief

the save point in the first floor of sierra mason is very huge

can you fix that problem please
It'll be fixed for 1.4.

Not sure if it's intentional or not, but because of the "level cap" (If ((Self.Level > 44)){   Self.Level <- 44} )
the level based attacks are working strangely, making L2 Germinate (Variablis) always hit, and all L5 and L3 attacks will always miss.
I didn't think of that. The only thing I really kept in mind with it was the Steal/Manip chances; thanks for letting me know.
 
Eww, i ended the game without arrange mode so i decided to start it in arrange mode, now im at disc 3 and i went to the special battles in gold saucer. Any info on why the barbariccia GT boss (i guess the same for the other bosses) that was giving me 50k exp each time i killed him is only giving me 3500 more or less in arrange? it's on purpose or i have done something wrong?

Thx.
 
hey sega chief

the save point in the first floor of sierra mason is very huge

can you fix that problem please
Oh yeah!  I actually got a laugh out of that!  I vote it not be fixed :-P!

Not sure if it's intentional or not, but because of the "level cap" (If ((Self.Level > 44)){   Self.Level <- 44} )
the level based attacks are working strangely, making L2 Germinate (Variablis) always hit, and all L5 and L3 attacks will always miss.
I didn't think of that. The only thing I really kept in mind with it was the Steal/Manip chances; thanks for letting me know.
I'd just like to point out that it's not really any different from the original game.  Just that, with 99 as the max level, any L3 attack always works, and L2, L4, and L5 attacks always fail.  So you don't need to "fix" anything here I don't think.
 
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I'd just like to point out that it's not really any different from the original game.  Just that, with 99 as the max level, any L3 attack always works, and L2, L4, and L5 attacks always fail.  So you don't need to "fix" anything here I don't think.
But that's true for level 99 only, while for this mod we're talking about every level from 44 to 99 being immune to L3 and L5, and always getting hit by L4 and L2, so MUCH earlier.
And even for level 99 in the original game, it still made sense, because you actually were 99, it didn't silently cap you at level 92 and cause a bit of confusion why certain L attacks hit even though they shouldn't and vice versa
 
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Hi there,

I'm playing the Nt mod version, and it just happen that there are items needed for the best weapons which i can't find in the game. For example Ragnarok's, wizard staff, and so on. If there is, could someone tell me where please? I'm on disc 3.

Thanks in advance.
 
But that's true for level 99 only, while for this mod we're talking about every level from 44 to 99 being immune to L3 and L5, and always getting hit by L4 and L2, so MUCH earlier.
And even for level 99 in the original game, it still made sense, because you actually were 99, it didn't silently cap you at level 92 and cause a bit of confusion why certain L attacks hit even though they shouldn't and vice versa
Oh, okay.  Didn't understand you at first ^^;!
 
Eww, i ended the game without arrange mode so i decided to start it in arrange mode, now im at disc 3 and i went to the special battles in gold saucer. Any info on why the barbariccia GT boss (i guess the same for the other bosses) that was giving me 50k exp each time i killed him is only giving me 3500 more or less in arrange? it's on purpose or i have done something wrong?

Thx.
I think I've made a mistake with the EXP multiplier; it seems that there's a limit on how much can be earned in a fight before it 'overflows' back down to a low number (this is especially noticeable when EXP Plus is equipped). Because the Disc 3 enemies give quite a high base of EXP, Arrange is now giving much much less as a result; I could make a quick patch tonight that gets rid of the EXP multiplier for Disc 3 enemies? Quick-fix, but it should do the job.

But that's true for level 99 only, while for this mod we're talking about every level from 44 to 99 being immune to L3 and L5, and always getting hit by L4 and L2, so MUCH earlier.
And even for level 99 in the original game, it still made sense, because you actually were 99, it didn't silently cap you at level 92 and cause a bit of confusion why certain L attacks hit even though they shouldn't and vice versa
I'll need to do something about it, but what I'll likely do is just ditch L? attacks altogether; I've never been overly fond of them.

Hi there,

I'm playing the Nt mod version, and it just happen that there are items needed for the best weapons which i can't find in the game. For example Ragnarok's, wizard staff, and so on. If there is, could someone tell me where please? I'm on disc 3.

Thanks in advance.
The majority of Crater enemies will morph into one of the weapons needed (Ragnarok, etc.) The rest come from Morphing Extra Battle bosses. As for the third and final item, these are obtained from specific enemies usually as a drop. A lot of them are in Dark Cave (unmissable), one was dropped by Ultimate Weapon, one by Cait Sith's L4 Limit Boss, another by Aeris' L4 Limit Boss, etc.

It's not a great way to do it, though. I'm reworking the locations for them all in 1.4; I think the Crater enemy Morphs will stay, but as Extra Battle is getting broken up and removed the weapons/Materia from that will likely be placed back so they can be picked up and be dished out in actual sidequests.
 
Thanks a lot for the complete answer :)

I've just tried dark cave and oh god, couldn't keep at it. By the way i take the chance to ask you if there is a chance to have hp plus materia on this version? MP plus i already got it, but what could come really in hand, would be the first one.

Also, a doubt about Junon leagues, i can make the 2 first dificulty modes, the 3rd and next ones aren't available, is there a specific way to access it?
 
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Thanks a lot for the complete answer :)

I've just tried dark cave and oh god, couldn't keep at it. By the way i take the chance to ask you if there is a chance to have hp plus materia on this version? MP plus i already got it, but what could come really in hand, would be the first one.

Also, a doubt about Junon leagues, i can make the 2 first dificulty modes, the 3rd and next ones aren't available, is there a specific way to access it?
HP Plus was removed in the first build, but it would be pretty handy now considering the HP situation. There's nowhere to obtain it in-game, however (only a save editor can add it back in). I'd made a patch to try and fix the HP issue but it unfortunately didn't take for save files that had already made significant progress through the game; I'd expected it to correct on a level up like the EXP or the other stats but unfortunately it doesn't seem to work the same way.

The Junon Leagues are incomplete; only the first two brackets were made, with the rest kind of falling by the wayside. I'm renovating them just now to make them faster to play through overall (less competitors, about 4 or 5) but with all the brackets implemented and the lower ones being do-able much earlier in the game. I was also thinking of moving the NPCs that trigger it over to the base of Fort Condor, so that the teleport NPC that helps with backtracking to do the Fort Condor minigames much faster/easier, can also provide fast access to Leagues at the same time.
 
Yeah you bet, i mean, Cloud is lv 94 with 3200 +- hp.. ahah for example, like that i can't handle the guardians on the caves and the sidequest boss's, even with Final atack and quadra magic. W -summon without KOR, can't find it much usefull, aparently.

That's a shame, well, anyways, you're doing your best. Excelent job, keep at it ;)
 
@Sega Chief
Saw the Youtube update. Grit sounds awesome. Reminds me of Breath of Fire 2. RIP focus and its early game damage spike, though.
 
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